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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 23 2025, 14:05
Post #721
Tenboro

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Just for the record, it's pointless to ask for fundamental changes to how the systems work since there is a zero percent chance of that happening. If you want charms to fundamentally work differently, you're just going to have to make your own game, with blackjack, and hookers, and so on and so forth.

QUOTE(Anemone @ Nov 23 2025, 08:42) *
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?


Any stat can be retroactively added to any gear in the new system, but I don't have any particular plans of adding counter-resist to all staffs.

QUOTE(Ramaki @ Nov 23 2025, 12:43) *
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.


Some of the revived obsolete gear intentionally have different stats than the legacy gear on Persistent, since no existing up-to-date template was available for these. Tower shields are probably fine as they are. At least I wouldn't reduce the burden without also reducing the block.

QUOTE(Ramaki @ Nov 23 2025, 12:43) *
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.


Can't really look into it without knowing what you are trying to fight. Show your stats next to a scan of the monsters.

Upkeep materials aren't intended to always be available for everyone to use at all times. Based on the market price, I see no reason to adjust the voidseeker shard droprate at this point.
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post Nov 23 2025, 15:02
Post #722
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QUOTE(Tenboro @ Nov 23 2025, 13:05) *

Some of the revived obsolete gear intentionally have different stats than the legacy gear on Persistent, since no existing up-to-date template was available for these. Tower shields are probably fine as they are. At least I wouldn't reduce the burden without also reducing the block.


I see. Thank you for the explanation.


QUOTE(Tenboro @ Nov 23 2025, 13:05) *

Can't really look into it without knowing what you are trying to fight. Show your stats next to a scan of the monsters.


[imgur.com] Scans. Hopefully, this will suffice? I have lost around 10-15% of Counters once the monsters received the "large" update without changing anything about my equipment. That should be "visible" from the previously posted "collage". I do not have any scans from before the significant rebalance, unfortunately.


QUOTE(Tenboro @ Nov 23 2025, 13:05) *

Upkeep materials aren't intended to always be available for everyone to use at all times. Based on the market price, I see no reason to adjust the voidseeker shard droprate at this point.


I...see. Thank you for the clarification.

And I truly appreciate this level of communication even with a "newbie" such as myself. Have a nice Sunday!

This post has been edited by Ramaki: Nov 23 2025, 15:02
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post Nov 23 2025, 19:11
Post #723
良い鯉



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Given that FRD is essential for non-1H melee in Persistent, it's hard to test how 2H/NI actually performs after the update on OC in isk...
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post Nov 23 2025, 19:26
Post #724
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QUOTE(良い鯉 @ Nov 24 2025, 01:11) *
Given that FRD is essential for non-1H melee in Persistent, it's hard to test how 2H/NI actually performs after the update on OC in isk...


Agreed. Without FRD, the Niten build easily becomes overwhelmed when facing large numbers of enemies, forcing the user to cast more debuffs. This prevents it from reaching its full potential.

To ensure a sufficient level of challenge, we can disable this skill only in TW.
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post Nov 23 2025, 21:23
Post #725
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can I suggest that we now take a week or so to test the current mechanics, go a bit higher into tower, and only complain when we really can't finish the tower anymore with magnificents & exquisites or better? Bugs should of course be reported, but suggestions aren't useful until we know how strong/weak the current system is. In two or three weeks time, we should have pple high enough in tower, with imperil fully unlocked. Until then, let's play the game!
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post Nov 24 2025, 00:19
Post #726
Basara Nekki



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Suggestion:

As a Force Shield now no longer has the highest Block among shields, and also now requires Metals for upgrades (not Wood), would it be possible to add, for example, Attack Damage to make it a more attractive option?

Question:

Do you intend to create any means to increase the current Charm Points limit? A Hath Perk perhaps? Even considering a Peerless, 90 points seem not to be enough to meet the players' desires.
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post Nov 24 2025, 00:41
Post #727
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QUOTE(Basara Nekki @ Nov 23 2025, 22:19) *

Suggestion:

As a Force Shield now no longer has the highest Block among shields, and also now requires Metals for upgrades (not Wood), would it be possible to add, for example, Attack Damage to make it a more attractive option?

Question:

Do you intend to create any means to increase the current Charm Points limit? A Hath Perk perhaps? Even considering a Peerless, 90 points seem not to be enough to meet the players' desires.

Wait, what now has the highest block?
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post Nov 24 2025, 00:50
Post #728
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After this isekai update, Force Shields are superceded by Tower Shields, Kite Shields of Barrier, and Tower Shields of Barrier in the amount of block provided, by a large margin.

QUOTE(BlueWaterSplash @ two weeks ago) *
After some thought, I think Force Shields may still be roughly balanced with Tower Shields. Even Tower Shields of Barrier and Kite Shields of Barrier. (Perhaps none of those are the best shield, and it is a dark horse).

It surely doesn't look like it, but they are. (Hint) Tenboro has already explained the reasons here and there, in parts. The question is whether or not you believe (as it's not easy to understand why). If I get unlazy enough, I may explain it in the HV Research Thread (there are important related old discussions there).

I've spent a long time thinking about this and the balance of styles and I think my overall conceptual understanding has improved. The following analysis is largely for Persistent or version independent, yet is useful to post here.

Myth - 1H has the strongest defense/survivability

Standard DW Light with Rapier/Wakizashi, or better yet 2x Wakizashi of Nimble, is a contender for strongest defense/survivability. Isekai made us forget, because it doesn't seem like it once beyond beginner Tower. DW Light was my original Persistent style prior to level 250, and was often my isekai style at that range. DW offers among the strongest defense at low level, until utterly overtaken by 1H around level 200. This is because that is when 1H counter attacks quickly start to work better, and they roughly improve 1H defenses by a factor of 4x as that is the length of Stuns inflicted on all the monsters.

However, that 4x ability doesn't scale up. By level 260 all the special powers that 1H gets, both on defense and offense, are done evolving. While all styles' general defense and avoidance stats continue to improve, due to level and more importantly equipment quality.

Once fully forged and Peerless at level 500, I suspect DW Light with Rapier/Wakizashi may once again have comparable survivability to 1H. There is a very difficult analysis for this which I'll leave for HV Research in the future. The tl;dr math is that once you have high enough Parry above 90%, that eats into the meaningfulness of Stunned monsters doing nothing. As parry/block/evade approach 100%, the 4x factor exclusive to 1H shrinks down to 1x due to your raw ability to defend yourself without needing the help of stuns.

DW Light with Club/Wakizashi and spread targeting is another contender for top survivability. We've never fully experienced the full survival potential of DW in isekai because I don't think anyone ever got strong enough. How high you go in Tower matters not; it's your Peerless quality that matters to grab the title back from 1H.

Corollary - Force Shields improve relative to Tower Shields when you are stronger

The relative stats of Force versus Tower Shields do not shift as you increase in level or forging. This new Corollary is only in addition to my previous statement that Force and Tower are actually roughly balanced and many players didn't realize it yet.

The tl;dr no math reason why Force and Tower are balanced...if Basara Nekki were to re-do his Persistent defense tests of 1H Shadow Veil in the HV Research thread, where a shockingly pitiful result was revealed, the result will be completely different in the isekai. Note that Shadow Veil was intentionally split into two effects. For the purpose of defense, the new Evade +20% component should perform identically to true evade, while the +20% Shadow component has the almost-nothing 1H effect of before.

Since Force Shields have low burden, depending on your stats and armor, you can get a lot more Evade, which is almost the same as Block after the update. That is why Force Shields are still competitive with Tower Shields.

Now the new Corollary which, after years, I only finally understood today. If you have a very low, say 1% block, then your measured actual damage reduction with script should be 4%. This is because of the 4x special 1H multiplier mentioned above. If you block even 1 time, it is worth 4 blocks because of the Stun. However, once you start to get a lot of block, say 60%, you obviously cannot have more than a 100% damage reduction. As the Myth explained, the 4x survival multiplier of 1H gradually shrinks to 1x, as you approach becoming a perfect being.

Therefore the stronger you are, fully forged and Peerless at level 500, a Force Shield's performance should improve slightly more than a Tower Shield. When you are near perfect, the new and improved Evade will perform exactly the same as Block, for defense purposes only. Before you get perfect, 1H Block will still be a little better than Evade point-for-point, but by a moderate factor like maybe 1~2x.

QUOTE(Tenboro) *
- 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.

I guess many of us forgot how much parry a strong DW user gets. According to my calculations, in Persistent at level 500 an offhand Peerless Wakizashi of the Nimble provides 77% parry stat alone, and a peerless DW Rapier/Waki user would have over 94% parry (dexterity increase partially omitted). Dual Peerless Wakizashi of Nimble may have over 96.5% parry (dexterity calculation included).

Since monsters are different from us now anyway, maybe we ought to uncap the new parry formula after all, otherwise we are severely limiting DW defenses on the ultimate players. If the parry cap was increased from 75% to 99% when parry is 3x --> 4x more than accuracy, the linear scale would remain the same as before.

This post has been edited by BlueWaterSplash: Nov 24 2025, 07:30
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post Nov 24 2025, 01:13
Post #729
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Tenboro the avoidance cap being 300, with 200 being the diff between 20% and 80% for evade and 25% and 75% for parry/block is a very small gap. Right now my mad shielding plate gives almost 58 block with 4/5 upgrades, that is almost 1/3 the of 200 and scaled up to 500 with more upgrades probably would be 1/3 or more. It is very noticiably in avoidance switching out the shielding plate for power armour, not problematic so for arenas but it is very noticable, compared to before this change where you wouldn't really notice the difference. Is this intended?
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post Nov 24 2025, 01:16
Post #730
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QUOTE(longhairdontcare @ Nov 23 2025, 19:41) *

Wait, what now has the highest block?


Tower Shield of the Barrier

And, Tower "non Barrier" also has a higher block than a Force Shield. And possibly a Kite of the Barrier too.
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post Nov 24 2025, 01:19
Post #731
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QUOTE(Shank @ Nov 22 2025, 13:53) *

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...

No even in persistent till I switched to Dark Mage build, I legit just blindly hovered, well to be more fair I left clicked since I didn't use scrips back then. Imperil was for boss monsters only. (was actually able to clear everything doing that)

Now I did that with 2h, but honestly that's typically how I play 1h in Isk so not much different.
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post Nov 24 2025, 03:09
Post #732
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Tenboro could you require a item to be fully repaired before adding new charms to it because I did not notice my shield durability is low when I added the charms and now I have a large additional repair cost for it.... Legendary Zircon Force Shield of Protection
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post Nov 24 2025, 04:56
Post #733
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Can we get like the object to turn lesser charms into greater charms, since you cant stack them I just don't see the point in lesser charms over all.
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post Nov 24 2025, 05:16
Post #734
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Could we just have the amount of available materials right beside the materials needed when we're upgrading? That way, we'll know how much we have on hand before pressing the upgrade button instead of flicking between the item inventory page and modify page.

And also, the infusions/material and CP required to bind a charm to a weapon right under the measurement of Charm Points: 0/30 would be nice.

This post has been edited by RibbonsCan: Nov 24 2025, 05:54
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post Nov 24 2025, 06:22
Post #735
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How does monster chaos tokens for precision and overpower work now? Is it still a 1% per upgrade with 20% max off our stats?
With just a leg force shield I have 548.2 Block
With added mag shielding armour 606.1 Block
+ leg shielding gauntlets 650.2 Block

Does that become
438.6, a loss of 109.6
484.9, a loss of 121.2
520, a loss of 130.2?

The context of this is in relation to the avoidance cap,. Assuming monster accuracy 350 (more than they currently have they have around 290 for my level)
with no chaos my block is
at 548.2 it is 198 above, at -20% it is 438.6 and 88.6 above so it would have gone from 50% block to less than 25% if I understand current mechanics
at 606.1 it is 256 above, at -20% it is 484.9 and 134.9 above so block would go from 62.5% block to around 35% block
at 650.2 it is at max block, at -20% it is 520 and 170 above so block would go from 75% to around 42% block.

Hopefully my math is not too bad...

This post has been edited by teddy.bear: Nov 24 2025, 06:53
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post Nov 24 2025, 06:32
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QUOTE(longhairdontcare @ Nov 24 2025, 02:56) *

Can we get like the object to turn lesser charms into greater charms, since you cant stack them I just don't see the point in lesser charms over all.

We have an item that turns a lesser charm into a greater charm, it's just the greater charm. The point of lesser charms is CP efficiency, you get 60% of the effect at 50% of the CP cost.
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post Nov 24 2025, 07:57
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QUOTE(Tenboro @ Nov 5 2025, 05:27) *
Yeah, I did look at and make some tweaks to how the Mana Conservation charms work.

- Aether Charms now give +6%/+10% Mana Conservation for staffs, and +3%/+5% for other weapons.

- Economizer Charms now give +15%/+25% Mana Conservation for two-handed weapons/staffs that do not have the Focus or Battlecaster suffixes. For all one-handed weapons, and for two-handed weapons/staffs with the Focus or Battlecaster suffixes, it gives +10%/+15% .

Let me know if you notice any issues with how these work.

Economizer Charms are giving +8%/+12% Mana Conservation for my Legendary Hallowed Shortsword of the Battlecaster. Aether Charms are working correctly.
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post Nov 24 2025, 09:15
Post #738
Tenboro

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QUOTE(teddy.bear @ Nov 24 2025, 02:09) *
Tenboro could you require a item to be fully repaired before adding new charms to it because I did not notice my shield durability is low when I added the charms and now I have a large additional repair cost for it.... Legendary Zircon Force Shield of Protection


That's not how it works. If you slot a charm in a gear with less than 90% energy, it takes fewer upkeep items upfront. So if it costs 10 energy cells to slot a charm at 100% energy, and your equip is at 45% energy, it costs 5 energy cells instead. It would then cost another 5 to repair it.

QUOTE(CronoBoA @ Nov 24 2025, 06:57) *
Economizer Charms are giving +8%/+12% Mana Conservation for my Legendary Hallowed Shortsword of the Battlecaster. Aether Charms are working correctly.


Hmm, yeah, not sure if the notes are wrong or the code is, but I'll fix it to match what the notes say with the next update.
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post Nov 24 2025, 09:39
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QUOTE(Tenboro @ Nov 24 2025, 09:15) *

That's not how it works. If you slot a charm in a gear with less than 90% energy, it takes fewer upkeep items upfront. So if it costs 10 energy cells to slot a charm at 100% energy, and your equip is at 45% energy, it costs 5 energy cells instead. It would then cost another 5 to repair it.


Okay, i never really paid much attention to what the charm costs were except for whether I had enough. After seeing your other post that its intended to not be able to maintain all charms at once I wish you had stated that sooner. On that topic are lesser charms more expensive to maintain than greater charms or are they equal in cost?

Could you make it so that charms are toggleable on and off so we don't use up expensive charm power when not needed.

Also can you clarify how precision and overpower work.

This post has been edited by teddy.bear: Nov 24 2025, 09:40
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post Nov 24 2025, 15:35
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QUOTE(良い鯉 @ Nov 24 2025, 01:11) *

Given that FRD is essential for non-1H melee in Persistent, it's hard to test how 2H/NI actually performs after the update on OC in isk...


I've tested it, and the result is you can barely maintain ss while using melee attacks(with some crappy gears ofc). I don't know how that enhances FRD in persistent, but I remember that in the past people have enough OC to use FRD when the cooldown is up?

This post has been edited by Lady_Slayer: Nov 24 2025, 15:36
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