(For Part 1 of this series, see http://www.mmorpg.com/blogs/reillan/042009/3613_LotRO-Champion-Damage-Part-1)
Part 2: Dual Wielding vs. 2-Handed Weapons
Introduction
There's a lot to be said on the topic of Dual Wielding (DW) vs 2-Handed (2H) weapons. For the purposes of this posting only, I'll be examining only the issue of DPS. Some of the other issues that govern the use of both weapons are cost of ownership (it's cheaper to replace a 2H weapon, so at lower levels it can be very important) and power consumption (because 2H weapons are much slower and power is consumed the same regardless of weapon speed, 2H weapons should consume less power in a combat).
What I will look at, however, are raw damage values and how those relate to DPS, including how Flurry improves such values. Flurry is one of the most often used arguments by proponents of 2H weaponry, so I'll see if it is as good as they say.
In a future posting, I'll address the issue of power consumption, which in longer battles can be a significant goal.
For those who wish to skip most of this article: I contend that DW is far superior to 2H for burning down mobs. I did not know just how far superior until I wrote this - I thought surely I would find that the 2H veterans would be correct that proper skill use could equal DPS advantage, but it appears that is not the case.
Skill Damage
2H weapon proponents often say that if MH damage is the most important damage (as I argue in Part 1), and some skills have just as many attacks whether using DW or 2H weapons, then those skills will deal more damage with a 2H weapon and, therefore, proper skill management equals greater DPS. So, let's test that theory:
(Comparing: 1st Age Champ Axe, 2H, 3.1s vs. 1st Age Champ Axe, 1H, 2.4s + Peerless Dagger)
| 3.1 Bonus Dmg | 3.1 DPS | 2.4 Bonus Dmg | 2.4 DPS | % Increase for DW/2H | |
| Rend | 10 | 54.23 | 9 | 57.07 | 5.25% |
| Wild Attack | 13 | 55.19 | 10 | 88.02 | 59.48% |
| Fighting Dirty | 13 | 55.19 | 10 | 57.56 | 4.29% |
| Blade Wall | 19 | 57.13 | 15 | 90.46 | 58.34% |
| Feral Strikes | 23 | 109.42 | 18 | 153.39 | 40.18% |
| Swift Strike | 24 | 58.74 | 19 | 61.95 | 5.46% |
| Brutal Strikes | 24 | 168.39 | 20* | 168.96 | 0.34% |
| Bracing Attack | 37 | 62.94 | 28 | 96.80 | 53.81% |
| Raging Blade | 36 | 113.61 | 28 | 163.14 | 43.59% |
| Hamstring | 49 | 66.81 | 38 | 71.22 | 6.61% |
| Ferocious Strikes | 52 | 215.67 | 56* | 250.72 | 16.25% |
| Horn of Gondor | 80 | 76.81 | 62 | 82.93 | 7.97% |
| Merciful Strike | 142 | 96.81 | 110 | 106.34 | 9.85% |
| Blade Storm | 185 | 110.68 | 143 | 152.90 | 38.15% |
| Relentless Strike | 212 | 144.89 | 165 | 189.97 | 31.12% |
* Brutal Strikes and Ferocious Strikes receive inexplicably higher bonuses from DW than 2H
So you can see, on average, DW deals 25.38% more DPS than 2H does. The closest skill is Brutal Strikes, with only a 0.34% increase for DW. No skill does better with a 2H weapon than DW. When I add Flurry to the mix, this remains true, although the difference in damage, on average, decreases to 25.09% and Brutal Strikes narrows to a mere 0.11% loss of damage for 2H. Additionally, for those wondering about how Fervour affects this: the damage difference actually increases, so that the average bonus for DW over 2H is 28.32% with 22% Fervour (15% + 7% from Legacies). This chart does assume that the Champion will take advantage of the bonuses I found in Part 1. Two 2.4 Axes used instead would be a loss of DPS on 6 of those skills.
The only other argument that may be valid, then, is the argument that because 2H weapons are slower, they will need to have fewer uses of low-damage skills to build Fervour, and thus can deal more damage over the extended life of the combat. This is an argument that will require a bit more tracking. Thus, another chart!
(Assume: Popped 3 Fervour and Flurry before combat. Fervour stance traited for 1 pip every 4s)
| 3.1 2H Weapon | 2.4 1H Weapon + 1.7 | |
| Start |
Wild Attack, 209 dmg, 2 Fervour available Auto Attack: 193 dmg |
Wild Attack, 220 dmg, 2 Fervour available Auto Attack: 208 dmg |
| 2.05s |
Feral Strikes, 384 dmg, 0 Fervour avail. Auto Attack: 208 dmg |
|
| 2.58s |
Swift Strike, 222 dmg, 3 Fervour available Auto Attack: 193 dmg |
|
| 4s | 4 Fervour available | 1 Fervour Available |
| 4.1s |
Wild Attack, 220 dmg, 2 Fervour available Auto Attack: 208 dmg |
|
| 5.16s |
Brutal Strikes, 608 dmg, 1 Fervour avail. Auto Attack: 193 dmg |
|
| 6.15s |
Swift Strike, 91 dmg, 3 Fervour avail. Auto Attack: 208 dmg |
|
| 7.74s |
Wild Attack, 209 dmg, 2 Fervour available Auto Attack: 193 dmg |
|
| 8s | 3 Fervour available | 4 Fervour available |
| 8.2s |
Feral Strikes: 384 dmg, 2 Fervour avail. Auto Attack: 208 dmg |
|
| 10.25s |
|
Wild Attack, 220 dmg, 3 Fervour available
Auto Attack: 208 dmg |
| 10.32s | Feral Strikes, 414 dmg, 1 Fervour avail.
Auto Attack: 193 dmg |
|
| 12s | 2 Fervour available | 4 Fervour available |
| 12.3s |
Brutal Strikes, 405 dmg, 1 Fervour avail. Auto Attack: 208 dmg |
|
| 12.9s |
Wild Attack, 209 dmg, 3 Fervour avail. Auto Attack: 193 dmg |
|
| 14.35s | Merciful Strike, 266 dmg, 1 Fervour Auto Attack: 208 dmg |
|
| 15.48s |
Merciful Strike, 366 dmg, 4 Fervour avail. Auto Attack: 193 dmg |
|
| 16s | 5 Fervour available | 2 Fervour available |
| 16.4s |
Feral Strikes, 384 dmg, 0 Fervour avail. Auto Attack: 208 dmg |
|
| 18.06s |
Brutal Strikes, 608 dmg, 2 Fervour Auto Attack: 193 dmg |
|
| 20s | 3 Fervour | 1 Fervour |
| 20.64s |
Feral Strikes, 414dmg, 1 Fervour Auto Attack: 193 dmg |
Total damage in 20.64s for 2H weapon = 4803. DPS = 232.70
Total damage in 16.4s for DW = 4640. DPS = 282.93
I extended out the attacks for the 2H weapon because I wanted to give the 2H people the opportunity to burn more damage - but the fact of the matter is this: DW does 21.6% more damage in combat.
All I did when selecting skills above is to choose skills with the highest Fervour-to-damage and DPS values. That means Feral Strikes and Brutal Strikes (which can't be used terribly closely together due to their cooldowns). The reason why the % for DW is much higher here than for the raw skills is that Feral Strikes deals 40% more DPS in DW mode than 2H mode. A 2H fan could say "but then you should have chosen skills that were closer in value" - to that I say: I did! Wild Attack is clearly the best bang-for-your-buck Fervour builder until your target is below 50% health, and then it switches to Merciful Strike. Swift Strike is only used when you really need a point of Fervour to pull off the next skill (and I used it once for each side). But all of the big DPS, non-AoE skills receive a huge bonus from DW according to the chart above. The only thing I could do would be to use only Brutal Strikes (which, you'll note, I used twice on the left, once on the right, while using Feral Strikes twice on the left, thrice on the right).
The point of all of this is simple: if I can build Fervour faster, I can burn it faster. And, since I know how to use DW to its greatest efficiency thanks to the information from Part 1, this means I will be able to completely own everything I encounter.

I hate dps charts. Its all bs. Theorycraft is horrible for games.
I like two handed swords. I like dual wielding less than I do two-handers. Yet crap game mechanics would force me to two swords instead of 1 big one. Boo.
Wed Apr 08 2009 9:49PM ReportI think you'll be pleasantly surprised by part 3 anyway. There is a valid reason to use 2H weapons, so if you want to wield one, by all means, wield one.
I personally just want the most DPS I can get right up front, and that comes from dual-wielding. But DPS over an extended time is a valid strategy, too, and a 2H wielder can do that better than the best DW.
BTW, if you happen to have the numbers for ICPR for Fervour handy, I'd appreciate having it. I forgot to copy that down, and it'll be useful for my discussion of power management.
Wed Apr 08 2009 9:59PM ReportThis is a great article! What about crits? Wouldn't a 2H weapon have a large edge because when it crits the damage is much higher than is possible with 1H weapons?
Mon Apr 13 2009 5:12PM ReportI hadn't commented on that because I think it probably shouldn't matter. I also don't have specific values for how much damage increase you can expect to see from either a Crit or a Dev Crit.
Let's say you have a 10% chance to crit, and a crit increases damage 2 times. A 2H weapon would hit 23.226 times per minute, so it would crit 2.3226 times per minute and increase damage 2x during those times - effectively increasing the damage done by an additional 2.3226 hits. If those hits do, on average, 601.14 damage (they do in my example table above), that means they do 15358 damage per minute (as opposed to 13962).
The DW mode hits 35.122 times in a minute, dealing an average of 483.34 damage per hit, and critting on 3.5122 hits during that time. The damage from crits increases from 16976 to 18673.
Either way, a 2x crit increases damage on 10% of hits, meaning you multiply the damage output by 1.1 (90% of hits do 100% damage, 10% of hits do 200% damage = .9 + .2 = 1.1)
There are two possible ways that 2H could get damage made up as opposed to DW:
1) If crits are not just a multiplier, but rather a multiplier + bonus that is awesome enough to make up for the damage loss.
2) If 2H mode gets damage bonus from might that is considerably greater than the sum of individual damage bonuses from might that the DW weapons get.
Tue Apr 14 2009 1:19PM ReportI read both of your articles, and one thing that struck me in both of them is that you measure DPS on a skill-to-skill basis, rather than letting the cooldown timers play their part (as they would in an actual combat scenario). I too thought a fast off-hander would be the way to go for dual-wield, but through simulations I discovered that in fact it weren't - my dual axes 2.50 global speed do considerably more persistent DPS than my axe/dagger 2.10 global speed setup. I won't try and convince you about this, but rather let you run some simulations on your own, and see what you come up with - that is, over the course of a longer period of time; I've found that a 20 second snap shot can be misleading. It would be interesting to compare your results with mine.
Keep up the good work Reillan...
Tue May 05 2009 1:32AM ReportThanks. Yes, it's a bit difficult to do that, and so that's part of my larger-picture project. I may end up having to come back and revise this at some point. The great difficulty is that thanks to averaging of speeds, there's practically an infinite number of possibilities of speeds, and making any of them fit into cooldown timers is ... tricky at best. :D
Wed May 06 2009 4:16PM ReportI am looking at whether my 3rd age Mace (39.6DPS) with a Flawless Dagger beats a 2nd age 2H sword that dropped for me. Clearly following your logic a 2nd age 1H axe or mace + dagger would work better but what are your thoughts for my 3rd age (until a 2nd or 1st age one hander drops). Both wpns have fervour legacies though the 2H is better. I have tried to replicate your calcs but with my setup, not sure I've got it right though because i come up with a much bigger advantage (~150% increase) for the 3rd age dual setup than the 2nd age 2H setup. This can't be right?
Could you check my maths?
For feral strikes:
2H: =(1.21*(148((av raw damage)+23(bonus for 2H 3.1))*2+42) /3.1(speed) = 147
Dual =1.21*(90+17bonus for 2.3speed))*2+42+(1.21*(70(av raw dam for dagger) +13(bonus for 1.7speed))) /2(av speed of mace and dagger)= 201
Thanks,
Noelion
Snowbourne Server
Wed Jul 15 2009 4:44PM ReportI think I see the problem. You're adding +13 damage as a bonus for the OH weapon, but in Feral Strikes, you don't actually get bonus damage for your OH weapon. I also don't really know where the 1.21 and +42 numbers are coming from (although 1.21 could be your fervour modifier - we don't need to worry about that). It should be simply:
((90+17)*2 + 70)/2 = 142
((148+23)*2)/3.1 = 110.32
142/110.32 = 28.72% increase
Thu Jul 23 2009 12:39PM ReportMMORPG.com writes:
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