My base stats with no weapon are: 175% / 31-44 / +20 / 64%. I wear the Jewel of Fallhaven and have 2 points in combat speed, giving me 12AP with -1 on attack. If you break down what I get out of Xul'viir vs DOSP (which I got at level 25 - 30) or Balanced Steel Sword (which if I remember correctly you can buy for like 1000gold?) you get this below:
Xul'viir equipped: 207% / 35-59 / 23*2.0 / 72% - 6AP (5AP with JoF)
Balanced Sword: 207% / 34-51 / 20*0 / 64% - 4AP (3AP w JoF)
DOSP equipped: 195% / 32-46 / 40 * 3.0 / 64% - 4AP (3AP w JoF)
Your potential damage per round is:
Xul'viir: 2 hits x 35-59 = 70-108 total damage.
Balanced Sword: 4 hits x 34-51 = 136-204 total damage
DOSP: 4 hits x 32-46 = 128-184 total damage.
Before you nail me on the Bleeding Wound and Dazed adding usefulness, just remember you only have a 1/10 and approx. 1/8 chance of those going into effect, which is 4 - 5 rounds respectively, which is less time than it takes for me to kill 95% of the foes in the entire game. The additional 12% block chance is no where near enough to make up for it either, even when included with the Bleeding Wound and Dazed. And the crits, in my opinion, are heavily negated by the fact that most of the superior monsters in the game are immune to crits and the fact that the DOSP is a MUCH better option if you're going to rely on that. Not to mention that neither the DOSP or the Balanced Sword take much less effort to get (if you're past level 30ish) and beating that damn Hira'zinn at level 43 was quite the feat. All that AND I had to give up three crystals. So, I've identified the problem, so this is how I would recommend you solve it (because I demand of my employees if they're going to identify a problem, they have to provide a solution):
Option 1: Reduce the AP to 5. This would provide three strikes with it, giving a slightly more balanced "total damage" value to the other two, without making the weapon so superior that it unbalances the game.
Option 2: I don't know if this is possible, but increase the crit multiplier to 3.0 and make it the only weapon in the game that even monsters that are immune to crits are not immune to the crits of the Xul'viir. It makes sense with the storyline (with this weapon being a bad, bad thing), it still wouldn't make it unbalanced, given the fact that you only get two attacks per round. And I honestly think if you did that, most people STILL wouldn't use it as a day to day weapon, but more of a situational weapon where you would equip it against tougher opponents that are crit immune with other weapons.
Sorry if I did something wrong? I think this is my 3rd post ever on the board.
Hero / Tyson