QUOTE(qw3rty67 @ Dec 6 2017, 10:52)

So the wiki says "Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo."
Does rapier really beat club considering stunned enemies can't parry? They also can't evade, but that's a moot point with 200ac. Or do you need a godly rapier before it starts to come ahead?
QUOTE( "The Wiki")
DW: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with "of Slaughter" suffix for main hand weapon and "of Nimble" suffix for offhand weapon. Other viable combinations include:
Club+Rapier
Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense.
Rapier+Wakizashi
Rapier of Slaughter + Wakizashi of Nimble / of Swiftness - Plays closer to 1H (less healing used). High Parry due to DW's Parry bonus. Good for Grindfest.
Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo.
Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.
I think there is a misunderstanding here. Also, this wiki entry is... lulzy.
So, the default assumption here is that you'll be playing with Rapier and Wakizashi. Reason being: Penetrated Armor from Rapier and overall best weapon in the game by most peoples'
opinions. Pair with Wakizashi to get two different procs, high attack speed and parry.
The entry then goes on to explore various suffixes within that assumption. "Slaughter+Balance" is the most offensive
Rapier+Wakizashi DW combo, not the most offensive/damaging combo of all weapon types. Notice that after briefly mentioning Club+Rapier, it gives another bolded heading of "Rapier+Wakizashi."
Rapier's PA proc, decent damage, and good parry stat are probably irreplaceable, so the following all assume you're pairing with one. Which weapon goes in which hand matters case by case.
I'm also mostly assuming Balance for off-hand to raise accuracy and thus Offhand Strikes proc chance to 100%. Other suffixes would be viable if you can achieve that through forging. Nimble for more parry and Swift for more attack speed would be good choices for defensive value. Slaughter less valuable since off-hand damage is capped at 50%. Defensive suffixes grant full effect, thus more attractive.
Slaughter for main hand is default choice, since you get full damage from main weapon, and Slaughter is overall best suffixe. You could go with Balance for more crit, Nimble/Swift for more survivability.
Club is a reasonably good offense choice. Stun adds some survivability, while also removing some defensive effects from the target. However, stun isn't an amazing defensive effect since monster still build up MP/SP and will nuke you once stun wears off if they're still alive. Clubs also lack attack speed or parry. The stun just serves to act as Overpower potency, though it has to proc to take effect, making it questionably better than just having enough OP between your two weapons. If you do use a club, you could squeeze in a little more Fatality/Butcher and possibly up your damage a bit as a result. Club would be your main hand and Rapier off-hand in this combo.
Axes do have significantly more ADB than Wakizashi or Rapier. But they have no defensive value at all. No speed nor parry. You'd be playing a glass cannon build using an axe. You'd also want it in your main hand.
Shortswords have reasonably good parry, reasonably good ADB. Might be a safer choice of slashing weapon than an axe, and more damage than a Wakizashi. Problem is that for offhand, the ADB isn't as critical. It's being halved regardless, so the difference in damage between the two is half. Shortsword of Slaughter as main-hand might be a good choice, with Rapier of Balance offhand.
As for replacing the Rapier, double axes for most raw ADB possible. Axe+Club to mix procs, etc. These are totally glass cannon options though, and you're going to get tons of damage and spend so much time healing/sparking.