Regarding the weapon speeds for classic warriors… I had some lengthy discussions with people about that when we created the classic optimizer. I actually re-wrote the warrior calculations 3 times to refine the model as much as possible and make sure I didn’t have errors.
I would have to dig into the simulator you are using to verify some things (and honestly I probably won’t do that, but if someone else does I’d be happy to discuss). The biggest thing I would want to know is if the simulator is giving warriors any rage from taking damage, or only using rage the warrior can generate themselves. My calculations only use rage the warrior generates themselves. I think this would potentially affect where you put fast/slow weapons in a dual wield setup.
Here are some things I said back when this was all fresh in my brain:
We’re doing everything based on single target damage, so whirlwind damage isn’t going to factor in very strongly - at least not enough to warrant putting a slower weapon in the main hand. Faster weapons, by any calculation I can come up with, just give more DPS for fury warriors who are using bloodthirst, even factoring in all the weird stuff going on like heroic strike queuing.
If there is rage left over, it uses ww. All my tests show using rage on ww for single target reduces dps.
Having a slow weapon in the main hand isn’t necessarily better for heroic strike damage. Each heroic strike does more damage, but the rage you give up in addition to the rage cost is higher.
If you have so much rage that you can replace almost every main hand auto with heroic strike, a slow weapon makes sense. You have to be taking damage for that to happen. Right now I’m not assuming the rage you get from taking damage, I’m optimizing based on the rage you can generate.
Bloodthirst, execute, and auto attacks make up so much of your damage that the actual weapon speed becomes a relatively minor point in the optimization.
And, here is a thread with some classic warrior discussion that would be worth a read:
Let me know if any of that makes you feel better about our calculations! Once you hook up an optimization algorithm to an adaptive mathematical model, you don’t always get the assumed result. I think sometimes people forget that simulators also have to make a base set of assumptions about what is happening in the game - and any difference in those assumptions compared to our model will push the results slightly one way or another. For warriors in classic, my conclusion after much discussion and experimentation is that the slow vs fast weapon question is actually a very small difference in damage, so it is easy for the results to go one way or the other based on a number of factors.