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HentaiVerse Isekai 2025 Season 2, With Update 91 Preview |
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Nov 21 2025, 20:09
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Basara Nekki
Group: Gold Star Club
Posts: 7,903
Joined: 13-September 12

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Tenboro, sorry to ask again, but I would like a position on this: QUOTE(Basara Nekki @ Nov 19 2025, 20:07)  If Block/Parry is equal to Accuracy, then shouldn't the chances be equal for both sides? In this case it should be 50% (and not just 25%).
I think this change would help a lot on the defensive side, reducing this situation of rapid fluctuation in the HP bar.
Another thing: if Accuracy is >3x so we only have a 1% chance for Block/Parry, but if Block/Parry is >3x, why do we "only" have a 75% chance and not 99%?
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Nov 21 2025, 20:35
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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QUOTE(剑行血间 @ Nov 21 2025, 14:36)  I don't think you'd want this change unless you're up for a war of attrition against the Tower monsters. Our battle against the monsters is fair.
I meant to say our block/parry should go beyond 75%, not monsters. With 3 mag fleet 1 leg shadow and a leg kevlar helm only 2 of which are IW and upgraded I hit 540 evade, if the helm was mag shade fleet would proabably be 570, if they where al IW and upgraded it would be well over 600 evade, WITH shadow viel that would be higher. With a leg force shield and mag shield plate armour I hit 571 block. Niten with a SUPERIOR waki of nimble I hit 683 parry, dual wield with a exq dagger of balance I hit 816 parry. A 1h full heavy of mix heavy will only ever have block that is close to the avoidance cap, parry and evade will be far below, and in the higher tower and IW levels a 1h heavy will be reduced to just block as accuracy will reduce evade and parry to nothing, whilst dual wield light and niten will still have 2 avoidance stats close to max or still max in case of parry. Now maybe the accuracy changes mean this does not get as bad as it used to, but the point still remains 1h heavy can only get 1 avoidance to max against normal mobs whilst dual wield and niten can comfortably get 2. I am not saying dual wield and niten need nerf, just stating 1h has lost the whole point of its existence, a slower higher defensive build. Could monsters be changed such that only certain monsters can break parry ie giant/dragon/beast/mechanical others can only break resist such as sprites/elemental, and others can only break evade such as humanoids. Leave block as the only one where chaos upgrades do not reduce it. If each round had at least some monsters that could not further lower our avoidances and block was immune from that it might make help restore balance somewhat.
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Nov 21 2025, 21:28
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nekolor
Group: Members
Posts: 146
Joined: 16-June 14

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TenboroCharms. Pouches. Energy. Upkeep. See, that's the point — you explain those again, and I'm still no less confused. And you can see I'm definitely not alone in it. This on its own is already bad design and, moreover, ultimately all those things you've came up with won't even matter — everyone will just have all of their gear with kevlar pouches or sitting on a pile of spare charms of every type and just mindlessly click one repair button (what's that “Replace charms and pouches” checkbox next to it even supposed to mean?) whenever time comes and that will be it. All this complexity gives player completely nothing, well, apart from increasing maintenance annoyance. Also I think Omamori is a poor metaphor — tiny pieces of paper or wood in pouches is farthest thing from what one imagines when thinking about attachable upgrades/enhancements for weapons and armor. Gets even more ridiculous when those require Energy Cells to work. That “pouches? wtf is that?” reaction from people is exactly the result of that (IMG:[ invalid] style_emoticons/default/smile.gif) I still stand on this: pouches should not be pouches; there should be no destruction crap in the first place (How about not introducing “original design” that immediately needs fixing?); Energy from the player's perspective is still both useless noise and extremely cryptic. Charms themselves are wonderful change, but all the baggage around them is far from it, to put it mildly. Multiple rolls. I mean only about repeated ones resulting in partials. Making avoidances independent is good, and not related to it. I'll die on that hill: this abomination must go. Those bland gradations of failure/success are never fun and always lead to balance issues. All things I mentioned before violate the principle of giving something interesting to player but can be tweaked, fixed and reworked to address that. This one is a deadly sin. For example, things like glancing hits in proper games always come with side-effects: enabling special follow-up moves or being compensated with faster recovery and can be utilized for indirect benefit increased amount of hits resulting in more procs etc. Again, player always can actually do something with that. So a weapon attack either deals damage or not, a spell either hits with full effect or resisted with partial damage/reduced debuff time. Once. No shades of failure, please. Have mercy on us.
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Nov 21 2025, 21:46
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Ramaki
Group: Gold Star Club
Posts: 605
Joined: 18-June 15

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I have a "small" piece of feedback. Small preface. I "feel" much less durable. I am forced to heal and deprecate in IWBTH Tower. My Spirit Shield feels somewhat more "used" but less useful, if that makes any sense. Regarding Counters. Are partial Block/Parries/Evades(?) less likely to trigger them? Unable to do so whatsoever? Is that intentional, or is that a bug? (See attached image for actual numbers.) It became strikingly noticeable after the "large" accuracy update. Especially against Schoolgirls (no Vital Strike if I fail to land a counter-stun on one of them in 15 player actions). That could be caused by both a weird interaction with the intended "less full avoidance" more "partial" direction of the change, and a significantly lower Block/Parry chance even against monsters of the same level. (Mine is around what...30% for a full Block and 25% for a full Parry?) [ imgur.com] CountersDirectly related. Disclaimer: Yes, this is with Haste. I played Shortsword plus Imperil in the previous season, and the situation was not even remotely close. Overcharge generation with One-Handed plus shield. I am occasionally unable to sustain Spirit Stance even without casting any spells and merely refreshing two Draughts. Possibly (probably) due to how Counters do not work as they did before. I am quite happy that Dual Wield and Two-Handed are now able to spend more time in or even maintain Spirit Stance permanently. I cannot. It used to be possible to do so even with Haste and Imperil. Regarding Critical Strike chance. Currently, it is abysmally low. Damage is extremely inconsistent, and some rounds can be (and are) quite frustrating. It goes down to 10%~ against high level monsters. No Crits = significantly less Penetrated Armour instances. Which increases the "frustration". Hopefully, at least some of this has value. I will gladly clarify further if needed. Edit: Almost forgot. Can we please get some more Voidseeker Shards? I have dropped 7 in 321 levels (4 Aether Shards). Adding them (significantly increasing the drop chance), alongside the rest of "rare materials", to the drop pool of all Item Worlds would be a nice incentive to "farm" those on top of "just" Charms and upgrades. This post has been edited by Ramaki: Nov 21 2025, 23:32
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Nov 21 2025, 22:54
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lololo16
Group: Gold Star Club
Posts: 2,982
Joined: 5-March 12

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QUOTE(teddy.bear @ Nov 21 2025, 15:35)  I am not saying dual wield and niten need nerf, just stating 1h has lost the whole point of its existence, a slower higher defensive build.
That high defense makes it the fastest melee style in the game in real time, though (and that's what most people care the most). 1H can reach higher t/s than DW because you only have to (cast your depr spells) hover and heal. As DW you have to put in even more effort to make things even. At least that's how it is in the tower This post has been edited by lololo16: Nov 21 2025, 22:57
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Nov 21 2025, 23:37
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BlueWaterSplash
Group: Members
Posts: 3,518
Joined: 15-March 11

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QUOTE(Basara Nekki)  If Block/Parry is equal to Accuracy, then shouldn't the chances be equal for both sides? In this case it should be 50% (and not just 25%).
I think this change would help a lot on the defensive side, reducing this situation of rapid fluctuation in the HP bar.
Another thing: if Accuracy is >3x so we only have a 1% chance for Block/Parry, but if Block/Parry is >3x, why do we "only" have a 75% chance and not 99%? I had these same thoughts since the start of this isekai season. I have been thinking about it since then, and watching the later adjustments, I think I understand it now. Either way can be okay, 50% or 25% when Accuracy=Block (on day one this was 20%). You can also adjust monsters' typical Accuracy instead. In the most recent change, Tenboro greatly lowered monster Accuracy as the preferred option, this time. Scans show that monsters' Accuracy did drop to about half of before. Using 25% when Accuracy=Block makes me imagine a scenario where we players are allowed to fight each other (or monster versions of ourselves, with our exact stats). If we get this Ultra Funny Hard game mode in the future, I think it would feel better to hit each other more reliably than only 50% of the time. In fighting games, a similar situation exists. Many fighting games are 50%/50% and the system is to guess standing block or crouching block. But some fighting games are more complex, and there could be more ways to attack (guard break, long attack strings, etc) or more ways to defend (sidestep, etc). It's up to each game. QUOTE(Tenboro @ greatly lowered monster Accuracy)  - Monsters now switch to a logarithmic base accuracy formula above 500 DEX/WIS, which should significantly curtail accuracy at higher monster levels. (I don't expect this to be the final revision.) I'm wondering if it was better to achieve it this way, as compared to doing something like just dividing all monster Accuracy by two, or whatever appropriate factor. (Random notes, monster base stats are around 200~350 at PL 2250 depending on species, and this scales to around 1000~2000 at level 500). If you do it this way, logarithmic accuracy over 500 Dex/Wis then: - different monster species are going to have more similar Accuracy than their base stats would warrant (this could be good for our block/parry as it is more like the old way where monster Accuracy probably didn't matter, but seems bad for evade since that is where monster Accuracy may have done something before) - as our player level increases, there could be a large functional improvement in our block/parry/evade even if our gear remained the same (our block/parry/evade used to be almost the same regardless of our level) QUOTE(teddy.bear)  I meant to say our block/parry should go beyond 75%, not monsters. I'm guessing this number will eventually be increased. On isekai day one, our max block/parry was 50%, then it was pointed out to Tenboro that in Persistent our maxed selves typically have 65%~75% block/parry. Since Tenboro said we should partial block more often than our old Persistent blocks, the max block/parry should therefore be at least 80% ~ 85%. Making the corresponding chances for a full block 64% ~ 72%. (Or just using 99% max as Basara suggested is fine, too) This post has been edited by BlueWaterSplash: Nov 22 2025, 00:47
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Nov 22 2025, 02:36
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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Would be nice to preview what our equip will look like when IW and upgraded because I just spent 27 seeds and some stamina on this Legendary Ethereal Rapier of Balance only to realise it will barely outperform this Exquisite Demonic Shortsword of Balance. I prefer shortsword or waki so I wasn't really keen on the rapier but I thought it would upgrade much higher just through IW alone. Are rapier's decent now or is shortsword still much better? This post has been edited by teddy.bear: Nov 22 2025, 02:37
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Nov 22 2025, 02:53
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RibbonsCan
Group: Members
Posts: 595
Joined: 1-November 13

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QUOTE(teddy.bear @ Nov 21 2025, 16:36)  Would be nice to preview what our equip will look like when IW and upgraded because I just spent 27 seeds and some stamina on this Legendary Ethereal Rapier of Balance only to realise it will barely outperform this Exquisite Demonic Shortsword of Balance. The Void damage piercing through resistances is already good. Slap on the elemental strikes and you're off to the races. If you're talking about pure damage, it's perfect for DW off-hand.
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Nov 22 2025, 03:15
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l13763824039
Group: Gold Star Club
Posts: 1,497
Joined: 6-July 21

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QUOTE(BlueWaterSplash @ Nov 21 2025, 16:37)  I'm wondering if it was better to achieve it this way, as compared to doing something like just dividing all monster Accuracy by two, or whatever appropriate factor.
(Random notes, monster base stats are around 200~350 at PL 2250 depending on species, and this scales to around 1000~2000 at level 500).
If you do it this way, logarithmic accuracy over 500 Dex/Wis then:
- different monster species are going to have more similar Accuracy than their base stats would warrant (this could be good for our block/parry as it is more like the old way where monster Accuracy probably didn't matter, but seems bad for evade since that is where monster Accuracy may have done something before)
- as our player level increases, there could be a large functional improvement in our block/parry/evade even if our gear remained the same (our block/parry/evade used to be almost the same regardless of our level) I'm guessing this number will eventually be increased. On isekai day one, our max block/parry was 50%, then it was pointed out to Tenboro that in Persistent our maxed selves typically have 65%~75% block/parry.
Since Tenboro said we should partial block more often than our old Persistent blocks, the max block/parry should therefore be at least 80% ~ 85%. Making the corresponding chances for a full block 64% ~ 72%. (Or just using 99% max as Basara suggested is fine, too)
Agree with the problem you mention but disagree with the solution Monster stats scale in the IW and Tower make them impossible to beat. If you use linear scaling, then if the monster is hard (not impossible to beat) in the tower and IW, then it's easy in the arena. If it's normal in the arena, then it's still impossible to beat in the TW and IW. logarithmic accuracy is good. Some monsters has strength on accuracy. So, they might trigger logarithmic accuracy very early before level 500. Maybe we can do this. If the monster level is greater than level 500 Monster accuracy = Monster accuracy at level 500 + log(Monster accuracy at the current level - Monster accuracy at level 500) So, the accuracy remains the same until level 500. But any accuracy beyond level 500 is logarithmic. Keep accuracy for arena and GF, but log them for challengeable situations. The logarithmic accuracy threshold doesn't have to be level 500.
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Nov 22 2025, 04:13
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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QUOTE(RibbonsCan @ Nov 22 2025, 02:53)  The Void damage piercing through resistances is already good. Slap on the elemental strikes and you're off to the races. If you're talking about pure damage, it's perfect for DW off-hand.
With the changes to penetrate it works amazing when it crits, unfortunately crit chance has been nerfed and counters don't work as well currently so I have to go back to finish off mobs with a sliver of life. Still i don't need to cast imperil so it seems a worthwhile upgrade.
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Nov 22 2025, 06:02
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Jake643
Group: Gold Star Club
Posts: 539
Joined: 8-October 20

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QUOTE(Tenboro @ Nov 20 2025, 17:08)  In the original charms design, they would simply be destroyed if they took damage. This had a few issues; most notably, being rather harsh, and being a pretty nasty rugpull for converted potencies. To fix the former, I wanted some sort of mechanism that allowed you to predictably prevent the damage to select charms with some sort of resource. To fix the latter, I wanted a mechanics that allowed them to selectively not be destructible at all, but I also didn't want to add something that would result in superior "pre-nerf" gear that could no longer be created after the update. And seeing that the archetype [ en.wikipedia.org] omamori do in fact come in a silk pouch of sorts, that's what it ended up as. And as it says in the update notes, I'm already planning to add a couple of additional pouch types. There are two main reasons why Condition and Energy were split: The first reason is that it allows condition loss on defeat without having energy loss. This was not really a big deal before when you only had the basic energy cells for magitech gear, but since charm upkeep is rolled into the Energy stat, defeats would be a lot more expensive if this split had not been done; specifically, one or two upkeep items for every single charm on every single equipped gear. The second, less important reason is that it allows different gear to have different durability (i.e. rate of condition loss) without affecting its Energy drain, and by extension, its charm upkeep rate. I agree with nekolor that I think energy and pouches are adding complexity for... nothing? Let me try to follow your train of thoughts here: - So you originally made charms destroyed on defeat and thought "That makes it too harsh".
- Then to make defeat less harsh, you created the pouch system to protect charms and the energy system separate from condition.
It seems like we could avoid adding 2 whole new system by just... not making charms destroyable by default, just like the old potencies? The difference of adding two systems of complexity compared to indestructible charms by default is that on a defeat, you now make players spend more(to protect their charms) ...and also spend less(no charm upkeep cost to fix condition). We don't need two whole new systems to make charm upkeep rate independent of durability. It can be done with zero: just make condition restored by charm upkeep item scale according to durability(i.e. Gear that lose condition twice as fast as another also takes half as many charm upkeep item to repair per condition lost). This post has been edited by Jake643: Nov 22 2025, 06:03
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Nov 22 2025, 08:36
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Tenboro

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Pushed a small update.
- Parry and Resist for monsters now use a logarithmic function above 50%, starting from 2x resist/parry compared to accuracy. At 3x they will have ~57%, and in practice they should never reach the 75% cap, as it would take 13x more intercept than accuracy.
- Corrected wrong calculation for burden/interference. This would only have affected some of the templates. (Re-equip / cache refresh required)
- Corrected wrong scaling factor on counter-resist and counter-parry for equipment/charms. It also now shows as a percentage readout. (Re-equip / cache refresh required)
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Nov 22 2025, 08:47
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unitready
Group: Catgirl Camarilla
Posts: 2,571
Joined: 22-May 10

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QUOTE(Tenboro @ Nov 22 2025, 14:36)  Pushed a small update.
- Corrected wrong calculation for burden/interference. This only affected a handful of weapon templates. (Re-equip / cache refresh required)
Sir,I re-equiped My Peerless demonic rapier <9.0burden - 5.0(lesser featherweight charm)=4.0burden>,but nothing changed,it's still 4.0burden. Wait a moment,my evd now form 402.2→326.3?And the Interference of all the armor now feel much higher! My Mana Cost Modifier changed form -36.2%→24.2%?? Compromise 89.8 Interference 54.9 Burden What the hell? mag dagger 2.5 ex kite shield 14.1 mag shade helmet 0 mag reactive cuirass 20.1 mag shade gauntlets 0 legendary shade leggings 0 legengdary shade boots 0 IT'S 36.7 BURDEN NOT 54.9. This post has been edited by unitready: Nov 22 2025, 08:58
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Nov 22 2025, 08:51
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Tenboro

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QUOTE(unitready @ Nov 22 2025, 07:47)  Sir,I re-equiped My Peerless demonic rapier <9.0burden - 5.0(lesser featherweight charm)=4.0burden>,but nothing changed,it's still 4.0burden.
Not sure if it would change, but you have to force a browser refresh or do something that adds equipment to your inventory or updates any equipment's stats to make the stat readouts update.
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Nov 22 2025, 08:54
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a379808848
Group: Gold Star Club
Posts: 281
Joined: 23-June 14

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QUOTE(Tenboro @ Nov 22 2025, 14:36)  Pushed a small update.
- Parry and Resist for monsters now use a logarithmic function above 50%, starting from 2x resist/parry compared to accuracy. At 3x they will have ~57%, and in practice they should never reach the 75% cap, as it would take 13x more intercept than accuracy.
- Corrected wrong calculation for burden/interference. This only affected a handful of weapon templates. (Re-equip / cache refresh required)
- Corrected wrong scaling factor on counter-resist and counter-parry for equipment/charms. It also now shows as a percentage readout. (Re-equip / cache refresh required)
After the update, interference and weight from other equipment increased. My magic consumption multiplier rose from 49% to 80%, and my evasion dropped by 40 points.
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Nov 22 2025, 08:58
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Tenboro

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QUOTE(a379808848 @ Nov 22 2025, 07:54)  After the update, interference and weight from other equipment increased. My magic consumption multiplier rose from 49% to 80%, and my evasion dropped by 40 points. Maybe post your gear? The sum of burden and interference for a set of armor should be about the same as it is on persistent, but individual pieces will be different. Edit: It does look like it's too high for armor after the fix, checking on this.
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Nov 22 2025, 09:03
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ray5255
Group: Gold Star Club
Posts: 229
Joined: 1-December 24

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QUOTE(Tenboro @ Nov 22 2025, 14:36)  Pushed a small update.
- Parry and Resist for monsters now use a logarithmic function above 50%, starting from 2x resist/parry compared to accuracy. At 3x they will have ~57%, and in practice they should never reach the 75% cap, as it would take 13x more intercept than accuracy.
- Corrected wrong calculation for burden/interference. This would only have affected some of the templates. (Re-equip / cache refresh required)
- Corrected wrong scaling factor on counter-resist and counter-parry for equipment/charms. It also now shows as a percentage readout. (Re-equip / cache refresh required)
something wrong it turns out my burden *1.5, interference *2.0 compare to correct number I find a situation here: there are two divergence:complexity and difficulty. due to combat calculation complexity, the balance of difficulty becomes a problem already, and should be fixed first. on the other hand,for complexity outside the battle, peronaly I welcome pouch&charm —— clearly there could be more new effect on them. now, I want point out that chasing complexity and difficulty blindly is absolutely wrong. for three than the others in this thread I must say seriously, go think, experience more and try some chanllenge battle before you comes more bad ideas ok? don't be so unrealistic when we have so many problem now. This post has been edited by ray5255: Nov 22 2025, 10:10
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Nov 22 2025, 09:34
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Tenboro

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Yeah, turns out the old version had a 0.7x scaling factor for burden and interference that disappeared when the templates and math were converted to the new system, but this was partially obscured by the previously fixed bug. I've corrected the templates, so it should roughly match persistent now. (Re-equip/cache refresh required.)
Let me know if you notice any gear that has significantly different burden/interference compared to persistent, but keep in mind that burden/interference were rebalanced between armor pieces so say cuirasses weight more but helmets have more interference - the sum should be the same, though.
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Nov 22 2025, 09:46
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ray5255
Group: Gold Star Club
Posts: 229
Joined: 1-December 24

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QUOTE(Tenboro @ Nov 22 2025, 15:34)  Yeah, turns out the old version had a 0.7x scaling factor for burden and interference that disappeared when the templates and math were converted to the new system, but this was partially obscured by the previously fixed bug. I've corrected the templates, so it should roughly match persistent now. (Re-equip/cache refresh required.)
re-equiped but still have small miscalculationMagnificent Ethereal Rapier of BalanceLegendary Reinforced Kite Shield of the BattlecasterMagnificent Shade Helmet of the ArcanistMagnificent Power Armor of ProtectionMagnificent Shade Gauntlets of the FleetMagnificent Shade Leggings of NegationMagnificent Shade Boots of the Shadowdancermy stats should be 31.3 interference,20.2 burden but comes out 42.3 Interference and 18.6 Burdenps: I used greater&lesser feather charms on sheild and boots ok, found out could be a display issue, use c to view the equip will show current stats, different from hover after unlock equip and refresh the page everything shows correct overall the interference up and burden down a little bit This post has been edited by ray5255: Nov 22 2025, 10:24
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