strom69: I'm curious what dps is expected as the game progresses when you need to do something like a 100k hit to get comparable health with a max (3%) life steal weapon, to a decent 600 Life on Hit weapon.
Wyatt Cheng: It depends on what skill you're using and how many targets you're hitting. Life On Hit uses our proc coefficients, and I've seen people measure out all the proc coefficients (nice work btw!).
Proc coefficients, btw, are used for a lot of the "On Hit" effects. If you ever see "X has a chance to Y on critical hit," it's using the exact same proc coefficients as Life on Hit. The Wizard skill Critical Mass that reduces cooldowns by 1 second is a good example. People test this and say "Oh wait, it only works with single target skills." That's not actually true. Single targets kills generally have a proc scalar of 1. Skills that hit 6x as fast (like rapid fire) have a reduced proc scalar to normalize out the proc effects. Frenzy has a 0.75 proc scalar, which affects the Life on Hit, but if it were a Wizard skill would also have a 75% chance to trigger Critical Mass on crits.
But, back to your question. Life on Hit is proc scalared down for certain skills, whereas Life Steal is not affected by the proc scalar at all. So, if you Seismic Slam or Whirlwind a large number of targets, it will surpass Life On Hit faster than for Frenzy. Of course, on single targets, Life on Hit will generally always be better. In terms of where the breakpoint is, I think what you'd want to look at is breakpoints for various DPS levels for different skills for different numbers of expected targets.