I agree dodge is useless on scoundrel. Your math is off on what is multiplicative. A simplified version would go like this.
(primary stat + one handed / 2 handed / dual wield damage bonus) * (elemental damage or warfare for physical) * ((crit damage bonus + base 50% crit damage) * crit chance) + high ground damage bonus)
*note crit damage bonus & base crit damage bonus only apply if you crit.
Lets assume you have the following stats with your 2h melee character. who has 100% crit chance.
Strength:40
Two Handed:2
Warfare 12
A weapon that does 74-81 damage, with 15-17 fire damage.
Your total physical damage without crit would be 368-402.
Putting a point in 2 handed increases that to 373-409.
Putting a point in warfare incrases that to 379-415.
Now, 2 handed also increases crit damage, so let's look at that.
crit would be 588-643
crit with 1 more point in 2 hander would be 616-674
crit with 1 more point in warfare instead would be 606-663.
567-621 : with the point in 2 hander
561-614 : with the point in warfare.
Now keep in mind, this is with 12 points already in warfare, to give advantage to your argument. As you bring the two skills closer together the 2 hander gets dusted by warfare, even with 100% crit.
Now you are talking about scoundrel though. So let's look into that.
If we give the scoundrel an extra 3 points to spend because he doesn't have gear dedicated to crit damage (a very conservative number), and a couple extra finesse or dual wield for using an offhand:
If we give the rogue the following:
39 finesse, 1 dual wield, 4 scoundrel, 14 warfare,
primary weapon a dagger with 48 - 52
secondary weapon a dagger with 48-52 (gets cut in half though for offhand)
We wind up with a damage total of 626-677.
To sumarize, your 2 hander with 100% crit chance will do 616-674.
My rogue who actually gets 100% crit chance will do 626-677,
actually beating your damage with 1 level lower weapons.
I think where you are struggling, is knowing what is multiplicative and what is not. Your 2 handed war could be doing more damage by focusing on things other than crit. Why? because the multiplication goes like this.
Base stat + damage from weapon skill. (This will always be a huge number, increasing it by 1 point will not have massive impact.
X
warfare
X
Crit damage. Now, your weapon has a default 50% crit damage. So even if you have 80% crit, you will still get more return by putting a point in warfare vs increasing your crit by 5% and your primary stat by 1. Here is a simple example.
lets assume 40 str, and 10 points in either 2 hander or warfare with your 80% crit rate.
((2 from Str + .5 from Two hander)+ 1) * 1(no warfare) * (((.50 crit + .50 crit from 2 hander)*80%) +1)
(3.5) * 1 * 1.8) = 6.3 X average damage multiplier.
On the other hand,
((2 from Str + 0 two hander)+1) * 1.5 (from 10 warfare) * (.5 base crit *80%) +1
3 * 1.5 * 1.4 = 6.3 average damage multiplier.
It works out exactly the same, just more consistent.
Ideally, you want warfare to have about 9 points more than 2 hander for optimal damage.
Last edited by emmagine; 05/10/17 09:12 PM.