
Originally Posted by
Zekyr
assuming you have the backup to make points such as accuracy (SV mad, feint) and haste (spell, SV march) not being focused on:
1) Kclub: 2-8 hits wins due to sheer number of hits, low delay
2) Oclub: only at 72, suffers from some lack of gear choices but again sheer number of hits
3) Mkris: 2-3 hits, very low delay
4) Ridill: 2-3 hits, higher delay than kris, higher damage, but free if you have from another job
5) BZ: 2-3 hits, can use DB to cap haste, decent base damage
6) Fort axe: 2 hits, haste cap, decent base damage, easy to get
7) Chopper: Don't even bother, you'd be better off using a republic dagger or something
?) why is ferrara on this list
Basically to reiterate what everyone else said, because of the haste cap at 80% 2h weapon delays are not going to lower anywhere near the speed of multihit weapons anymore. The general idea behind DRK zerg is the more hits, the more damage. Since you can be doing 0 base damage and pumping the SE boost onto it, the only factor is how many times you can swing that weapon before BW (or SE) wears.
Due to that, the margin of damage tiers is now quite stark between the kclub/oclub, ridill/kris, and 2h weapons. The 2h weapons mostly (and ridill to a point) get a nice bonus from higher damage which helps add up, but if you're swinging twice as slow and only doing 50 more damage a hit it's not nearly going to compete with the bonus 200+ SE damage, especially when each actual round carries the possibility of multihit procs.
TL;DR: Clubs > 1h weaps > 2h weaps; and multihit onry.