View Full Version : Now that Wraps are weapons...
PermaBanned
10-07-2016, 11:49 PM
What kind of weapons are they?
(Ok, we know they're Blunt)
• Are they One Handed?
•• If so, are they "dual wieldable?"
•• If so, what Feat line? TWF? SWF?
• Are they Two Handed?
•• If so, is it at 1.5x STR Dmg bonus?
•• What good would THF feats do?
Probably a bunch more questions too...
{below added by edit}
• Will those Ranger enhancements that currently exclude Handrwaps "now (as in U33)" work with Handwraps? (Possibly/probably ruled out if Wraps are 2Handers).
• Will they have base Damage Dice from the Wrap it's self, or from Monk levels?
EllisDee37
10-08-2016, 12:35 AM
Right now on live unarmed combat is boosted by the TWF feats, so I'm guessing TWF.
PermaBanned
10-08-2016, 12:53 AM
Right now on live unarmed combat is boosted by the TWF feats, so I'm guessing TWF.True - and that may indeed not be changing. But then Handwraps will no longer be "Unarmed" Combat. Instead they will be "Weapon" Combat. (As an aside: I'm suspecting that alone will have a potentially huge trimming/neutering effect on certain Trees/Wolves.) Now it may be that they'll code {a single} Handwrap to take both Hand Equipment slots while using the Two Weapon Fighting Feats - but I'm not willing to bet on it.
The preview notes on the Live Stream were helpful, but left much unanswered.
goodspeed
10-08-2016, 12:55 AM
alrighty, so wraps are two weapon fighting.
They are boosted by blunt critical feat and as far as I know, no wrap weapon has a different damage type unless of course you used the monk with druid in animal form then that animal supersedes the blunt dmg. But thats a whole other crapload of questions.
No then the start dice.. I fiorget what they are ddo wiki, though usually it should change based on the weapon I believe its been awhile since I used wraps. I do know their are some items to increase the die.
And finally what things work with them enhancement, epic destiny, ect wise? Well that there is the million dollar question. Some things do some things dont. Is it WAI in either sense? Hell if we know, hell I dont even think the company knows lol. For instance legendary dread ED. Alot of **** just doesnt go for wraps, it wont work. Even the pulverize choice while meant for bludgeoning does not work with wraps.
Hell even crafted wraps were broke for near ever. I think they did start to work but then they broke again. No clue on the new crafting system.
Long story short wraps are complicated. Heck if strunning fist wasnt boatloads times better then blow (still waiting on that timer change their devs) I doubt wraps would even be used. It would probably be just rog splash QS builds for speed.
cru121
10-08-2016, 04:39 AM
Now that Wraps are weapons...
Will Whirlwind Attack suck when wielding them?
Well they shouldn't be dual-wieldable after all gloves come in pairs and things like gauntlets of ogre power and such only work if you wear both.
dunklezhan
10-08-2016, 06:05 AM
I didn't see anything about slot or style changes, both of which would be huge (one with massive gearing implications and the other for completely breaking existing builds and forcing either a respec or a TR) so i can't imagine they'd not have mentioned it. Till we hear otherwise I am going to continue to assume TWF + one handwrap item covering both hands.
Stoner81
10-08-2016, 06:10 AM
What kind of weapons are they?
(Ok, we know they're Blunt)
• Are they One Handed?
•• If so, are they "dual wieldable?"
•• If so, what Feat line? TWF? SWF?
• Are they Two Handed?
•• If so, is it at 1.5x STR Dmg bonus?
•• What good would THF feats do?
Probably a bunch more questions too...
{below added by edit}
• Will those Ranger enhancements that currently exclude Handrwaps "now (as in U33)" work with Handwraps? (Possibly/probably ruled out if Wraps are 2Handers).
• Will they have base Damage Dice from the Wrap it's self, or from Monk levels?
For equipping purposes they are 2 handed only.
For feats they are still Two Weapon Fighting.
Base damage die is 1D6 with (20)x2 crit profile.
I think it was Cordovan who confirmed this being the case but I can't say for certain if it was him or another Dev, I do know it has been said though but I can't seem to find the source which is typical.
alrighty, so wraps are two weapon fighting.
They are boosted by blunt critical feat and as far as I know, no wrap weapon has a different damage type unless of course you used the monk with druid in animal form then that animal supersedes the blunt dmg. But thats a whole other crapload of questions.
No then the start dice.. I fiorget what they are ddo wiki, though usually it should change based on the weapon I believe its been awhile since I used wraps. I do know their are some items to increase the die.
And finally what things work with them enhancement, epic destiny, ect wise? Well that there is the million dollar question. Some things do some things dont. Is it WAI in either sense? Hell if we know, hell I dont even think the company knows lol. For instance legendary dread ED. Alot of **** just doesnt go for wraps, it wont work. Even the pulverize choice while meant for bludgeoning does not work with wraps.
Hell even crafted wraps were broke for near ever. I think they did start to work but then they broke again. No clue on the new crafting system.
Long story short wraps are complicated. Heck if strunning fist wasnt boatloads times better then blow (still waiting on that timer change their devs) I doubt wraps would even be used. It would probably be just rog splash QS builds for speed.
As I understand things (which could well be wrong) a lot of things that don't work with wraps is currently due to how wraps are coded currently. Hopefully having them classed as actual weapons will mean that everything should then work since they are a proper weapon and not some weird love child of Lolth and the Silver Flame.
Stoner81.
GeoffWatson
10-08-2016, 06:37 AM
Will ToD rings work with them?
What kind of weapons are they?
(Ok, we know they're Blunt)
• Are they One Handed?
•• If so, are they "dual wieldable?"
•• If so, what Feat line? TWF? SWF?
• Are they Two Handed?
•• If so, is it at 1.5x STR Dmg bonus?
•• What good would THF feats do?
Probably a bunch more questions too...
{below added by edit}
• Will those Ranger enhancements that currently exclude Handrwaps "now (as in U33)" work with Handwraps? (Possibly/probably ruled out if Wraps are 2Handers).
• Will they have base Damage Dice from the Wrap it's self, or from Monk levels?
Coded as an exotic proficiency
Worn as thf
Fight as twf with blunt
Think that's what I heard...
PermaBanned
10-08-2016, 07:16 AM
Well they shouldn't be dual-wieldable after all gloves come in pairs and things like gauntlets of ogre power and such only work if you wear both.Of course, Gloves also only have the one Equipment slot for both hands. Weapons however...
For equipping purposes they are 2 handed only.
For feats they are still Two Weapon Fighting.
Base damage die is 1D6 with (20)x2 crit profile.
I think it was Cordovan who confirmed this being the case but I can't say for certain if it was him or another Dev, I do know it has been said though but I can't seem to find the source which is typical.
As I understand things (which could well be wrong) a lot of things that don't work with wraps is currently due to how wraps are coded currently. Hopefully having them classed as actual weapons will mean that everything should then work since they are a proper weapon and not some weird love child of Lolth and the Silver Flame.
Stoner81.
This sounds good so far. It's not so much that I was expecting major changes (ie from TWF to THF or making them a Single Slot weapon to be dual wielded) for how Wraps function on our end (character building & play), but... well... Turbine. Ya know? As often as they use sledges for scalpel jobs, and this being sledge work to begin with... I just wouldn't be surprised to see that they brought in a bulldozer.
Hoping for the best, but trying to prepare for the implementation ;)
Steelstar
10-08-2016, 07:53 AM
For equipping purposes they are 2 handed only.
For feats they are still Two Weapon Fighting.
Base damage die is 1D6 with (20)x2 crit profile.
As I understand things (which could well be wrong) a lot of things that don't work with wraps is currently due to how wraps are coded currently. Hopefully having them classed as actual weapons will mean that everything should then work since they are a proper weapon and not some weird love child of Lolth and the Silver Flame.
Stoner81.
This is all correct.
HastyPudding
10-08-2016, 10:07 AM
This is all correct.
So that means enhancements like pulverizer, momentum swing, and celestial champion will now work with handwraps/unarmed?
Tilomere
10-08-2016, 10:13 AM
Will this clean up shapeshifted combat mechanics as well?
Of course, Gloves also only have the one Equipment slot for both hands. Weapons however...
This sounds good so far. It's not so much that I was expecting major changes (ie from TWF to THF or making them a Single Slot weapon to be dual wielded) for how Wraps function on our end (character building & play), but... well... Turbine. Ya know? As often as they use sledges for scalpel jobs, and this being sledge work to begin with... I just wouldn't be surprised to see that they brought in a bulldozer.
Hoping for the best, but trying to prepare for the implementation ;)
They cant and never should be able to have two sets used it takes a set to make the weapon
EllisDee37
10-08-2016, 01:21 PM
This is all correct.For clarification, some crafting systems (thunderforge, cannith crafting) have special rules or effects that apply to "THF weapons only." If handwraps equips as a THF weapon, will they also get those rules/effects?
For example, thunderforge offers:
Tier 2
(Additionally on Two-Handers only): Red Augment Slot
(Additionally on Two-Handers with Dragon's Blessing, Focus or Spell Penetration only): Dwarvencraft Minor Lore: Passive: All of your spells gain a +2% Insight Bonus to their chance to Critical Hit.
Tier 3
(Additionally on Two-Handers and Lore only): Dwarvencraft Minor Potency: Passive: +2 The Enhancement Bonus of this Weapon is increased by 2.
Shall
10-08-2016, 08:01 PM
I'm curious what effects the change will have with respect to equipment damage, especially since wraps tend to have fairly low values for both durability and hardness compared to other weapons at similar levels. My possibly flawed understanding is that currently wraps are unaffected by oozes and rust monsters and the weapon durability decay from attacking monsters that have damage reduction. If wraps end up being treated as every other weapon in this regard and losing their protections from durability damage, then I wonder if they'll end up breaking in quests even faster than quarterstaffs do. Maybe item defense could be added to one of the trees, it would make more sense in the sounding staff core than quick draw does. Well, unless the intention is to let you draw a new weapon to replace the broken one faster. :p
It's minor, but I'm also wondering if the binding status of some of the oldest named wraps will change, for example the wraps from threnal, deleras, sorrowdusk, catacombs, and probably other chains that I'm not recalling at the moment are the only btc items among a list of bta items.
Taimasan
10-09-2016, 06:34 AM
Will Whirlwind Attack suck when wielding them?
I would guess, WWA monks are now ****ed. Ive been having discussions regarding the trees in discord. But if coding wraps has weapons has removed the quirks of being a monk, im officially hanging it up. Im done.
Cantor
10-09-2016, 08:14 AM
Well they shouldn't be dual-wieldable after all gloves come in pairs and things like gauntlets of ogre power and such only work if you wear both.
I was kinda thinking they might make one wrap per hand, would certainly reduce the chances of things not WAI. With them being 2hand equip and twf, it just opens up the possibility of more bugs. This means that tempest effects, balanced attacks, etc probably won't work with them, I was thinking tempest might now since going to be actual weapons. I see no reason why you couldn't wrap each hand differently.
HastyPudding
10-09-2016, 09:30 AM
I was kinda thinking they might make one wrap per hand, would certainly reduce the chances of things not WAI. With them being 2hand equip and twf, it just opens up the possibility of more bugs. This means that tempest effects, balanced attacks, etc probably won't work with them, I was thinking tempest might now since going to be actual weapons. I see no reason why you couldn't wrap each hand differently.
The problem with this is the massive work it would take to redo every handwrap in the game. Most handwraps were designed with them being used one at a time. Equipping two at a time would definitely be overpowering with the vast quantity of effects you would be using (not to mention the lag of computing all of those effects with the monk's high doublestrike and attack speed). Besides of which, you basically already do equip two at a time, since whatever is on the wraps applies to both hands to begin with. The only difference is you can't equip two different ones at one time.
Ziindarax
10-09-2016, 09:51 AM
For clarification, some crafting systems (thunderforge, cannith crafting) have special rules or effects that apply to "THF weapons only." If handwraps equips as a THF weapon, will they also get those rules/effects?
For example, thunderforge offers:
Tier 2
(Additionally on Two-Handers only): Red Augment Slot
(Additionally on Two-Handers with Dragon's Blessing, Focus or Spell Penetration only): Dwarvencraft Minor Lore: Passive: All of your spells gain a +2% Insight Bonus to their chance to Critical Hit.
Tier 3
(Additionally on Two-Handers and Lore only): Dwarvencraft Minor Potency: Passive: +2 The Enhancement Bonus of this Weapon is increased by 2.
As far as I am aware, Handwraps should (still) get the benefits outlined above because they're flagged as Two-handed weapons for the purposes of equipment slots (and these items have special rules concerning which item gets what extra effect [if any] depending upon their item-type [single (throwers qualify for this type] or two-handed [bows, crossbows, and all melee two-handers - including handwraps - fall under this category]).
I was kinda thinking they might make one wrap per hand, would certainly reduce the chances of things not WAI. With them being 2hand equip and twf, it just opens up the possibility of more bugs. This means that tempest effects, balanced attacks, etc probably won't work with them, I was thinking tempest might now since going to be actual weapons. I see no reason why you couldn't wrap each hand differently.
Munchkinism is why
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