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Damage=Weapon Base*(1+(((Int/Ste/Dex)+(Dual/Onehand/Twohand/Ranged)):5)+(any Buffs apply at this point)*(Warfare/Elemental)*Critbonus
A Dodge-Rogue should be a Dwarf (5%), take Parry Master (10%), and eventually go for max Dual Wielding (10%). Look for Dodge % on belts and boots (I found 7% each).
A couple points into Aero for Uncanny Dodge, as well as Netherswap, Teleport will help, as will one point into Huntsman for Duck Duck Goose (and maybe Erratic Wisp).
This is 100% correct as i understand it.
Warfare does not scale only your base damage. It scales all other bonuses as well as the base damage. It is the strongest damage skill you can invest into for any melee (str or dex based), as well as bow damage.
Also, a weapon skill adds something other than raw damage. Dual wield adds more dodge, which means overall less damage taken.
The total damage difference between Warfare and a weapon skill, is about 10%, so it is not like you "Have" to max Warfare. Having 10 dual wield and 2 in warfare will net about the same result as having 10 warfare, while being able to exploit elemental weaknesses and getting the additional dodge.
Now if you're using substantial amounts of elemental damage that can crit (so damage added onto weapons, or spells with savage sortilege) the crit damage could get you more, but as a rogue nearly all of your damage will be physical. Scoundrel is definitely your second best option for increasing damage, however, so you'd want to increase it after Warfare is maxed (and, again, the movement may be of some value to you, and obviously ability requirements for your skills means you want a few points regardless)
Rogue same, points in scoundrel as needed for skills then max warfare first before switching back to scoundrel. Then dual wield lastly unless you scpecifically wanted to increase dodge.
Fighter though i went warfare for skills and then maxed out 2 handed for damage output first, then back to warfare. ikr? lol