I've started making some computations with respect to how efficient different melee weapons and weapon styles are. I've taken into account the theoretical attack times and recovery times (the base values mentioned in the GUI) and not actual empirical determinations based on counting frames (I believe that MaxQuest has determined that the theoretical base values are not exactly what he tested directly, I'm not sure if this has been rectified in beta version 4). In any case, in my model it looks like two-handed weapons are severely lacking when compared to dual welding. Here is a result of my findings based on a character with 10 Dex and 10 Might that is equipped with heavy armor (+55% recovery time). When using a two-handed weapon the two-handed style was assumed, similarly when using two weapons the two-weapon style was assumed. This table considers only hits (no other attack resolution option) and the weapon damage assumes the average of the min and max value. No other abilities have been considered (weapon specialization, soul whip etc.). I should mention that the quality of the weapons is "fine", which seems to be the standard setup in this beta build.
It looks like dual welding sabre wins at most enemy AR's, dual welding stiletto's looks optimal at 10-12 enemy AR's.
In my opinion the damage output of the two-handed weapons should be increased to make it on par with dual welding.
Also the quarterstaff seems to be particularly good with respect to some other two-handed weapons as it's the only one for which the GUI states that it has an attack time of 0.5s instead of 0.7s like the others.
The green lines represent the damage. For the one-hand weapons, the yellow line represents the DPS when dual welding. The white lines represent the DPS for the case when a single weapon is used (only possibility for two-handed weapons).
In some other comparisons that I performed, it looks like might is slightly more beneficial than dexterity in terms of melee DPS: 20 Might,10Dex is looking a bit better than 10Might,20Dex. There were some situations where something in the middle was optimal but still more might than dex: for example in the case of sabres with heavy armor I think the optimal is 17 might and 13 dex.
Edited by kmbogd, 12 April 2018 - 12:56 PM.