EDIT: Please feel free to check the annotation I just added to make sure that it is accurate.
Thanks again

Looks good. I'm not sure if you really need to explain the "why" in the video, its probably enough to just say the 5's are rounded down rather than up (the direction to round 5's is really an arbitrary decision anyway...some systems do thinks differently like "banker's rounding" which rounds a 5 to the nearest even number rather than always up or always down).

Because dual wielding alternates swings, the composite DPS of dual wielding needs to be weighted toward the slower swinging weapon. Let's take the hypothetical case of a mainhand swinging at 1 APS (1 second per swing) while an offhand swings at 100 APS (0.01 second per swing). Let's say the mainhand hits for 10 damage (10 DPS) and the offhand hits for zero damage (0 DPS). Shouldn't 0 DPS always be a DPS decrease?

Well, with the 15% bonus your mainhand will now hit for 10 damage in 0.87 seconds, while your offhand hits for 0 damage in 0.0087 seconds. The total is 10 damage every 0.88 seconds which is 11.4 DPS - a significant DPS improvement!

Obviously this is a purely theoretical calculation. However, the faster a weapon swings, the less its DPS matters for dualwield calculations, because you will spend the majority of your time swinging the slower one. The slower a weapon swings, the more its DPS matters. So if you have a higher-DPS slow weapon and a lower-DPS fast weapon, DW may make sense. If your higher-DPS weapon is fast, you might just want to pop on a shield.

try this out :). MH = high damage weapon = main hand. OH = lower damage weapon = off -hand

I've found this data that corroborates your conclusion of a additive system for NON-weapon bonuses and also confirmed that frenzy shrine works as you predicted

For me to get this number right using my multiplicative calculator I had to add the frenzy effect to my ring's effect and then multiply by my weapon's

So it is additive for non-weapon percentages and then multiplies by your weapon's percentage it seems

Because dual wielding alternates swings, the composite DPS of dual wielding needs to be weighted toward the slower swinging weapon. Let's take the hypothetical case of a mainhand swinging at 1 APS (1 second per swing) while an offhand swings at 100 APS (0.01 second per swing). Let's say the mainhand hits for 10 damage (10 DPS) and the offhand hits for zero damage (0 DPS). Shouldn't 0 DPS always be a DPS decrease?

Well, with the 15% bonus your mainhand will now hit for 10 damage in 0.87 seconds, while your offhand hits for 0 damage in 0.0087 seconds. The total is 10 damage every 0.88 seconds which is 11.4 DPS - a significant DPS improvement!

Obviously this is a purely theoretical calculation. However, the faster a weapon swings, the less its DPS matters for dualwield calculations, because you will spend the majority of your time swinging the slower one. The slower a weapon swings, the more its DPS matters. So if you have a higher-DPS slow weapon and a lower-DPS fast weapon, DW may make sense. If your higher-DPS weapon is fast, you might just want to pop on a shield.

try this out :). MH = high damage weapon = main hand. OH = lower damage weapon = off -hand

Looks good. I'm not sure if you really need to explain the "why" in the video, its probably enough to just say the 5's are rounded down rather than up (the direction to round 5's is really an arbitrary decision anyway...some systems do thinks differently like "banker's rounding" which rounds a 5 to the nearest even number rather than always up or always down).

You might also be interested in checking out a thread that you inspired me to create with what I think is the full attack speed formula that the game is using: http://www.diablofans.com/topic/36153-attack-speed-formula/.

try this out :). MH = high damage weapon = main hand. OH = lower damage weapon = off -hand

dps DW = ( dps MH / APS MH + dps OH / APS OH ) x ( APS MH x APS OH / ( APS MH + APS OH ) ) x 1,15

example: MH dps = 10, MH APS = 1. OH dps = 7, OH APS = 1

dps DW = ( 10 / 1 + 7 / 1 ) x ( 1 x 1 / ( 1 + 1 ) ) x 1, 15 = 17 x 0,5 x 1,15 = 9,78dps = decrease

example 2: MH dps = 10, MH APS = 1. OH dps = 7, OH APS = 1,4 !

dps DW = ( 10 / 1 + 7 / 1,4 ) x ( 1 x 1,4 / ( 1 + 1,4 ) ) x 1, 15 = 15 x 0,5833 x 1,15 = 10,06dps = increase

For me to get this number right using my multiplicative calculator I had to add the frenzy effect to my ring's effect and then multiply by my weapon's

So it is additive for non-weapon percentages and then multiplies by your weapon's percentage it seems

... BTW I sent you a PM

Indeed.