With no special abilities to those, you'll have either :
- shortsword (1d6) + dagger (1d4) + 1x proficiency + 2d4 fire (if dipped) = 4-18 dmg + modifier if both attacks hit.
- Greatsword (2d6) + 1x proficiency to rolls + 1d4 fire (if dipped) = 3-16 dmg + modifier with one attack to land.
With one dice bonus (sneak attack of mark of the hunter) :
- shortsword (1d6) + dagger (1d4) + 1x proficiency + 2d4 fire (if dipped) + 1d6/attack = 6-30 dmg + modifier if both attacks hit.
- Greatsword (2d6) + 1x proficiency to rolls + 1d4 fire (if dipped) + 1d6 = 4-22 dmg + modifier with one attack to land.
With Dual Wield feat / Great Weapon Mastery :
- shortsword (1d6) + dagger (1d4) + 2x proficiency + 2d4 fire (if dipped) = 4-18 dmg + 2x modifiers if both attacks hit.
- Greatsword (2d6) + 1x proficiency to rolls + 1d4 fire (if dipped) + 10 = 13-26 dmg + modifier with one attack to land, but with a -5 to hit.
It more of a matter of playstyle and feats available to your class than one fighting style being superior to another.
Dual-wielding makes you more polyvalent since you can split damage on two targets
Nice analysis! I think what is tilting it is how many effects you can stack into weapons and attacks. gloves that bane people, first blood weapon, dips, hexes, etc ...just by virtue of HITTING you are doing way more damage and crowd control than youd ever do in D&D. Since they have the damage flipped in this where mods go into damage on the offhand, its really potent and seems to be the general rule unless you find something specific to increase hit rate and what youre delivering.