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twolee
01-04-2010, 07:43 PM
so i'm a bit new and kind of wondering which is better:
+3 enhancement bonus, frost, weight 1% handwrap
or
+2 enhancement bonus, frost BURST, weight 1% handwrap?

any help would be greatly appreciated :D

giveuptg
01-04-2010, 07:47 PM
When it comes to melee weapons in DDO, you'll find that weapons with "elemental" damage additions are considerably more effective than weapons without, especially if their enhancement bonuses are nearly identical.

A +3 handwrap will simply give you 1 more Attack Bonus than a +2 would. (I'm not sure how handwraps work for damage dice; it might also do an additional 1 point of damage.)

The elemental part is where the importance is. If I remember correctly, Frost weapons simply add a 1d6 of Frost, while a Frost BURST weapon adds 1d6 of Frost as well as an additional 6-sided die on critical hits.

Based on that alone, I'd go with the Burst, even if it is 1 Attack Bonus less than the +3.

A good standby I use is to find a Holy weapon. They do an additional 2d6 of damage and nearly every enemy in the game is weak to Holy.

BlackSteel
01-04-2010, 07:47 PM
on a monk, i'd go with the +3

but honestly weighted 1% is just too low, try finding something with bleed as the suffix

+2 holy handwraps of bleeding, or higher + depending on your level, followed by greater bane handwraps.

captain1z
01-04-2010, 07:59 PM
seems pretty obvious I would think...............


the frost burst because of the extra damage on crits at the cost of +1 to hit and damage normally.

over 20 hits you lose 20 pts of damage and gain an extra 1d10 if you only crit 5% of the time but 1% of the time when the weighted effect kicks in you gain about 6 secs worth of free crits with the added burst.

With the high rate of attack on monks the potential for that happening is very good.

BlackSteel
01-04-2010, 08:09 PM
seems pretty obvious I would think...............


the frost burst because of the extra damage on crits at the cost of +1 to hit and damage normally.

over 20 hits you lose 20 pts of damage and gain an extra 1d10 if you only crit 5% of the time but 1% of the time when the weighted effect kicks in you gain about 6 secs worth of free crits with the added burst.

With the high rate of attack on monks the potential for that happening is very good.

1% wraps not so much, the +1 damage (not to mention to hit, which is likely needed as well) is actually better than the burst damage simply b/c of how sucky crits are on handwraps

even with improve bludgeon the burst will give what 10 average damage in 20 hits? thats less than half of what the +1 damage gives (21 damage after crits and missing on a 1)

twolee
01-04-2010, 08:36 PM
1% wraps not so much, the +1 damage (not to mention to hit, which is likely needed as well) is actually better than the burst damage simply b/c of how sucky crits are on handwraps

even with improve bludgeon the burst will give what 10 average damage in 20 hits? thats less than half of what the +1 damage gives (21 damage after crits and missing on a 1)

i was thinking the same thing about the crits on handwraps, using one from like level 4 (i'm only lvl 8 now) didnt seem like i crit a lot