If you're saying about unchecked IRL being unusable due to being possible to create such items, and it looks like you are, then, of course, it's true. But all this time I'm only considering IRL tweaked and restricted in several ways, like only up to level 16, aiming for balance at level 40 mainly and having such properties like immunities and resistances in check.
Just to make sure I have your position clear:
Level 16s using level 16 gear is bad.
Level 40s using level 40 gear is bad.
Something like level 20s using level 8 gear is still bad.
At exactly the point of level 40s using level 16 gear, ILR semi works except for problems like resistance, regeneration, and immunity.
At this point I don't get why you're even considering ILR versus just manually assigning values to properties you want to use.
I have already generated my own previously (including the 19-20/x2 crit range) and have already made the statement that it exactly backs my claim.
Yeah, well, actually linking this proof would be helpful -- notice how I'm providing the actual evidence to support my claims rather than just saying "I'm totally right, just believe me?" '>
The typical model followed is that the tough monsters are hit by a pure fighter (with maximum AB/ strength investment and scaled by gear) on a 15. This number is not arbitrary, it reflects both the +5 step difference from one blow to the next, as well as being the maximum critical range for the 19-20/x2 weapons. That is a pure fighter will not gain any critical advantage for having a scimitar as opposed to a longsword, unless he multi-classes to gain the additional AB benefit. A weapon master gets +7 above the fighter and so we are looking at the dual-wielder needing a 10 to hit with a double weapon (or an 8 to hit with a two-handed weapon) for a tough monster. This exactly matches the 10-20/x3 critical range of having two kukris. So, further investment in weapon master is used to supplement the critical hit benefits already provided in the first 7 levels.
Okay, then let's look at a WM with a scythe and compare it to a WM with dual-kukris and we'll use the actual crit range values. Here's the result (using +5 weapons and assuming +12 strength from gear, no haste). If we assume the dual-wielder needs a 10 to hit, then that means the enemy AC is 46. At that point on the graph the scythe is about 20% ahead of the kukris. If you remove the +12 strength then the scythe is still about 10% ahead at 40 AC (since you lose 6 AB).
I have played many servers without any potions for sale or to be brewed. One of my favorite servers started you off with having to craft weapons with damage penalties (no normal ingredients for standard crafting).
But because you keep on insisting on adding on a haste source, I might as well point out why this will make no difference even in a medium magic environment. The spell scroll "flame weapon" gives 12.5 fire damage on-hit (not multiplied by criticals) which provides most of the boost needed to bring the +5 weapon from being equal in double vs. 2-hand without haste to being equal with haste. And flame weapon costs less and can be used with a single level in cleric, wizard, sorcerer, bard (with minimal UMD), or rogue/assassin (with high UMD). More levels can dilute the weapon master AB benefit, but can provide greater benefit for a short duration (for example cleric 3 gets bless, aid, bull's strength each lasting at least 3 turns, and additionally has two more level one spells).
Care to name some? I've played on over a dozen servers and dozens of campaign modules and never found that environment? It's possible it exists, but it seems extremely rare.
And just for kicks, let's just add the flame weapon bonus in the kukri/scythe example -- we'll even ignore the fact it doesn't get multiplied on crits (which benefits the kukris more as a result in this simulation). Hey, what do you know, at the +10 AB mark for DW (40 AC) the 2H becomes equal or better. And what if we add in +12 strength versus none? The 2H still becomes equal or better at the +7 AB mark. And if you throw in haste it becomes equal at the +3 AB mark.
Even if you add 3 more AB from cleric buffs or something, that just means the 2H becomes equal or better at the +10 AB mark and +6 AB mark in the last two examples.
As for the +3-+5 range that was made for a specific progression you used (and then later removed haste for another comparison). If you looked at that progression with haste you would see the two hand have a small region of going over the double weapon (where without haste it would not, though I would suggest you also add in the missing +2 for the epic weapon specialization shortcoming).
Every sim after you pointed out an easy way to adjust for the EWS issue has been corrected, only the original ones were flawed. And the 2H, with or without haste, is still routinely overtaking DW.
But that seems to me completely unapplicable to NWN which does not follow these rules and where potions of Haste is very common loot. I would also said that haste boots/other item is pretty common item in low magic environment as well (haste boots = 11ILR, and those other unique boots with haste are 17, robe of dark moon is 9) though many servers out there are HCRP where they do not allow this - but I think that speaking generally haste is common unlike current PWs. I think better example of this environment would be NWN OC than HCRP persistant worlds.
Yeah, even the most hardcore anti-permahaste PWs I've played on have had Haste potions available from vendors. And Haste doesn't even really matter, these examples still show 2H doing nigh identical damage without needing 3 extra feats and 15 dex. If the magic level is higher with more bonuses, then you're also most likely to have Haste.
I mean, even with +15 weapons with 6d12 bonus damage, the 2H is still roughly equal for mobs that you need to roll a 5 or more to hit and superior when you need to roll a 10 or more to hit.
18 strength + 15 dex still leaves me with 6 stat points to spend on 14 constitution. I could do that or lower the strength by 2 and take another class with AB boosts (like cleric) invest 4 points in that class ability, and 2 points in intelligence.
What Shadow is saying is that the 2H has to sacrifice less -- in your example he could go 18 strength and 12 dexterity and have enough spare points for 12 wisdom. Or 10 dexterity and 10 intelligence, since you can probably get 2 dex from items or Cat's Grace. And even as a WM you save 3 points to put elsewhere.