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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 26 2025, 02:49
Post #761
Benny-boy



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Looks like today is the day we're starting to get filtered hard. To put it mildly, this is not fun at all (IMG:[invalid] style_emoticons/default/faint.gif)
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post Nov 26 2025, 03:04
Post #762
l13763824039



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I got only 35% block chance with blind in today's tower
[imgur.com] https://imgur.com/a/2eczeT4
The block chance can be calculated via [www.desmos.com] this
Also, I had no single crit in today's tower.

I didn't even need sleep + blind in the previous season at FL 41.
Although I still have confidence in reaching FL50, I'd say the difficulty has increased a lot.
And FL100 seems impossible. I'm using the FL60-70 strategy in FL 41 (but I have fewer forge)!!!

This post has been edited by l13763824039: Nov 26 2025, 03:08
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post Nov 26 2025, 03:04
Post #763
teddy.bear



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Could we have the option to salvage charms for their respective items. I have 5 lesser featherweight charms but not enough shards to use any.

Floor 41 no major issues 1h heavy mix, around 50 cures, 1 spark. The evade and wiffs is what is carrying me through i believe as block and parry alone just don't do enough.
915.3 Accuracy
349.8 Evade
551.6 Block
503.6 Parry
509.6 Resist

My accuracy in tower is now only just higher than monster avoidance despite only being 70lvl lower and using a leg balance weapon lvl 15IW with a few upgrades and mag power and shade all will lots of IW and upgrades. My block is only slightly higher than my parry despite having a leg force shield (with IW and some upgrades) and leg balance weapon. Hopefully we get a balance update soon as block,counters and crits are noticably less.
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post Nov 26 2025, 10:24
Post #764
longhairdontcare



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QUOTE(teddy.bear @ Nov 26 2025, 01:04) *

Could we have the option to salvage charms for their respective items. I have 5 lesser featherweight charms but not enough shards to use any.

Floor 41 no major issues 1h heavy mix, around 50 cures, 1 spark. The evade and wiffs is what is carrying me through i believe as block and parry alone just don't do enough.
915.3 Accuracy
349.8 Evade
551.6 Block
503.6 Parry
509.6 Resist

My accuracy in tower is now only just higher than monster avoidance despite only being 70lvl lower and using a leg balance weapon lvl 15IW with a few upgrades and mag power and shade all will lots of IW and upgrades. My block is only slightly higher than my parry despite having a leg force shield (with IW and some upgrades) and leg balance weapon. Hopefully we get a balance update soon as block,counters and crits are noticably less.

Mind posting a screen shot of your build and loadout, or like the links to your items.

Sounds close to mine and I want to see how I'll stack up, since I just made it to floor 30 (I started late)
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post Nov 26 2025, 10:59
Post #765
teddy.bear



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Legendary Ethereal Rapier of Balance
Legendary Zircon Force Shield of Protection
Magnificent Onyx Power Helmet of Protection
Magnificent Cobalt Power Armor of Protection
Magnificent Zircon Power Gauntlets of Protection
Magnificent Onyx Shade Leggings of the Fleet
Legendary Zircon Shade Boots of the Shadowdancer
915.3 Accuracy
349.8 Evade
551.6 Block
503.6 Parry
509.6 Resist

For floor 41 I switched out gauntlets for these
Legendary Shielding Plate Gauntlets of Dampening
I also have Magnificent Shielding Plate Cuirass of the Thunder-child if needed, though with how broken block is right now I doubt it would make much difference
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post Nov 26 2025, 17:39
Post #766
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QUOTE(Tenboro @ Nov 1 2025, 13:07) *

If you plan to salvage something and you want bindings back, salvage before the update hits persistent. You're not getting a double payout (extra levels for the conversion plus the bindings back).
Should be fixed now, but let me know if you see any more glitching with repairing equipped equipment.


like to ask and hear from multiple people their opinion if salvaging your forged+iwed equip will be worth
it or not to safe/get back bindings befor patch hit persistant? (since the new system dont use bindings for forge itself, only to fusioning stats does it)
also used catalysts and amnesia who went into the equip/s were expensive forsure will be wasted credits as you salvage obviously.
(well... the bindings in the whole set/equip-slot might still be worth more to get back vs cataylsts/amnesia/iw used/done)
and if you still redo the forge regardless... what is tenboro talking about:
QUOTE
extra levels for the conversion
what are these extra levels... are these worth it to not salvage?

dont know if these are hard facts/or missinterpretations reading this thread this whole month, simply asking for your opinion... thx guys.

This post has been edited by Thick Meat Maniac: Nov 26 2025, 17:47
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post Nov 26 2025, 19:42
Post #767
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Hello Tenboro,

I would like to suggest increasing tower exp bonus so that players can reach 500 lets say 2 weeks to a month before season end.

It would allow use to test PGC among other things as well as see the difficulty vs gear progression along the entire persistent lvl scale.

let me know your thoughts on this.

Sincerely,

Shinta
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post Nov 27 2025, 02:28
Post #768
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I knew it would happen but I went for it anyway and shrined my peerless voucher

Peerless Cobalt Chain Cuirass of Protection

What a worthless piece of trash..... Could we at least have the option of removing trash equips from peerless vouchers.

This post has been edited by teddy.bear: Nov 27 2025, 02:30
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post Nov 27 2025, 03:00
Post #769
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When we have two items like this with the exact same template,
Magnificent Gossamer Robe of the Elementalist (AIW) "Average: 48%"
Magnificent Gossamer Robe of the Elementalist (IW) "Average: 58%"

The current Live Percentile Ranges script gives the Mag range averages as indicated, but one of the equips is missing a PAB.

When calculating derived stats like the elemental proficiency, are missing PABs treated as being 0? Or do they really not affect the derived stat even though it's a worse equip?

This post has been edited by Necromusume: Nov 27 2025, 03:00
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post Nov 27 2025, 09:34
Post #770
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I noticed 剑行血间's LPR script for isekai malfunctions when directly viewing an equip link (via 'C' key). Examination shows that it's because it expects the equip's name to be part of textContent, and it no longer is, because it got moved out of div.eq into an adjacent standalone div. In /equip/ view, the header with the equip's name now links to the new charms slotting menu. However, when in /equip/ view, this link malfunctions since it's javascript-driven and meant to cause a dynamic update within the Armory screen and cannot operate standalone.
CODE
<div class="showequip">
    <div><a href="#" onclick="window.opener.location=`https://hentaiverse.org/isekai/?s=Bazaar&amp;ss=am&amp;screen=modify&amp;eqids%5B%5D=286315`">Superior Buckler of Protection</a></div>
CODE
Uncaught TypeError: Cannot set properties of null (setting 'location')
    at HTMLAnchorElement.onclick (49551425a9:14:168)


This post has been edited by ultramage: Nov 27 2025, 09:50
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post Nov 27 2025, 09:38
Post #771
Tenboro

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QUOTE(Necromusume @ Nov 27 2025, 02:00) *
When calculating derived stats like the elemental proficiency, are missing PABs treated as being 0? Or do they really not affect the derived stat even though it's a worse equip?


"Missing" PABs do not affect derived stats, no.
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post Nov 27 2025, 11:14
Post #772
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The melee swiftness charm is weaker than the swiftness potency in persistent by just a bit, I know now the charm matches the mage equivalent but the melee version was always stronger in persistent.
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post Nov 27 2025, 11:21
Post #773
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QUOTE(Tenboro @ Nov 3 2025, 01:36) *

Can't say I tested it specifically, but it should work. Dual-wielding murder mages new meta?


QUOTE(剑行血间 @ Nov 21 2025, 20:36) *

The Counter-Resist charm is bugged right now. It's only giving about 1/10th of the effect.
150 magic accuracy vs 610 resist => 60.3%
610*(1-1.2%)/(150+100)*0.25=0.60268


main hand dagger: Counter-resist+12.00%
off hand dagger: Counter-resist+12.00%
642.2 Accuracy

Scanning Peerlesssss2 Phase... HP: 96056 / 96056 MP: 33% SP: 11%
Monster Class: Giant, Power Level 2250
Melee Attack: Crushing; Accuracy 320.0 (65.8% hit chance against player)
Avoidance: Evade 613.0 (19.8% base chance vs player attack, 19.6% base chance vs player magic)
Intercept: Parry 682.0 (24.3% base chance vs player attack) Resist 580.0 (16.8% base chance vs player magic)


staff: Counter-resist+24.81%
879.2 Accuracy

Scanning Uj Ibn Anaq... HP: 96056 / 96056 MP: 10% SP: 12%
Monster Class: Giant, Power Level 2250
Melee Attack: Crushing; Accuracy 320.0 (67.4% hit chance against player)
Avoidance: Evade 613.0 (35.8% base chance vs player attack, 16.3% base chance vs player magic)
Intercept: Parry 682.0 (36.5% base chance vs player attack) Resist 580.0 (10.1% base chance vs player magic)


The difference in Elemental Effective Proficiency between the two sets of equipment is no more than 10. It seems Dual Wielding's Counter-resist isn't stacking? Did I miscalculate, or is the scan wrong?

This post has been edited by lhv520045: Nov 27 2025, 11:24
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post Nov 27 2025, 13:42
Post #774
Tenboro

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QUOTE(lhv520045 @ Nov 27 2025, 10:21) *
The difference in Elemental Effective Proficiency between the two sets of equipment is no more than 10. It seems Dual Wielding's Counter-resist isn't stacking? Did I miscalculate, or is the scan wrong?


Seems to be adding it correctly, try the dual-wield build vs the same build with the offhand removed.

The "Resist" stat in the scan isn't affected, only the effective percentage chance.
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post Nov 27 2025, 14:05
Post #775
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(IMG:[i.imgur.com] https://i.imgur.com/0zCD6x9.png)

Compared to the Spellweaver, doesn't the Archmage for one-handed equipment seem a bit weak? Currently, an unforged Radiant Cloth provides around 40 MDB, while a Charged Cloth offers roughly a 3% CS.
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post Nov 27 2025, 16:53
Post #776
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QUOTE(lhv520045 @ Nov 27 2025, 13:05) *
Compared to the Spellweaver, doesn't the Archmage for one-handed equipment seem a bit weak? Currently, an unforged Radiant Cloth provides around 40 MDB, while a Charged Cloth offers roughly a 3% CS.


It was mostly intended for use with staffs in the first place, but yeah, the "free" base damage should probably scale somewhat.
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post Nov 27 2025, 20:09
Post #777
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Tower suffering is coming early this time around. I second, current 42 floor already feels like 60-70 before with the same 1H playstyle. I won't waste time on strenuous grind to 100 ever again, update or not, but from the current point Lvl. 100 looks impossible.

I petition again: remove meaningless partials or come up with something unique justifying their existence. Current normal hits damage is already all over the place and glancing hits only increase this randomness, while effectively doing nothing different from single flat hit chance only with minimum damage value on possible range reduced. Partial parries and blocks are similar.

Debuffs being penalized to quarter duration are not fun at all. Reduced durations on resist compensated with stacking is a positive change, but in practice legendary IW and Tower making all landed hits shortened to 1/4 close to 100% of the time ruins it. Mana constantly on the verge of running out was a major problem on high floors before, with this it's gonna be a show-stopper now.
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post Nov 27 2025, 22:32
Post #778
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Can we have soul fragments back on salvaging.

Previously, you only needed to soulbind equips for two reasons:
- To make it level up with you
- To take it back to Persistent

Once you reached a level where you weren't levelling up that quickly it wasn't that big a deal to not have all your equips soulbound.

Now, we can't item world them, upgrade them, or attach charms. Once you have legendaries, and especially two parallel builds, e.g. mage and melee, there aren't enough soul fragments. The item shop price is deliberately excessive and would quickly wipe out your ISK balance if you got them that way.

You have to avoid binding Magnificents to save up for Legendaries, for the same slot and build; so much for equipment progression, and avoid binding equips if the base roll average is low, instead waiting and waiting for a more ideal candidate. It's getting in the way of playing the game. 90% back on salvaging is in accord with the equipment lifecycle concept and would probably fix it.

This post has been edited by Necromusume: Nov 27 2025, 22:45
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post Nov 27 2025, 23:29
Post #779
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I've been wondering:
in persistent, if we have equipments with leveled-up potencies (IW) that are not soulbound, will they become soulbound after the update to the new system?
(since soulbinding becomes mandatory to enter the Item world of an equipment and attach charms)
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post Nov 28 2025, 03:23
Post #780
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I think similar questions were asked before and it's still under partial consideration; they might remain tradeable for a while and we might get the option to choose a free soulbind later.

QUOTE(Thick Meat Maniac @ peerless master) *
like to ask and hear from multiple people their opinion if salvaging your forged+iwed equip will be worth
it or not to safe/get back bindings befor patch hit persistant? (since the new system dont use bindings for forge itself, only to fusioning stats does it)
also used catalysts and amnesia who went into the equip/s were expensive forsure will be wasted credits as you salvage obviously.

what are these extra levels... are these worth it to not salvage?

dont know if these are hard facts/or missinterpretations reading this thread this whole month, simply asking for your opinion... thx guys.

The "extra levels" that Tenboro was referring to may be that our equipment still has an IW level after the salvage, just with no charms and no upgrades. This only applies if you salvage after the update. The IW level itself might be worth all the World Seeds aka Amnesia Shards.

It's risky for players to salvage before the update because we don't yet understand what will happen. Would Tenboro consider allowing us to choose between old or new salvage on legacy equipment, even after the update?

QUOTE(SPoison) *
The melee swiftness charm is weaker than the swiftness potency in persistent by just a bit, I know now the charm matches the mage equivalent but the melee version was always stronger in persistent.

(I stopped playing for a bit so I'm just relying on your description)

Does melee attack speed now stack linearly instead of multiplicatively? If so then I guess it became the same as mage, so it could be sort of fair. Although to take advantage of linear addition benefits we'd have to use Agile Leather and Shade pieces. Melee also has access to attack speed on some weapons/shields.

QUOTE(nekolor) *
I petition again: remove meaningless partials or come up with something unique justifying their existence. Current normal hits damage is already all over the place and glancing hits only increase this randomness, while effectively doing nothing different from single flat hit chance only with minimum damage value on possible range reduced. Partial parries and blocks are similar.

Debuffs being penalized to quarter duration are not fun at all...IW and Tower making all landed hits shortened to 1/4 close to 100% of the time ruins it. Mana constantly on the verge of running out was a major problem on high floors before, with this it's gonna be a show-stopper now.

I'm not sure of my opinion on partials so didn't comment on your posts before, but I felt your thoughts were excellent and well-reasoned.

I'm still worried about various aspects of this new accuracy system. There is a tremendous amount of adjustment that can be done within this system so I'm optimistic it will play out well. But considering the level of chaos, I would not expect this update to be ready for Persistent within a couple months. I guess it will hit Persistent before the end of the isekai season otherwise our equipment won't transfer, but I don't know.

This post has been edited by BlueWaterSplash: Nov 28 2025, 03:38
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