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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 22 2025, 10:03
Post #701
SPoison



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Just checking, my 2h heavy set has increased interference and evade likely due to this update, is the helmet interference suppose to be as high as it is? I know it's suppose to be high now but I just want to make sure it isn't accidentally overboard.
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post Nov 22 2025, 10:20
Post #702
Tenboro

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QUOTE(SPoison @ Nov 22 2025, 09:03) *

Just checking, my 2h heavy set has increased interference and evade likely due to this update, is the helmet interference suppose to be as high as it is? I know it's suppose to be high now but I just want to make sure it isn't accidentally overboard.


Compared to persistent, helmets are supposed to be 2x interference and 0.5x burden.
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post Nov 22 2025, 10:30
Post #703
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QUOTE(Tenboro @ Nov 22 2025, 00:20) *

Compared to persistent, helmets are supposed to be 2x interference and 0.5x burden.


Unfortunately that seems correct lol
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post Nov 22 2025, 10:37
Post #704
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I found that some equipment in the shop will disappear quickly. They will only exist for a few minutes before being brushed off. This happens when a large amount of Magnificent or Legendary equipment are sold. I don't think it is caused by players buying in large quantities. Can you check it?
I just sold some of Magnificent equipment in around 09:15 (UTC+0), and they existed in shop for about 15 minutes and were wiped. I leave the links below and no one have brought them.
(should no longer be visible, but the links should still be accessible if any players purchased them.)
And I have observed that some Exquisite equipment can exist in the shop for several hours. There must be something wrong with this.

Magnificent Fiery Axe of Slaughter
Magnificent Leather Boots of Stoneskin
Magnificent Ruby Leather Boots of Protection
Magnificent Leather Leggings of Protection
Magnificent Ruby Leather Gauntlets of the Thunder-child
Magnificent Leather Gauntlets of Dampening

This post has been edited by 32Eff: Nov 22 2025, 11:45
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post Nov 22 2025, 10:58
Post #705
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After this update, I've noticed that interference values have increased across all body parts. For example, the interference of my Shade Helmet of Arcanist increased from 3.2 to 5.2, which feels... a bit off. Keep in mind that in the Persistent, the roll of interference value of Shade Helmet of Arcanist is between 2.1-2.45, even if the intent was to make it x2 on the helmet slot, this already exceeds the original max, and my hemlet is with an average roll of 41%, so it's not even the worst case.

This post has been edited by BlackHimari: Nov 22 2025, 11:15
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post Nov 22 2025, 15:53
Post #706
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Edit1: Ignore

Posted some comparisons, but I'm a moron and reequipped something that had the same name, but wasn't the same item lol


Edit2:

QUOTE(lololo16 @ Nov 21 2025, 20:54) *

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

I disagree with this (the sentiment, not that I agree or disagree with the point you are replying to), most people compare by turns, because real time varies too much. For example, if you are in china and playing at 1 t/s, then the only thing that matters is turns, because it's no different between the styles. Real time difference when the turns are the same for the same person is also just skill issue. A good player can get 3ts on dw.

I think you more than most people in this thread know that 1h is more than just blind hovering too...


Edit3: Re pouches and charms, doesn't really bother me much. Consequences of defeat are normal, the condition loss of equips before was pretty mild, and if you look at pouches as just another repair material, it's not actually that different so long as you repair after each defeat. I'm all for more roleplaying, maintaining equipment after harrowing battles. Since they are items now, there probably needs to be some way for the items to also then leave the system too. I think it's a kinder approach than just giving charms unrepairable durability and having to slot another after they eventually wear away or whatever other solutions that might have been taken.

This post has been edited by Shank: Nov 22 2025, 16:16
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post Nov 22 2025, 15:54
Post #707
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I have a question.

I have a bunch of obsolete equipment that I leveled in item world because I was bored/autistic.

Will these be tradable anymore?
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post Nov 22 2025, 17:02
Post #708
RibbonsCan



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Well, this update was painful. I suppose Mithril, Great Featherweight Charms and Ethereal weapons have a bit more value.
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post Nov 22 2025, 17:41
Post #709
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QUOTE(Shank @ Nov 22 2025, 08:53) *

Edit3: Re pouches and charms, doesn't really bother me much. Consequences of defeat are normal, the condition loss of equips before was pretty mild, and if you look at pouches as just another repair material, it's not actually that different so long as you repair after each defeat. I'm all for more roleplaying, maintaining equipment after harrowing battles. Since they are items now, there probably needs to be some way for the items to also then leave the system too. I think it's a kinder approach than just giving charms unrepairable durability and having to slot another after they eventually wear away or whatever other solutions that might have been taken.

I'd like to clarify that my issue with pouches and energy is not difficulty but complexity.

Increasing the price of defeat? By adding a pouch cost to it? Sure. Except having energy separate from condition was also added, which simultaneously decrease the price of defeat by removing charm upkeep item cost from the repairs.

See how we now have added two whole mechanics to the systems, increasing complexity, yet their effect on difficulty basically cancels out. So why even add that complexity?

We already have a lever that can be adjusted to finetune the cost of defeat, that's what the condition system was already for. Want a higher cost to maintain your charms on defeat? Make condition repairs cost more charm upkeep items. Or vice versa.

This post has been edited by Jake643: Nov 22 2025, 20:31
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post Nov 22 2025, 17:43
Post #710
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Because it's cool?

And the reasons 10bo already gave

I'm not sure why complexity (not that it's particularly complex) is even a bad thing, it's more interesting than just some number.
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post Nov 22 2025, 18:44
Post #711
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Now does the gain from Juggernaut and Capacitor vary depending on the slot? (IMG:[invalid] style_emoticons/default/huh.gif)

In the old system it was +2% at each level. Now I got the following values ​​(for Lesser Juggernaut and Lesser Capacitor):

Helmet: +6,00%
Armor: +7,20%
Gauntlets: +5,40%
Leggings: +6,60%
Boots: +4,80%

OK, the total sum is the same as before: 30% (5 x 6,00%).

And now I'm happy that this can also be put into a shield, in which case it is +6.0% (for Lesser). (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Nov 22 2025, 19:17
Post #712
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QUOTE(Shank @ Nov 22 2025, 10:43) *

Because it's cool?

And the reasons 10bo already gave

I'm not sure why complexity (not that it's particularly complex) is even a bad thing, it's more interesting than just some number.

Complexity in itself isn’t inherently bad, but complexity for its own sake just increases bookkeeping. If two new systems are introduced, yet their their effects is something we already had system for and the new systems cancel each other out, then the gameplay is not richer or deeper, just busier.

The older condition system already was the knob for tuning the cost of defeat. For 10bo's goal of adjusting the cost of defeat, that could’ve been done by adjusting one variable per my previous comments instead of adding two whole frameworks that overlap what condition already handled.

I’m excited for new mechanics, if they contribute meaningfully to the gameplay. In other words, is it actually cool or just another moving part?
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post Nov 22 2025, 20:16
Post #713
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I apologize if this is already being addressed, but there seems to be a problem with base stat scaling between equipment types. Here are two pieces for comparison:

https://hentaiverse.org/isekai/equip/575368/0cc5c76ef6
https://hentaiverse.org/isekai/equip/547831/e3d54e7bda

Exquisite Amber Reactive Helmet of Protection
Heavy Armor Level 241 Untradeable
Condition: 99% Energy: 84%
Burden: 8.0 Interference: 38.6
Physical Mitigation: +13.57 % [159]
Magical Mitigation: +6.78 % [144]
Block: +37.24

Damage Mitigation
Crushing: +3.66 [147]
Slashing: +7.55 [155]
Piercing: +9.95 [152]
Elec: +19.12

Primary Attributes
Dexterity: +22.62 [124]
Endurance: +32.34 [136]

Base Stat Rolls
Physical Mitigation: 159
Magical Mitigation: 144
Block: 134
Crushing Mitigation: 147
Slashing Mitigation: 155
Piercing Mitigation: 152
Dexterity: 124
Endurance: 136

-----

Exquisite Plate Helmet of Protection
Heavy Armor Level 229 Tradeable
Condition: 100% Energy: N/A
Burden: 8.1 Interference: 32.2
Physical Mitigation: +13.21 % [149]
Magical Mitigation: +6.58 % [138]

Damage Mitigation
Crushing: +3.89 [133]
Slashing: +7.59 [131]
Piercing: +7.83 [141]

Primary Attributes
Dexterity: +23.49 [136]
Endurance: +32.91 [145]

Base Stat Rolls
Physical Mitigation: 149
Magical Mitigation: 138
Crushing Mitigation: 133
Slashing Mitigation: 131
Piercing Mitigation: 141
Dexterity: 136
Endurance: 145


Note the higher Level and Base Stats for Crush/Slash on the Reactive, but lower effective values. Also, the large mismatch between Piercing and the others on the Reactive.

I have Re-Equipt each to attempt a reset.

I noticed something similar with PAB's early on, but don't have an example right now.

I don't know if the same base stat for say, Endurance, is intended to yield different results on different armor types (at the same level of course). But that seems rather weird, and inconvenient when comparing pieces.


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post Nov 22 2025, 20:23
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I think it's cool, and I don't remember being able to buy potencies as an item I can slot whenever I want, being able to swap out individual potencies, having more than 3 potencies, not having to lose all potencies and then spend time rng'ing it to get the new combination I want, etc. Before if you wanted to swap a single potency, you had to lose all the potencies on an equip, then rng it until you got the exact combination you want again. Even putting aside all the other changes tied into it.
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post Nov 22 2025, 20:28
Post #715
Tenboro

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QUOTE(BlackHimari @ Nov 22 2025, 09:58) *
After this update, I've noticed that interference values have increased across all body parts. For example, the interference of my Shade Helmet of Arcanist increased from 3.2 to 5.2, which feels... a bit off. Keep in mind that in the Persistent, the roll of interference value of Shade Helmet of Arcanist is between 2.1-2.45, even if the intent was to make it x2 on the helmet slot, this already exceeds the original max, and my hemlet is with an average roll of 41%, so it's not even the worst case.


Hmm. Yeah, shade still had a bit higher interference than on persistent, should be corrected now. Re-equip, etc.

QUOTE(Mags_ @ Nov 22 2025, 14:54) *
I have a bunch of obsolete equipment that I leveled in item world because I was bored/autistic. Will these be tradable anymore?


Probably. But they will probably lose any converted charms, IW levels and upgrades if you trade them. Either that or they will become untradeable, I haven't really decided.

QUOTE(Basara Nekki @ Nov 22 2025, 17:44) *
Now does the gain from Juggernaut and Capacitor vary depending on the slot? (IMG:[invalid] style_emoticons/default/huh.gif)

In the old system it was +2% at each level. Now I got the following values ​​(for Lesser Juggernaut and Lesser Capacitor):


Not actually intentional, but works for me.

QUOTE(oddaicky @ Nov 22 2025, 19:16) *
I apologize if this is already being addressed, but there seems to be a problem with base stat scaling between equipment types. Here are two pieces for comparison:
...
I don't know if the same base stat for say, Endurance, is intended to yield different results on different armor types (at the same level of course). But that seems rather weird, and inconvenient when comparing pieces.


Base rolls are only directly comparable for equipment with the same template. They result in different effective values depending on the template and equipment/player level.
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post Nov 22 2025, 20:29
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QUOTE(Shank @ Nov 22 2025, 13:23) *

I think it's cool, and I don't remember being able to buy potencies as an item I can slot whenever I want, being able to swap out individual potencies, having more than 3 potencies, not having to lose all potencies and then spend time rng'ing it to get the new combination I want, etc. Before if you wanted to swap a single potency, you had to lose all the potencies on an equip, then rng it until you got the exact combination you want again. Even putting aside all the other changes tied into it.

Notice how I only mentioned pouches and energy as meaningless complexity. Charms are very cool indeed and I'm looking forward to see them in persistent.

Edit: Sorry my bad, reading back I just realized there was an instance where I accidentally said charm instead of energy in a previous post. Edited now. Sorry again for the confusion.

This post has been edited by Jake643: Nov 22 2025, 20:33
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post Nov 22 2025, 21:51
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QUOTE(Jake643 @ Nov 22 2025, 19:29) *

Notice how I only mentioned pouches and energy as meaningless complexity. Charms are very cool indeed and I'm looking forward to see them in persistent.

Edit: Sorry my bad, reading back I just realized there was an instance where I accidentally said charm instead of energy in a previous post. Edited now. Sorry again for the confusion.


the reasons for both pouches and energy have been explained in detail already in previous tenboroposts, you can find them around.
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post Nov 22 2025, 23:26
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QUOTE(Tenboro @ Nov 23 2025, 05:28) *

Probably. But they will probably lose any converted charms, IW levels and upgrades if you trade them. Either that or they will become untradeable, I haven't really decided.

To be clear I don't mind if they lose whatever I put into them.

I have some early eid stuff that I'd like to be able to trade or donate at some point.
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post Nov 23 2025, 09:42
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1H weapons like Axe got parry stat and 2H weapons got parry and block stats. Is it possible to give counter-resist stat to Ebony, Redwood, and Katalox staffs?
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post Nov 23 2025, 13:43
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My Isekai Shield compared to some obsolete Persistent Tower Shields. Isekai Burden is more than double that of its Persistent counterparts. Interference is still high considering the quality of mine. It went from 20/10 to 35/17,5 after the most recent update.

(IMG:[i.imgur.com] https://i.imgur.com/Kw7DWxB.png)

On an unrelated note. Voidseeker Shards, Critical Strike chance, and One-Handed plus Shield Counter-Attacks/Overcharge generation are in a rough spot. Could I convince you to give these a cursory glance please?
Obnoxious and unsolicited feedback post.

This post has been edited by Ramaki: Nov 23 2025, 13:55
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