I am not a super serious detail oriented player, but I find that I spend a good percentage of game time trying to figure out proper weapon sets. Narrowing it down seems to be impossible since I think I currently have like 10 of them LOL!
I basically have a tactical policy that if I cant figure it out, I will run one fire weapon and one holy weapon (twf) since most everything I have run into is of evil alignment and Zombies/undead seem to comprise a large portion of dungeon content. But I find having a cold weapon and ghost touch weapon very usefull also.
A while back I took a thundering vertigo rapier from a quest and just recently, I found some maiming longsword in a chest (didnt know what it was but definitely kept it since it had the word maiming in it...thats rad and I want to maim people). each of these weapons do 1d6 and 2d6 extra damage on a critical hit. My regular fire and holy axes do 2d6 (something like that) on every hit.
Going with that, it seems that my axes are the no brainer choice until you add the critical stuff into it. The vertigo rapier has a 15% chance to critical and the maiming longsword has a 20% chance. Being dual wield, this gives me a 35% chance to critical hit. The axes are 5% each giving me 10% critical chance...
However, this cant be the true number right? I am assuming that I have to roll a good number on a d20 to make the attack eligible for some kind of 2d10 critical roll? How are criticals determined? Should I be looking at this differently?
Figuring out optimal weapon sets in this game is more complicated than the healthcare bill!
General thoughts on weapon sets, tactics and criticals all welcome suggestions.