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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 28 2025, 07:18
Post #781
lhv520045



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(IMG:[i.imgur.com] https://i.imgur.com/FE57D8t.png)
(IMG:[i.imgur.com] https://i.imgur.com/eZCvMHb.png)

+off hand dagger: Counter-resist+12.00%
(IMG:[i.imgur.com] https://i.imgur.com/xRk7kMJ.png)
(IMG:[i.imgur.com] https://i.imgur.com/rwNIEKB.png)

19.3%/21.7%=0.8894

Alright, Dual Wielding's Counter-resist does stack. But it seems to stack multiplicatively rather than additively like the staff's Counter-resist, making it a little weaker.

This post has been edited by lhv520045: Nov 28 2025, 07:43
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post Nov 28 2025, 09:51
Post #782
Tenboro

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QUOTE(Necromusume @ Nov 27 2025, 21:32) *
Can we have soul fragments back on salvaging.


Unlikely to happen for a few reasons, mostly because the soul fragment cost factors into charm accessability via IW, and because salvaging doesn't un-soulbind equipment. Which would make it basically free just by soulbinding, then salvaging, then repairing it.

QUOTE(Wivers @ Nov 27 2025, 22:29) *
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)


Most likely what will happen is that non-soulbound gear will both have IW/upgrade levels ported over and get the charms, and remain tradeable, but that the charms will have silk pouches instead of mithril ones. Which largely solves the farm-to-sell aspect, without adding unintuitive stuff like destroying charms on sell/trade and similar.
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post Nov 28 2025, 13:48
Post #783
Xeda



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Hello Tenboro 👋
I’m writing this post because a few points from my previous post on the Update 91 thread remain unclear to me, and they have a direct impact on how to build my character properly.


From what I observed with Scan, the benefit of investing in a defensive stat (Evasion, Block, Parry, Resist) doesn’t appear linear but closer to exponential as it approaches the scaling caps, which would suggest that focusing heavily on a single defensive layer is more effective than spreading points across several. Could you confirm whether this is indeed how the underlying calculations work?

If Accuracy follows a comparable pattern, then for a melee build it would seem inefficient to invest in Magic Accuracy at the expense of more essential stats — with the exception of flat counter-resist from Penetrator, which is a different case.

This ties into the question I previously asked about Stuns:
Regarding Stun, is it intended that it no longer benefits from deprecating spells? The idea that you can still resist while unconscious feels somewhat counter-intuitive to me.

I now understand that Sleep reduces Resist by 50% rather than 100%, so Stun shouldn’t surpass it.
Even so, from a gameplay perspective, it feels a bit limiting that there is no longer any meaningful way to leverage Stun together with deprecating spells. Part of the appeal of those interactions was the ability to adapt to the situation in real time rather than following a fixed sequence, and melee builds now seem to lose that tactical option (Channeling aside, as it’s not something you can reliably plan around).


Final question, from someone who still hasn’t soulfused any equipment yet: if a charm is removed from a slot to reduce CP, does that break the Pouch, or can we simply leave the Pouch empty?

I’m asking this specifically for Persistent, because on melee armors the existing charms (aside from Juggernaut) are currently not very useful. Once the update adds Featherweight Charms, if an armor has 3 potencies, I’m wondering whether it will be possible to keep the 2 Mithril Pouches that previously contained unused Charms by removing them, insert a Featherweight Charm into one of the Mithril Pouches, and leave the other one empty.


Thank you in advance for any clarification, and best of luck with the ongoing development. 🙂
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post Nov 28 2025, 16:31
Post #784
Tenboro

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QUOTE(Xeda @ Nov 28 2025, 12:48) *
From what I observed with Scan, the benefit of investing in a defensive stat (Evasion, Block, Parry, Resist) doesn’t appear linear but closer to exponential as it approaches the scaling caps, which would suggest that focusing heavily on a single defensive layer is more effective than spreading points across several. Could you confirm whether this is indeed how the underlying calculations work?


Generally, the intention is that having two stats at a given value should be roughly equivalent to having one stat at twice that value as far as pure damage evasion goes, but this is never going to hold across all ranges.

QUOTE(Xeda @ Nov 28 2025, 12:48) *
Even so, from a gameplay perspective, it feels a bit limiting that there is no longer any meaningful way to leverage Stun together with deprecating spells.


There will be some changes to stun with a new update that'll probably be pushed live tomorrow.

QUOTE(Xeda @ Nov 28 2025, 12:48) *
Final question, from someone who still hasn’t soulfused any equipment yet: if a charm is removed from a slot to reduce CP, does that break the Pouch, or can we simply leave the Pouch empty?


If you remove the charm completely, this also removes the pouch. Originally I was planning on leaving the pouch with the slot, but the additional states of having empty slots with pouches ended up causing more complications than it was worth.
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post Nov 28 2025, 17:37
Post #785
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QUOTE
- The armor ability bonuses no longer require wearing all of one type of armor; instead they take effect if you wear at least three of that type.


Could this be reflected in the tooltips? Took me a while to find out this was a new change and not a bug. Since then I've been mixing types.
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post Nov 28 2025, 18:34
Post #786
Noni



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some data:
CODE

Ryouko Asakura was hit for 57659 Void damage
You use Great Cleave.

Yuki Nagato was hit for 48651 Void damage
You use Great Cleave.

Ryouko Asakura was hit for 61265 Void damage
You use Great Cleave.

Konata has been defeated.
Konata was 2x-crit for 252271 Void damage
You use Great Cleave.

Ryouko Asakura was 2x-crit for 239825 Void damage
You use Great Cleave.


with 2x-crit, the Cleave, she's Great. Without, she is but Mediocre at best. Fully forged magnificent longsword of slaughter

DWD arena, using Cleave all the time on Schoolgirls, with Spirit Stance and Imperil: 3.9k turns. That's over 1k turns slower than DW.

This post has been edited by Noni: Nov 28 2025, 21:04
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post Nov 29 2025, 07:26
Post #787
lhv520045



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QUOTE(Tenboro @ Nov 28 2025, 22:31) *

Generally, the intention is that having two stats at a given value should be roughly equivalent to having one stat at twice that value as far as pure damage evasion goes, but this is never going to hold across all ranges.

Currently, the benefits gained from each point of parry or evade are far less significant than those from block. This is because high-block builds with one-handed weapons can trigger stuns more frequently, drastically reducing monsters' attack frequency, damage output, and monster evasion. In contrast, high-parry or high-evade builds cannot trigger stuns.

The nerf to Deprecating spell counter-resistance, monster resistance mechanics against Deprecating spells, and player damage reduction through evasion, parry, and block when having Spark of Life or Spirit Shield abilities has resulted in a significant change in player survivability compared to previous seasons.

Based on current experience with multiple playstyles, even one-handed builds now struggle to survive monster attacks below Floor 50. Therefore, at least parry, evade, and magic accuracy should be strengthened.
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post Nov 29 2025, 10:37
Post #788
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The current version of the Force Field Shield has a somewhat low block value. Other shields with Barrier suffixes all have higher block values than the Force Field Shield. They also feature Mithril and Agile prefixes with very low interference. In comparison, the Force Field Shield lacks any advantage over other shields.

This post has been edited by a379808848: Nov 29 2025, 10:43
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post Nov 29 2025, 11:26
Post #789
Thick Meat Maniac



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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.

QUOTE(Tenboro @ Nov 22 2025, 19:28) *

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


aside arcanist shade, the interference on head and hands slot still way to high compared to body and legs what should be not the case ...
head should be around 7 and hands around 5... legs around 9 and body around 11... feet around 3... still way to low for none arcanist... why not keep persistent interference rolls?
not even re-equip fix it after you said you corrected it. still issues... so yes, pls fix it tenboro.

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post Nov 29 2025, 12:06
Post #790
Tenboro

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One pretty big update:

UI Changes

- There are now two different ways to "lock" equipment; the old 🔒 "Locked" which still works as before, and the new 🛡️ "Protected" which behaves somewhat differently on dangerous pages.

Specifically, Protected lets equipment show up on pages with potentially dangerous actions, but they are grayed out and cannot be bulk-selected or shift-selected. Clicking them directly will bring up a dialog asking you to confirm that you want to make them selectable. This does not change the state of the equipment, and only lasts while you are on the current page.

For MoogleMail, protected equipment will be included in the list and is selectable, but show an additional confirmation when you click it. It also now shows the Protected and Pinned icons. This is still considered temporary until the MoogleMail UI is reworked.

Locked is strictly a stronger version of Protected, so equipment can be either Locked or Protected, but not both. Equipment that used to be set as Locked by default will now be set as Protected by default, to make things less confusing in general. (Equipment that was already Locked has not changed state.)

In other words, you should still use Locked for all equipment that you know that you won't want to send, sell, salvage or sacrifice.

Be careful with third-party scripts that change the equipment UI behavior; unlike the Locked state, the Protected state only affects UI interactions, so these scripts will most likely ignore it until they are updated.

- You can now use the Escape key to dismiss the custom confirmation dialog.

- In addition to the Enter key, you can now also use Spacebar to confirm the custom confirmation dialog, except for confirmations with text input (i.e. equipment renames), and confirmations with unchecked safeties.

- Equipment lists now show the IW/upgrade tier readout on all tabs that do not use it for something else (i.e. repair, sell and purchase). The "Soulbind" tab now shows the soul fragment cost.

- You can now Repair and Soulbind equipment directly from the Modify page without going through the respective pages.

- You can now enter the Item World directly from the Modify page without going through the Item World selector.

- The "Challenge Item World" button now shows on the Modify screen even if the "Upgrade Equipment" button is available.

- When you clear an item world, the "you win" button will now take you to the equipment's Modify page.

- You can now hit X on any equipment selection page to jump to the currently displayed equipment's Modify page

- Equips are now only listed as available for repair if they are below 99.50% durability/energy (rounded to 99%), rather than just being one condition point below 100%

- The upgrade material list on the modify screen and popup will now also show the current stock for each item.

- The Item World popup now shows the world seed entry cost and current stock.

- Corrected equipment link in the popup title not linking to the correct filter tab.

Balance Changes

- Made some additional tweaks to the initial item world difficulty scaling; the baseline start is now the Lvl 100 floor at Hard difficulty.

- Monsters in The Tower will now scale by +5 levels per floor starting from Floor 40, down from +10 per floor. This also applies to the Item World. (Floor 40 of The Tower is equivalent to World Level 11 for a Legendary/Peerless; it cannot be reached with lower quality gear.)

- For the Archmage Charm, the minimum stat it applies before adding the actual bonus for one-handers is now max(10, equiplevel / 5) for lesser and max(15, equiplevel / 3) for greater; this is doubled for two-handers. (Most staffs already have a much a higher native stat than this.)

- Stun now also reduces resist by 25%.

- Great Cleave will now always crit. (It can still roll multiple crits.)

---

Based on the current feedback and some internal discussion, I've also decided to make some changes to how charms and pouches work, to make them actually work the way they were designed. Basically, in the new system, charms will no longer be insta-destroyed if they are damaged while exposed. Instead, each charm will have a separate wear stat, and will degrade over time based on usage. Rather than protecting charms from being insta-destroyed, pouches will reduce the wear on the charm. So;

If the charm is exposed, it will take the baseline 100% wear, but will no longer be insta-destroyed if it takes damage on defeat.

Silk Pouches will reduce wear by 50%, and will still be destroyed if they take damage.

Kevlar Pouches will reduce wear by 90%, and will still have a 20% chance of being destroyed if they take damage.

Mithril Pouches will fully eliminate wear, and will still be indestructible.

So, in short, for charms with Mithril Pouches, there will be no practical changes from today's system - the charm and pouch and are both permanent (unless removed). But it will eliminate the "just facetank with silk pouches lol" strategy that emerged.

These changes are not a part of this update, but will be deployed in a future update. This is just a heads-up that the meta will be changing.


QUOTE(Thick Meat Maniac @ Nov 29 2025, 10:26) *
aside arcanist shade, the interference on head and hands slot still way to high compared to body and legs what should be not the case ...
head should be around 7 and hands around 5... legs around 9 and body around 11... feet around 3... still way to low for none arcanist... why not keep persistent interference rolls?
not even re-equip fix it after you said you corrected it. still issues... so yes, pls fix it tenboro.


As has been stated multiple times, the way interference and burden is distributed between the different parts is different now, so this is all intended. The sum of burden and interference should be the same, but not for each specific part.
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post Nov 29 2025, 12:17
Post #791
unitready



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QUOTE(Tenboro @ Nov 29 2025, 18:06) *

One pretty big update:

UI Changes

- There are now two different ways to "lock" equipment; the old 🔒 "Locked" which still works as before, and the new 🛡️ "Protected" which behaves somewhat differently on dangerous pages.

Specifically, Protected lets equipment show up on pages with potentially dangerous actions, but they are grayed out and cannot be bulk-selected or shift-selected. Clicking them directly will bring up a dialog asking you to confirm that you want to make them selectable. This does not change the state of the equipment, and only lasts while you are on the current page.

For MoogleMail, protected equipment will be included in the list and is selectable, but show an additional confirmation when you click it. It also now shows the Protected and Pinned icons. This is still considered temporary until the MoogleMail UI is reworked.

Locked is strictly a stronger version of Protected, so equipment can be either Locked or Protected, but not both. Equipment that used to be set as Locked by default will now be set as Protected by default, to make things less confusing in general.

In other words, you should still use Locked for all equipment that you know that you won't want to send, sell, salvage or sacrifice.

Be careful with third-party scripts that change the equipment UI behavior; unlike the Locked state, the Protected state only affects UI interactions, so these scripts will most likely ignore it until they are updated.

- You can now use the Escape key to dismiss the custom confirmation dialog.

- In addition to the Enter key, you can now also use Spacebar to confirm the custom confirmation dialog, except for confirmations with text input (i.e. equipment renames), and confirmations with unchecked safeties.

- Equipment lists now show the IW/upgrade tier readout on all tabs that do not use it for something else (i.e. repair, sell and purchase). The "Soulbind" tab now shows the soul fragment cost.

- You can now Repair and Soulbind equipment directly from the Modify page without going through the respective pages.

- You can now enter the Item World directly from the Modify page without going through the Item World selector.

- The "Challenge Item World" button now shows on the Modify screen even if the "Upgrade Equipment" button is available.

- When you clear an item world, the "you win" button will now take you to the equipment's Modify page.

- You can now hit X on any equipment selection page to jump to the currently displayed equipment's Modify page

- Equips are now only listed as available for repair if they are below 99.50% durability/energy (rounded to 99%), rather than just being one condition point below 100%

- The upgrade material list on the modify screen and popup will now also show the current stock for each item.

- The Item World popup now shows the world seed entry cost and current stock.

- Corrected equipment link in the popup title not linking to the correct filter tab.

Balance Changes

- Made some additional tweaks to the initial item world difficulty scaling; the baseline start is now the Lvl 100 floor at Hard difficulty.

- Monsters in The Tower will now scale by +5 levels per floor starting from Floor 40, down from +10 per floor. This also applies to the Item World. (Floor 40 of The Tower is equivalent to World Level 11 for a Legendary/Peerless; it cannot be reached with lower quality gear.)

- For the Archmage Charm, the minimum stat it applies before adding the actual bonus for one-handers is now max(10, equiplevel / 5) for lesser and max(15, equiplevel / 3) for greater; this is doubled for two-handers. (Most staffs already have a much a higher native stat than this.)

- Stun now also reduces resist by 25%.

- Great Cleave will now always crit. (It can still roll multiple crits.)
As has been stated multiple times, the way interference and burden is distributed between the different parts is different now, so this is all intended. The sum of burden and interference should be the same, but not for each specific part.


Yes,I'm doing IW battle right now and see the changes online,which is very humanized.
And the change of th level scale in Tower is AWESOME.
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post Nov 29 2025, 12:26
Post #792
BlackHimari



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QUOTE(Tenboro @ Nov 29 2025, 18:06) *

Instead, each charm will have a separate wear stat, and will degrade over time based on usage.

That means we'll have to spend extra materials to "repair" those worn charms, right?
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post Nov 29 2025, 12:41
Post #793
Tenboro

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QUOTE(BlackHimari @ Nov 29 2025, 11:26) *
That means we'll have to spend extra materials to "repair" those worn charms, right?


It means that unless you use a Mithril Pouch, the charm will need to be replaced once in a blue moon. (You will not be changed extra upkeep materials in this case.)
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post Nov 29 2025, 12:59
Post #794
BlackHimari



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QUOTE(Tenboro @ Nov 29 2025, 18:41) *

It means that unless you use a Mithril Pouch, the charm will need to be replaced once in a blue moon. (You will not be changed extra upkeep materials in this case.)

If I'm not mistaken, charms will be unrepairable and will be auto-destroyed once their durability hits 0? That would make CP-costing pouches an absolute must-have for rare charms. If so, could you please consider removing the CP cost of pouches, or at least bumping up the CP cap a bit?
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post Nov 29 2025, 13:30
Post #795
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Is block currently working how you intened or do you plan to make changes to it?

For reference With a legendary balance weapon and legendary force shield with IW and some upgrades my block and parry are

558.2 Block
512.7 Parry

My parry is currently increasing at a higher rate than my block and at some point will overtake it? Is that intended?
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post Nov 29 2025, 13:46
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QUOTE(Tenboro @ Nov 29 2025, 19:06) *

- There are now two different ways to "lock" equipment; the old 🔒 "Locked" which still works as before, and the new 🛡️ "Protected" which behaves somewhat differently on dangerous pages.


Very good (IMG:[invalid] style_emoticons/default/smile.gif)
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post Nov 29 2025, 23:46
Post #797
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QUOTE(teddy.bear @ Nov 29 2025, 03:30) *

My parry is currently increasing at a higher rate than my block and at some point will overtake it? Is that intended?

IIRC, Parry is calculated using DEX. DEX increase, Parry increases. Block is not affected by primary stats, but proficiency.
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post Nov 30 2025, 00:36
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QUOTE(RibbonsCan @ Nov 29 2025, 23:46) *

IIRC, Parry is calculated using DEX. DEX increase, Parry increases. Block is not affected by primary stats, but proficiency.


I know, which suggests that the balance is off because block with a decent semi upgraded shield should always be higher than parry for 1h. For non barrier bucklers parry would be higher in persistant but even then I feel that is wrong and that block should always be higher than parry for 1h or at least equal for bucklers. Its not like my 1h proficecy is low, its 373.9, my shield doesn't even have dex.
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post Nov 30 2025, 06:28
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QUOTE(Tenboro @ Nov 27 2025, 00:38) *

"Missing" PABs do not affect derived stats, no.


good change, since it gets rid of x out y issues
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post Nov 30 2025, 22:02
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Now that (at least for now) you can stack duration for buffs/debuffs, is there any possibility that could be extended to draughts as well? Considering they have 0 cast time anyway, it'd just concentrate the clicks at the beginning of an arena rather than spreading those clicks out over time.
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