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At higher level when you have more skills and will rarely be using the weapon to attack I am not sure, depends how staff stats compare to two wands etc.
That said, I'd be all in favor of making staffs ranged weapons by default (without relying on a cooldown-based ability). More in general, I feel like staffs need a significat revamp to not fall back compared to wands /these things the OP keeps calling "one-handed staffs").
Personally, I would prefer Wands, since you can have 2 Elements and combo them together, such as my Lohse who uses Earth to set the enemy in Oil, then Fire to ignite it, effectively dealing 3 sources of damage, slowing and burning the target, and make a small patch of fire that can be ignited by my other Mage pure. However, it is rare to find enough Wands to outfit an entire party of mages.
Assuming one of the first two... This is why I prefer hand-crafted loot over randomized garbage.
Not sure if that's even worth it but it's the only real reason I could see someone considering staves over dual wands.
Dual wands were so much better in D:OS EE anyway.
The only way I can actually see that trait being worth it is combining it with the rage skill, it would take too much effort to stack crit on a spell user and even then you are only getting half the benefit physical weapon users would.
Who knows though I have not tried it yet.
I was level 6 when I killed Alexander. He dropped a 2-handed sword with 419 top end damage, one of the mages dropped the staff with +11 int and another corpse had a +5 memory helm.
Nice stuff.. but... game over with nothing left to do.
Still, you're only considering the WEAPONS' attacks. My Main Character is a Mage Pure, with 20 memory, and rarely runs out of spells. I use a Staff on her for the higher intelligence rolls, while my Lohse functions as a support.
Lohse has less memory than my MC, but is a little bit bulkier to survive any hits she may take. She's laden with heals, buffs and the almighty Teleport spell. She only has 2 attack spells, and I use those for creating Ice/Oil patches to pair well with the MC, and then use the wands to keep targets on fire, slowed and generally away from my team.
Regardless, the Staves are better for my SPELLS' damage, which is the whole point of a Mage. Wands are versatile, and can combo well by themselves, but Mages already do that with their spells! If you're running out of spells, add more Memory. Unless you're a Hybrid build, a mage should never be close enough to HIT an enemy with the staff, and if you need the Range of a Wand... You're doing something wrong.