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  1. #1
    Founder Delacroix21's Avatar
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    Default State of the game= Handwraps

    I think the time has come to either make an honest effort to fix handwraps, or just straight up REMOVE THEM FROM DDO. Every new epic destiny, enhancement, spell, etc. always seems to effect every weapon EXCEPT HANDWRAPS. It has reached a tipping point of ridiculousness that you Devs need to come out and acknowledge to the player base. Yes I am calling you out to respond here, as we the players deserve an honest rundown of why you keep leaving this one weapon out.


    Lets take a look at a few things that DONT work with handwraps but DO with everything else=
    1. Anything that gives a unique stat to damage
    2. Anything that increases crit range* (divine crusader, holy sword, legendary dreadnaught)
    3. Anything that increases crit multiplier (+1 on 19-20 is not the same)
    4. Numerous on-hit effects (Shadow Dancer capstone, etc.)
    5. Ninja Poison (including this as I find it so STUPID this only works on 3 weapons!)

    *Kensai crit range is the ONLY way in ddo to increase handwrap crit range.



    Monks have been shafted for a long time with handwraps, and over time as new things came out= Crusader, Holy Sword, Harper, etc. we gain NOTHING while EVERY OTHER WEAPON IN THE GAME (melee/ranged/thrown) gets to use the new shinies. This is freaking ridiculous and stupid. I am seriously asking you Devs, why is the handwrap left out of every stat-to-damage, crit range, and crit multi ability? Come clean to the community and just straight up say you have difficulty coding it so dont even try. We have a RIGHT to be upset about this.
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  2. #2
    Community Member Takllin's Avatar
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    Quote Originally Posted by Delacroix21 View Post

    *Kensai crit range is the ONLY way in ddo to increase handwrap crit range.
    Violence Begets Violence also increases handwrap crit range.

    I do agree though that handwraps have been given the short end of the stick for a very long time.

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  3. #3
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    Yes it is fairly annoying they need to be fixed. The latest thing I noticed was that the negative damage from the dragon masque stops working when you swap to other handwraps or go through a loading screen. I feel like everyone calling for monk nerfs is what caused the devs to leave out monks, either that or they just couldn't get it functioning properly lol.
    Last edited by moo_cow; 08-30-2014 at 12:28 AM.

  4. #4
    Founder Delacroix21's Avatar
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    Quote Originally Posted by Takllin View Post
    Violence Begets Violence also increases handwrap crit range.

    I do agree though that handwraps have been given the short end of the stick for a very long time.
    Forgot about that one as its just so horrible compared to swashbuckler, or basically anthing with a static +1 range.


    Its just frustrating as every new crit range/multi enhancement etc. we see I try to get excited about and then WHAM! works for everything BUT handwraps. Its so frustrating.
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  5. #5
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    Quote Originally Posted by Delacroix21 View Post
    Its just frustrating as every new crit range/multi enhancement etc. we see I try to get excited about and then WHAM! works for everything BUT handwraps. Its so frustrating.
    I get frustrated when anything comes out with an on-hit effect and I see that it is more powerful with Handwrap's unique +12% attack speed. Or whenever I'm crafting a second dagger for my TWF Rogue instead of simply using one Handwrap item.

  6. #6
    The Hatchery Zoda's Avatar
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    Wait, are you saying that the Harper Agent INT to damage isn't working either? I already know that Holy Sword doesn't...
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  7. #7
    Community Member Alternative's Avatar
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    Some of these things don't work with handwraps by design. There are people on the forums who still keep screaming than unarmed monks are OP, thus the devs still believe they are. In reality half the monks picked up longbows when FOTW came out, then another half gave up after enhancements revamp, myself included after I couldn't have ToD and Void4 anymore on unarmed monk, as both abilities were moved to a shortsword tree, and quarterstaff tree respectively. Now I wouldn't mind using other weapons, if I could still use stunning fist with them, but alas. On a side note bards can now freeze with any weapon.

    I've been thinking about at least a reasonable build for some time, but unarmed is lacking so much it's not funny. 19-20 x2 crits with nothing to enhance are laughable, earth stance doesn't count because every melee uses that with whatever else they have. And on top of that, a wolf gets 17-20 x3 with 1d10 die and 30% attack speed.

    The only melee prestige (shintao) is underwhelming, the tactical abilities don't work in epics because max you can reach is about 55-60DC (if you gimp yourself for more wis, go pure and give up things like haste/damage boost from splashes) and cooldowns are ridiculous (tome of jade, 1 minute! in one minute a blitzer will kill 20 undeads or so)

    Finally, unarmed combat kinda sucks because it lacks the aoe of a good cleaving weapon, and is still weaker against single targets.

  8. #8
    Founder Delacroix21's Avatar
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    Quote Originally Posted by Zoda View Post
    Wait, are you saying that the Harper Agent INT to damage isn't working either? I already know that Holy Sword doesn't...
    Yep, int to damage doesn't work tested myself. Honestly no longer surprised.
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  9. #9
    Community Member Nightmanis's Avatar
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    Dex to damage with wraps would be very very powerful simply because then you could achieve a noticeable AC level while having a very strong offense.
    This was negated with the shuriken builds hitting those ac numbers because of dex to damage on shurikens and needing wisdom for 10k stars.

    Monks attack 12% faster, so any and all effects on their weapons not tied to crit range do more damage.
    This is negated because Druids attack 30% faster, get an extended crit range, AND haven't been fixed with the swf/twf bugs giving them a completely ridiculous attack speed.

    I would just like Pulverizer to work on handwraps for now.
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  10. #10
    Community Member Dex800's Avatar
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    They need to fix the Exploit 1st, where you can stack like 50 different shurikens onto your handwraps. Which means you can have every effect in the game on your wraps at once. This includes all TF effects, Random Gen Effects, Greensteel and Challenge weapon Effects.

    Basically your screen is a Wall of text, but with numbers.

  11. #11
    The Hatchery Mryal's Avatar
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    Yep i agree.So many things should work with handwraps but dont.A lot of it comes from the fact that game for some strange reason treats animal form combat as unarmed combat, so everything has to be 'balanced' according to animal form combat.Monk should be getting in enhancement ways to increase multiplier and threat range thought.I've recently tried unarmed non pure and pure monk and its underwhelming at best.
    A lot of it comes from ED, grandsmater is pretty sucky DPS wise.But it could work with a few tweaks.But theres also Primal Avatar wich has a whole line of unarmed combat stuff that isnt too appealing.I still say that both EDs should be reworked completly.
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  12. #12
    Hopeless Romantic dunklezhan's Avatar
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    Well that would explain at least some of my pure monks underwhelming DPS at epic then.

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