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The dual wield creates 2 sparks per swing as mentioned, yes, but that isn't the full setup. If you use a skill that only hits once, like battlestomp, each target only creates one spark, regardless of how many weapons you have. The basic default attack, however, will trigger 2 sparks. Then, to bump it up even further, if you can get cleave damage going, any target hit in the cleave's range will spark, making it possible to cram 4 or 5 enemies together with teleport/netherswap, then swing at them with basic attacks to spark 8-10 times with those 2 AP. I had it happen where only one cleave weapon allowed both weapons to spark from the whole group, but I am not sure if that is intended or a bug.
So if you are going to have another character help setup, cleave can really amp up your damage. If you aren't going to focus the team, or at least one other character, to helping with that setup, cleave isn't as important and will be a nice bonus when it happens. Because of the long range, cleave spears are easier to set up, but lack the multiple hits per target that dual wielding brings. Staves are fine too, but you aren't likely to "run out" of the source version of sparks in combat, as after 3 turns, most things should be dead. And staves lack the multi hit of dw and the range in cleave of spears, so aside from stacking more magic damage, they're less optimal. That being said, if you are fighting a single target, staves will likely be better damage for you, since apart from LW sparkies, you won't be able to maximize the melee damage AND the sparks.