They are not too slow they can reach the same speed as Diamond Mace. He didn't say it was for a sampire (not that it makes a difference if it was).
...
They're not inferior at all, they can reach the swing cap just the same as the Diamond Mace and have higher base damage, that makes them higher DPS.
Well, they can reach the same speed, but that rate isn't nearly as sustainable with the 3.75 speed weapons than it is with the 3.0 Diamond mace.
The slower of the mentioned weapons require sustaining stamina above 180 (with 60 SSI) while the diamond mace requires only above 90. Keeping stamina permanently above 180, while fighting anything that's challenging, isn't realistically possible. The speed would inevitably drop, and lower the actual damage output.
Not to forget with a diamond mace one could save the dex/stamina put into achieving 180+ stamina and put it into other areas, such as Str increase, or other properties, which would even further widen the range of realistic damage output.
He didn't say it was specifically about melee either (are you confusing two threads you're reading?), and even if he had, Throwing can be used close quarters.
True, I inferred it from the fact that he was comparing two melee weapons. Generally would indicate that ranged weapons weren't being considered, but it's entirely possible if he was using a gargoyle Bladeweaver/Swordsman. Not enough information in the original post to determine the best information I could have given. *shrugs*
True, but you realize... every double strike saves... 1.25 seconds.
It may add up to a good amount, but i can't consider it worthwhile since it wont help defeat something you couldn't already, just makes it slightly quicker.
A Critical hit on Slasher of Veils or the Renowned Wyvern, on the other hand, can save your life... say the half second between consecrate weapon wearing off and recasting it.
You still leech off both hits and can still Consecrate so this really doesn't counter my point.
Was unclear, against heavily armored opponents, like those, Critical strike is superior in that situation. Opponents with greater than 50 resist take more damage, and you'll receive more benefit from leeches with a critical strike than with a double strike. That's assuming both double strike hits actually land, assuming you have 75% chance to hit your opponent you'd actually do 12.5% less total damage overall [-25% of 50 resist is 12.5%]. But since there's no such thing as a "75% hit" (you either hit or miss), when you do miss you do half damage, and the chances of that miss aligning with a momentary need for the extra damage (for extra healing) increases with the length of the battle, and since tough opponents typically take a much longer time to kill, it further underscores the actual superior performance of a critical strike in those circumstances.
... to say nothing about 70s resists, etc.
This doesnt matter for non-sampire characters.
Actually to be fair, double strike does increase the chance of ML and SL going off, to a reduced effect, but still. (with SL being more important than ML in this circumstance because if one's low on mana, they're not going to be using a high-mana-cost special like double strike)
And this only matters for heavily armored opponents, for speed killing weaker monsters, double strike is superior.