As an aside, I am playing a character in a game setting by Mage Hand Press (called Dark Matter) that uses firearm rules. These rules include a feature called "automatic fire" where you can trade one attack for two at disadvantage (which can't be negated with advantage, btw).
I did the calculations and it shows that two attacks at disadvantage remain the better choice vs one single attack (no adv/dis) statistically speaking, so long as you have 50% or better chance to hit a given AC.
For example, if you have +7 to hit, you can reliably trade a single attack against AC <17 for two +7 attacks each at disadvantage, and come out ahead in average DPR. (That's just raw weapon damage, not including SA or anything)
I stumbled on dice.clockworkmod.com which was quite helpful for calculating this stuff.
For the Rogue build, the extra attack is great. Rogues that are in melee next to an ally should consider dual-wielding for this reason. (Unless they're taking huge damage, and need to switch to disengaging with Cunning Action to get in and out of reach)
WARNING: Slightly Off topic
As an aside, I am playing a character in a game setting by Mage Hand Press (called Dark Matter) that uses firearm rules. These rules include a feature called "automatic fire" where you can trade one attack for two at disadvantage (which can't be negated with advantage, btw).
I did the calculations and it shows that two attacks at disadvantage remain the better choice vs one single attack (no adv/dis) statistically speaking, so long as you have 50% or better chance to hit a given AC.
For example, if you have +7 to hit, you can reliably trade a single attack against AC <17 for two +7 attacks each at disadvantage, and come out ahead in average DPR.
(That's just raw weapon damage, not including SA or anything)
I stumbled on dice.clockworkmod.com which was quite helpful for calculating this stuff.
For the Rogue build, the extra attack is great.
Rogues that are in melee next to an ally should consider dual-wielding for this reason. (Unless they're taking huge damage, and need to switch to disengaging with Cunning Action to get in and out of reach)
I'll be a variant human, so my Dex will be 16
J