So I was reviewing many threads about the disparity of duel wielding crit gemmed weapons vs wielding a crit gemmed two-handed weapon and started running some numbers and I think I cam up with a possible solution to this disparity.
Issue: Classes that can Duel wield weapons will, for the most part, duel wield weapons socketed with Crit gems due to them providing more DPS than a higher DPS two-handed weapon of equal power. Duel wielding weapons can also provide an increase to primary stats due to the modifier ranges.
Cause: The extra critical hit damage and higher primary stat totals out strips the the extra DPS provided by a two-handed weapon.
Suggested Solution: Add an inherent gem modifier to two-handed weapons of 1.6%
Some number crunching*
Primary Stat: 8000 (two-hand) / 8200 (duel wield)
Critical Hit Percentage (with base): 40.00%
Critical Hit Damage from non-weapon gear (plus base): 150%
Attack Speed from items: 10%
Weapon DPS: 2500 (two-hand) / 2000 (duel wield)
DPS Difference with the current gem structure (percent of two-hand damage duel wielding provides)
Marquee Emerald: 113.28%
Imperial Emerald: 113.99%
Flawless Imperial Emerald: 114.69%
Royal Emerald: 115.37%
Flawless Royal Emerald: 116.04%
DPS Difference with a 1.5 two-hand modifier (percent of two-hand damage duel wielding provides)
Marquee Emerald: 102.25%
Imperial Emerald: 102.54%
Flawless Imperial Emerald: 102.82%
Royal Emerald: 103.09%
Flawless Royal Emerald: 103.36%
DPS Difference with a 1.6 two-hand modifier (percent of two-hand damage duel wielding provides)
Marquee Emerald: 100.30%
Imperial Emerald: 100.52%
Flawless Imperial Emerald: 100.74%
Royal Emerald: 100.95%
Flawless Royal Emerald: 101.15%
As you can see from the three sets of numbers, duel wielding will always provide a DPS increase, but adding this two-hand modifier would reduce the gap from roughly 15% to an average of 0.5% variance. This would allow for more diverse builds for those classes that can duel wield. Thoughts?
* Formula used matches sheet DPS to a tolerance of 1% +/-
For DH it's not so simple- maximum potential dps is probably achieved through DW, but we still have to worry about our Toughness, and Quivers help us keep our fragile selves in the game until we have the gear necessary for DW'ing efficiently. Or play DW like pansies and snipe at things at the edge of the screen.
I think they just need to buff the 2H damage, I was using a 2500 dps 2h bow until I forged a Hallowed 1h with 2633 dps, 640 dex and socket, who needs 2h when 1h's can roll equally high? Special affixes on some legendary 2h's (Maximus) still make them preferable to 1h's, though that isn't really a solid argument since you can't guarantee everyone getting one.
I think that if dual wield and two-handed weapons dealt almost the same DPS, without major re-balancing of the way many procs, cooldowns, and DoTs worked, people would prefer two-handed weapons instead of dual wield. Assuming that two-handed weapons and dual-wield dealt the same DPS, two-handed weapons would do significantly more damage with the following abilities/procs, for example:
There are a lot more, but those are off the top of my head. Currently, two-handers do hit harder than one-handers with those abilities, but due to the sustained DPS loss, it at least provides a decision between types of skills and weapon selection.
Naw, Kridershot is broken for DH the way Shard was broken for Barbs pre-fix. Any DH that can get one with decent damage will never replace it. One in a million chance of getting it though, which does leave us unlucky ones butthurt on the side.
2h's just need to be able to roll slightly higher stat ranges...or allow 2h's to have up to two sockets again