That seems just about what it should be based on the code.
Code:
else if (RuleI(Combat,TwoHandedDmgBonus) == 2)
{
if (Weapon->Delay <= 27)
return (GetLevel() - 22) / 3; // Just 1h bonus + 1.
int32 base;
if (GetLevel() > 50)
base = ((GetLevel() - 7) / 3);
else
base = ((GetLevel() - 25) / 2);
if (Weapon->Delay <= 39)
return base;
else if (Weapon->Delay <= 42)
return base + 1;
else if (Weapon->Delay <= 44)
return base + 3;
else
return base + (Weapon->Delay - 31)/3;
}
I don't know if it rounds up or down, but Oggok Cleaver should have a 20.66 damage bonus, and Weighted Axe should be 57.33. If it rounds all the numbers down before adding then it will be 20 vs 56 or so.