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  1. #1
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    Default handwrap vrs handwraps?

    this way we can put on two different types. making handwraps into handwrap I think will increase the flexiablity of the monk and provide possibly little more on the dps scale.

  2. #2
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by kiaoto View Post
    this way we can put on two different types. making handwraps into handwrap I think will increase the flexiablity of the monk and provide possibly little more on the dps scale.
    You can't mix boots, nor bracers, nor gloves, why mix handwraps?

    They function because they're part of the set.

    Getting ways to bypass DR is the main issue my monks run in to, a second handwrap will not help that.
    [REDACTED]

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    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by kiaoto View Post
    this way we can put on two different types. making handwraps into handwrap I think will increase the flexiablity of the monk and provide possibly little more on the dps scale.
    I agree this would be useful, especially when leveling up. But I would not want to have to farm for two Devout handwrap....s!

    It would be nice to be able to mix a para on one hand a greater bane on the other. I did that with Kamas a lot at lower levels.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

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    Community Member Impatiens's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    You can't mix boots, nor bracers, nor gloves, why mix handwraps?
    Because you can mix any other weapons that benefit from TWF.

    Though I agree with the poster who said he wouldn't want to farm for two sets of Devouts for bypassing DR. God that would be a nightmare.

  5. #5
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    Quote Originally Posted by kiaoto View Post
    this way we can put on two different types. making handwraps into handwrap I think will increase the flexiablity of the monk and provide possibly little more on the dps scale.
    I'd imagine if they implemented it that way you'd end up getting the normal off-hand nerf to STR damage.

    One step forward, one back?

  6. #6
    Halfling Hero phalaeo's Avatar
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    Not sure how the mechanics would work (or not work), but considering I also hit stuff with my feet, shouldn't I get "feetwraps"?

    Just a curious observation...
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  7. #7
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    its a suggestion i put out a while back
    it would work having two pairs of different wraps on,
    the thing is, that all the combined prefix+suffixes will be added to each hit
    so...
    if you have a holy 5% weighted
    and a icyburst pure good

    each hit will have
    icyburst holy of puregood 5% on it

    i think it would help make up for no gs

    this way we can have
    devouts and GEOB at the same time to help boost our beaters

    and yes, monks would own early on, but wed be even at the end

  8. #8
    Community Member AMDarkwolf's Avatar
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    All handwraps, every single one in the game, is just a 0-0 dmg item u 'hold' in your hands. the 'effect' on the wrap buffs you. (Normal handwraps, non magical, non masterwork ones, will NOT increase your damage at all)

    The way monk was made was that the handwraps 'enchant' you much like your rings, boots, etc does.

    So being able to 'duel' enchant a monk is at the same time, overpowerd, and equal to what we have(2 x weighted wraps would do nothing, but one banisher + one weighted 5% becomes EXTREMLY overpowerd in a monks hands if it was possible.)

  9. #9
    Community Member Poffel's Avatar
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    Quote Originally Posted by ripperj View Post
    and yes, monks would own early on, but wed be even at the end
    I think that's the problem with this suggestion... it would put monks on the same level of well-equipped endgame characters right away and thus be very unbalancing for the levels before greensteel/epic weapons are available.

  10. #10
    Hero Morningfrost's Avatar
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    Quote Originally Posted by phalaeo View Post
    Not sure how the mechanics would work (or not work), but considering I also hit stuff with my feet, shouldn't I get "feetwraps"?
    No, just socks
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    Hero Morningfrost's Avatar
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    Quote Originally Posted by ripperj View Post

    i think it would help make up for no gs

    this way we can have
    devouts and GEOB at the same time to help boost our beaters

    and yes, monks would own early on, but wed be even at the end
    Do you think it may work to have some crafting rituals for it?

    I mean, you have two sets of handwraps, you farm for a set of a very ancient dragontouched sewing kit, and then you can blend two sets into one.
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  12. #12
    Hero Morningfrost's Avatar
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    Quote Originally Posted by AMDarkwolf View Post
    All handwraps, every single one in the game, is just a 0-0 dmg item u 'hold' in your hands. the 'effect' on the wrap buffs you. (Normal handwraps, non magical, non masterwork ones, will NOT increase your damage at all)

    The way monk was made was that the handwraps 'enchant' you much like your rings, boots, etc does.
    I am aware of this. If I understand correctly, this coding issue is the reason why there are no greensteel handwraps, isn't it?
    --
    Originally posted by C-Dog

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  13. #13

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    I didn't know monks were that useless that they needed two differnent handwraps. Hmmm...guess I better stop inviting them to my parties...
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  14. #14
    Community Member Poffel's Avatar
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    Quote Originally Posted by DoctorWhofan View Post
    I didn't know monks were that useless that they needed two differnent handwraps. Hmmm...guess I better stop inviting them to my parties...
    If monks were allowed to 'merge' handwraps, we would wield +5 Holy Burst of Holy of Lightning Burst of Icy Burst Metalline of Greater Evil Outsider Bane of Evil Outsider Bane weapons... and we would maaaaaybe invite you to our parties.

  15. #15
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by Morningfrost View Post
    I am aware of this. If I understand correctly, this coding issue is the reason why there are no greensteel handwraps, isn't it?
    Well, issues I can see with GS handwraps...

    1) Monk Wraps are not really weapons.
    2) All GS weapons increase in damage, how do you do that for unarmed?
    3) All GS weapon (damage) effects would have to be redone as BUFFS for the monk and tested
    4) All GS weapon non damaging effects need to NOT be done as buffs so they're actually useable
    5) Two weapons for the price of one, how to balance?
    6) Only one fairly unpopular class benefits from redoing an entire system.
    7) Would be Overkill now that ToD rings are in the game.

    That said... I love my monks and I would appreciate a little love coming their way.. It's been happening very slowly... In another half year we might have a great class

    PS: I want the damage from rings mechanic expanded and brought to monks at a lower level, even if it's just a ring that grants 'Minor Flaming' to your attacks ... That ToD stuff comes out of nowhere ..
    [REDACTED]

  16. #16
    Community Member DrWorm0's Avatar
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    You monks can upgrade a ToD ring with holy burst and shocking burst and now put icy burst on your whatver burst handwraps of 5% weighted and you want more?

    wraps arent even a weapon, they imbue your fists with the effects, making one fist do one type of damage and another fist do something else wont bypass DR any more than weilding a silver khopesh in one hand a a holy one in the other.

    Pointless idea, no point arguing it further.
    Last edited by DrWorm0; 03-06-2010 at 03:29 AM.
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  17. #17
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    Quote Originally Posted by TreknaQudane View Post
    Well, issues I can see with GS handwraps...

    1) Monk Wraps are not really weapons.
    Yet the weapon pawns trade them
    2) All GS weapons increase in damage, how do you do that for unarmed?
    The Monk Past Life feat can increase the dmg categors by one step, so the principal technique is already implemented. Or if that's too complicated, a simple unnamed bonus to base damage would do.
    3) All GS weapon (damage) effects would have to be redone as BUFFS for the monk and tested
    How is that different from existing weapon enchants?
    4) All GS weapon non damaging effects need to NOT be done as buffs so they're actually useable
    Again, how is that different from existing weapon enchants?
    5) Two weapons for the price of one, how to balance?
    It is one weapon and one enchant, even though it affects all attacks. So that would be about the same as two-handed weapons, no?
    6) Only one fairly unpopular class benefits from redoing an entire system.
    Is it unpopular with you? I've seen many monks on Orien. Not sure about other servers. And even if there are less monks around than, say, fighters, that may well be because it is a fairly new class and still in the process of getting balanced. The last update was only a few weeks ago. Saying that monks don't need any more attention because nobody likes them is just like saying 'please don't introduce any new class/race/whatever unless it's better than anything existing from the start!'
    7) Would be Overkill now that ToD rings are in the game.
    Hm, not high enough, or experienced, to say if that is an issue, really. Seems like everyone considers monks subpar DPS in endgame, and that does include all available items, so monks are 'unbalanced' already - how then would this particular item combo change that?

  18. #18
    Hero Morningfrost's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    7) Would be Overkill now that ToD rings are in the game.
    And by the way, mind to explain to a poor n00b what exactly a ToD ring is? I know it's a very hard raid, so it sounds to me as something that requires the usual endless farming.
    --
    Originally posted by C-Dog

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  19. #19
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by Aschbart View Post
    How is that different from existing weapon enchants?

    Again, how is that different from existing weapon enchants?
    You're not getting just how many effects and combinations can be on Green Steel.. The sheer number of them that needs to be checked makes it more than daunting to even think about.

    It is one weapon and one enchant, even though it affects all attacks. So that would be about the same as two-handed weapons, no?
    No, it's not. Since monks can use TWF with handwraps for extra attacks, letting them get the benefit from crafting a single lightning strike weapon on ALL melee attacks not just the primary hand or limited to the number that THF recieves isn't balanced.

    Is it unpopular with you? I've seen many monks on Orien. Not sure about other servers. And even if there are less monks around than, say, fighters, that may well be because it is a fairly new class and still in the process of getting balanced. The last update was only a few weeks ago. Saying that monks don't need any more attention because nobody likes them is just like saying 'please don't introduce any new class/race/whatever unless it's better than anything existing from the start!'
    Read my post, I like my monks, I've said so. That said.. They are rarely seen later in the game as anything beyond a splash class. Most "Monks" in DDO are usually 18 Ranger/1 Rogue/1 Monks or a 18 Cleric/FvS 2 Monk.

    Hm, not high enough, or experienced, to say if that is an issue, really. Seems like everyone considers monks subpar DPS in endgame, and that does include all available items, so monks are 'unbalanced' already - how then would this particular item combo change that?
    The ToD Rings let a monk add an additional X Element/Alignment Burst to their unarmed attacks, granted it doesn't stack damage of the same name, but with Green Steel and two of the rings you could end up with a weapon that is + 5 Shock Good Burst Holy Burst Shocking Burst Shocking Blast Lightning Strike and what ever else increase base damage it has. .. Thats a bit much.
    [REDACTED]

  20. #20
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    Quote Originally Posted by Morningfrost View Post
    And by the way, mind to explain to a poor n00b what exactly a ToD ring is? I know it's a very hard raid, so it sounds to me as something that requires the usual endless farming.
    Yeah it's a grind to farm them and craft them:

    Tower of Despair raid in the Devils of Shavarath adventure pack. You get to Amrath (in Shavarath) by talking to a guy in the tower of The Twelve. There's 4 flagging quests - A New Invasion, Bastion of Power, Sins of Attrition, and Genesis Point.

    In this adventure pack, they made an item set for every current or currently planned prestige enhancement line that consist of a (belt + ring) or a (necklace + ring). You don't have to have the prestige-enhancement to get the set bonuses. You get the non-ring items from the flagging quests or ToD, and the rings in the final chest in ToD.

    Each ring has a couple of pre-defined bonuses (check out Dragon.Star's awesome loot thread http://forums.ddo.com/showthread.php?t=121279) and an incredible potential which allows you to craft certain greensteel-like mods onto the ring using medium (shroud) ingredients and some trophies that also drop from the raid chest. I don't think we know everything about the available crafting mods you can add to them quite yet, but they're similar while not exactly in-line with the greensteel t2 weapon mods. If you add holy or lightning or (etc) burst to the ring, the damage effect will be added to unarmed attacks only.

    That's the gist of it--though that's mostly info gleamed from reading up on it, so feel free to correct anything I slipped up with. I've only done 1 ToD run to date XD

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