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  1. #1
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    Default Ninja training and vorpal strikes

    Ninja training (enhancements) + vorpal strikes (epic feat)

    Can i use my dex to hit and damage with my unarmed stikes if i have both?

  2. #2
    The Hatchery Zoda's Avatar
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    Quote Originally Posted by MorteCerta View Post
    Ninja training (enhancements) + vorpal strikes (epic feat)

    Can i use my dex to hit and damage with my unarmed stikes if i have both?
    Nope:

    Advanced Ninja Training: While you are centered, you can use your Dexterity modifier for damage with piercing and slashing melee weapons and shuriken.

    Handwraps are not "weapons".
    Main: Zodaroth - heroic & epic completionist pure dwarven warlock
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  3. #3
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    Quote Originally Posted by Zoda View Post
    Nope:

    Advanced Ninja Training: While you are centered, you can use your Dexterity modifier for damage with piercing and slashing melee weapons and shuriken.

    Handwraps are not "weapons".
    It was originally intended to, but the devs couldn't get it to work, so they changed the description.

    Geoff.

  4. #4

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    Quote Originally Posted by GeoffWatson View Post
    It was originally intended to, but the devs couldn't get it to work, so they changed the description.

    Geoff.
    I don't think that's correct.

    The tree design was meant to favor specific weapons, not unarmed. That's what the Shintao is for.

    If you can show a source for that rationale, it would support the case.

    In any case, any Monk can train the Epic feat, Vorpal Strikes, to gain vorpal on unarmed attacks. Alternately, Vorpal handwraps now appear for Heroic characters. DEX to Damage, I'm sure, was meant only for specific weapons. Clarification in the text changed, perhaps, but not the intended weapons to be used with those abilities.

    The Ninja Spy gains natural vorpals once its last core ability at level 20 is trained, and only with shuriken and piercing/slashing weapons that leave you centered, never handwraps.
    Editor, The Book of Syncletica 2nd Edition: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
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    The Order of Syncletica: A DDO-flavored blog on Monks and gameplay and more

  5. #5
    The Hatchery Zoda's Avatar
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    Quote Originally Posted by GeoffWatson View Post
    It was originally intended to, but the devs couldn't get it to work, so they changed the description.

    Geoff.
    Iirc, it used to work on wraps, but it was bugged and soon fixed.
    Main: Zodaroth - heroic & epic completionist pure dwarven warlock
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  6. #6
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    Quote Originally Posted by Zoda View Post
    Iirc, it used to work on wraps, but it was bugged and soon fixed.
    I can confirm it worked with "piercing" handwraps, ppl complained about vorpal strikes--> they changed the description

  7. #7
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by quiete View Post
    I can confirm it worked with "piercing" handwraps, ppl complained about vorpal strikes--> they changed the description
    I can confirm this too, and to boot they also ended it, and ninja poison working with piercing handwraps.

  8. #8

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    Yep, it did work with things like the Ivy Wraps and the Scorching Wraps for a time before a patch ended it. Guess the devs didn't like us gaining that benefit with Ninja Poison.
    Editor, The Book of Syncletica 2nd Edition: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
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  9. #9
    The Mad Multiclasser Failedlegend's Avatar
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    I really dont get this whole "handwraps are not weapons" thing, clearly they are sionce they go in the weapons slot and get weapon enchantments in lootgen.

    The problem is that handwraps are still very buggy.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  10. #10
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Failedlegend View Post
    I really dont get this whole "handwraps are not weapons" thing
    It's a conveniant excuse for developers to use when they can't/don't code effects to work with unarmed combat.

    I think ultimately the biggest problem was due to unarmed base damage being based off of the natural progression monks got every 4 levels.

    Now with the +[w] system Handwraps should theoreticaly be able to coded to work the same as any other weapon. I imagine the legacy problems related to this though with all existing handwraps, tod rings, feats, skills, enhancments etc. are the reason the devs have refrained from doing so.

  11. #11
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    they could let us use dex bonus to hit and damage to unarmed strikes now since they nerf the monk so much

  12. #12

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    Quote Originally Posted by Failedlegend View Post
    I really dont get this whole "handwraps are not weapons" thing, clearly they are sionce they go in the weapons slot and get weapon enchantments in lootgen.

    The problem is that handwraps are still very buggy.
    They go into the weapons slot because DDO doesn't have a different definition. In the Neverwinter Nights games, the Monk used gloves and were treated more as weapons to a point.

    Handwraps aren't particularly buggy at present in general (from crafting to other uses), but its because they aren't coded as weapons is why they make for challenging coding.

    Again: The Monk is the weapon, unarmed. Not what he holds. Handwraps only supplement damage but aren't required.
    Editor, The Book of Syncletica 2nd Edition: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
    (Stormreach Shadows updates are in indefinite hiatus.)
    The Order of Syncletica: A DDO-flavored blog on Monks and gameplay and more

  13. #13
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Spencerian View Post
    They go into the weapons slot because DDO doesn't have a different definition. In the Neverwinter Nights games, the Monk used gloves and were treated more as weapons to a point.

    Handwraps aren't particularly buggy at present in general (from crafting to other uses), but its because they aren't coded as weapons is why they make for challenging coding.

    Again: The Monk is the weapon, unarmed. Not what he holds. Handwraps only supplement damage but aren't required.
    There's a difference between they aren't coded as weapons and their not weapons...that to me is a bug.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

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