Indeed I forgot about tesstos. Possibly dual wielding mino/merc could also do really nice dmg, albeit I didn't get a chance to see them in action yet (especially with boost from bloody skull club. Could be interesting btw + golden gauntlets... hmm). Though I would count it among these 'exceptions'. Actually I had on mind only few two-handers which are worth using. I know of two swords at least, perhaps foul-stygion would be the third one.
I believe they are preferable to runnie+smth, since you can drink booze and I'd say dmg is comparable, if not on the side of two-hander, it's definetely on the side of two-hander when going for heavy armoured and high-def mobs. Your regular attacks are dodged/protected/parried just too often in such case. Moreover, swords are really the only weapons when such divagations make sense. There are of course a few polearms which are great, but there is really hardly any discussion here whether to go dual or two-handed, as polearms by default are rarely one handers. There is only good ol' mbb among the axes, which clearly isn't a competition for one handers. Clubs- tessto- only when you are a mino though, as mentioned before.
Hektor
Yep, you're right. Though back in the old days two-handed weapons were completely neglected on genesis. Serrated halberd, golden trident, mergula, gigantic sword, glaive and a few others, are all rather recent additions ('recent' in Genesis standards). Plus what Laurel said.
I'd say, if the problem is anywhre, it lies within the fact, that with the haste cap and a few 'new' nice two-handers you will rarely go dual wield and when eqhunting pretty much always choose sword and board- even if you have high dual wield skill. I dont know however if boosting dual wield is possible. Certainly not in direction of increasing special attacks power. They got significantly stronger on genesis in last years and would most likely pose a problem what dmg would get for instance an ogre or a calian. I think that perhaps dual wielding should affect opponents def skills- higher chance to hit. The formula perhaps is also slightly flawed, so even with really high dual wield (like 90) you get around 60-65% more attacks. Basicly dual works ok, but on the smaller mobs, or in cases pointed before. I believe it should deal more dmg than two-handers in overall as it's like having skill that you pretty much don't use.
(Just read Amberlee post).She is right here. It does becomes much less effective at these 'big' mobs. 90% of dmg there comes from specials and still these top notch two handers have higher hit anyway. So all in all I would agree that dual could use a boost, but it's got to be well thought. Also I would agree on the hit matter. And again the formula for number of extra attacks seems weird.
Re down:
Yes, I understood you. Just added my thoughts

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