Rubbinns wrote on Feb 22
nd, 2015 at 3:08pm:
Tested this recently after a post with 5 foot. Cleave and great cleave have a weird radius of effect when standing just outside the range of the ship dummy. the radius on great cleave resembles a pack man with the mouth facing up. meaning it will hit everything around in an almost complete circle except for the dummy directly in front. to test this grab a greatsword and stand just out of great cleave range. turn your toon around and you will be hitting the dummy once you have turned to any direction except directly in front.
cleave and paladin cleaves and supreme cleave all have the same reach. just that cleave has less radius of effect. tested with greatswords, bastard swords, hand axe, rapiers, shortswords, maul, staff, falchion, light pick. Using a swf pally and a thf barb to make sure feats didnt extend reach. neither did toon size. one was drow other toon was shadar.
I didnt test to see if moving forwards or backwards would extend reach for two handers more than one handers. it probably wont but it will extend the reach of your blow slightly even if moving backwards compared to standing still.
Like so? (but rotated 180 degrees)
Somebody tested all of this really thoroughly back in the day. Pretty sure it was Backley. It was all on the shithole forums WAY back in the day, but was probably lost with the forum downgrade migration.
The gist: (IIRC)
Reach is all about animation, nothing else has any effect. The specific weapon in hand doesn't matter, but the type does...except for specials that use the same animation between figthing styles (like cleaves). So reach for normal attack animations looks like this:
1. Unarmed (counterintuitively)
2. Great Axe/Maul
3. Staff
4. Great Sword/Falchion/Great Club (w/ Slightly wider than standard arc compared to axe/maul)
5. SWF/S&B/TWF
6. Unarmed uncentered or non-monk