Originally Posted by
wax_on_wax_off
MotU gear is easy for everyone, you can run the quests on normal and get it. Hence why Grave Wrappings vs Oathblades is a fair comparison, IMO. Grave Wrappings are easier to get really as they can be bought off AH.
Actually I want to get two Oathblades, but I've only gottten... 5 more PDK comms since picking up the gloves. As for grave wrappings, I've tried to farm them and got sick of it. And the AH prices when I last check had them between 500k and 1,000k plat. Not worth it to me as I'm not that overly freaking abundantly loaded with plat.
Note also my loot luck sucks.
Double share GS and T3 Alchemical weapons just involve doing the quest over and over but not much in the way of actual challenge, the only real issue with this comparison is that longswords require twice as much work.
It does, and it also requires being able to find groups that run it fairly regularly to get materials. That has sort of only happened for me recently. I am NOT in a powerhouse of a guild.
What is your feat list?
all 3 TWF, quicken, extend, empower, toughness, oversised twf.
Monk feats were WF:slashing and WSS.
Crud... I can't remember what my last feat was. Not that I think it would make much more of a difference in this now.
I'm 95% certain tha the tested attack ranges of weapons puts handwraps as the longest reach. This is counter intuitive I know but with this in mind I've started to stand further back on raid bosses like lob and it seems to pan out. Even with the horrible client experience I have at the moment I have no issue stunning mobs that are basing other people, very easy once you get the hang of it.
Interesting. I wonder if it changed after release. Because it deff was not as long as a long sword for example. And while I had no issues playing it because I already adjusted my style to get in mob faces, my wife utterly complained about handwrap reach on a halfing.
Stunning Fist and Quivering Palm add to the count.
Thank you. I did not know that.
Non magical weapon comparisons is silly though, don't you think?
It is and it isn't. "my weapon does 1d6 fire, that one does 1d6 light" Oh, better add more numbers to the calculation! Yeah.. makes no sense when it is even like that. You really should only need to add things that would change. Burst effects? Sure. But in such cases might as well just use maiming to have it "equal".
Note that the effects of stunning, crippling, etc. Those are effects that should be taken into account as well. But how is stunning worked in? Pre stunning dps and post stunning dps? I honestly do not know what the forum experts decided on how to handle that.
Sword of Shadows is another example; on a 8 strength toon it's a very lame weapon but once you add 80 strength it becomes the best weapon in the game due to the way it scales.
That is its crit profile for you and they should be included, but we aren't comparing differences of strength here. But it does make me wonder just how much having 10/20/30 strength could change things. I'm not asking you to do the math though unless you are that bored.
The reason why I wonder that is doing dex builds and the current AC/PRR changes. Have they become viable now or still suffer the same issues. My guess is the changes really haven't helped their viability.
Maybe try out the handwraps thing, grave wrappings are cheap or easy to farm, feats swaps are free to get stunning fist and IC:B isn't needed, you might be pleasantly surprised.