The wiki said you cant make melee attacks til after that period of time has ended.
fSTR, maybe, I didn't bother to look at the ranged fSTR to see if it was different.
For the meleeing side you need to count TP and divide it into WS damage as well, and also take into consideration time. If a mob is coming towards you, and you use sange > throw > engage its going to be a much longer span of time than provoke > engage until you start meleeing. The extra time where the puller is getting hit or is running past you is whats going to kill sange use in this way and make it not useful. Not that I can think of any time when pulling is even useful lol. All I can think of is things like Tunga or Zipacna, where the puller is going to be running past you to try and dump aggro on everything else, which would absolutely kill sange use. Puller is running back with mob > you use sange, it gets in range you start throwing > it runs past you > you hit or miss(on misses you voke) then it runs runs back to you > you engage and start attacking. Compared to puller is coming back with mobs > you voke when its in range and then engage > weapons are out and hitting as soon as it gets to you. Sange needs to do more damage than just meleeing in that time span where you could be meleeing for it to be worth using, and even without the 2 seconds JA delay, it won't be able to make up the difference. If it ends up doing about the same or less damage then carrying around shurikens ends up being a waste of inventory, inventory -8 or more for a throwing set and some shurikens is just not going to be an intelligent thing to have if it doesn't put out better numbers.



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