Thanks for the helpful breakdown. I can see Pit Fighter being attractive as Wisdom is quite an important secondary stat for Rangers (I've got a funny vision of Clerics being particularly good pit fighters though. Fear the Nuns of Fury!).
Scimitar dance sounds better for an archer ranger than a TWF ranger in many ways, as it takes advantage of the maxed out stat. Hammer Rhythm likewise isn't a primary TWF stat, although it is desirable.
Make that six or seven attacks in a round, with a 1d0 weapon and a 1d8 Quarry
I guess I've not looked at the ranger powers as much as I thought I had - I thought they topped out at 2-3 attacks, apart from the (erratta'd) Cascade of Blades, but maybe I'm wrong - I'd benefit from any clarification you could bring there?
For a scimitar dance TWF he is using a 1d8 weapon rather than a 1d10 weapon of course, and the hunters quarry only counts once per round so multiple attacks help to land the hunters quarry but won't multiply it up (thank goodness!).
I wonder what an average twin scimitar ranger might look like?
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Using standard array as a base, and putting him just into Paragon levels. Elf seems a good starting choice. I've added the race and level boosts in so you can see where they go:
Str 16+1+1+1 = 19
Con 12+1 = 13
Dex 13 +2+1 = 18
Int 11+1 = 12
Wis 14 +2+1 = 17
Cha 10+1 = 11
His feats include:
Weapon focus scimitar (+2 damage)
Multiclass to fighter (so he can get Pit Fighter)
Two weapon fighting (+1 damage to main weapon only)
Power Attack (+4 damage on a hit, and if I miss I do damage with scimitar dance anyway)
Lethal Hunter (so hunters quarry does d8's)
anything else (perhaps two weapon defence?)
paragon feat:
scimitar dance (+4 damage on a miss, no other modifiers apply)
Pit Fighter:
Doesn't get his pit fighter wisdom damage until 16th level, so I'll not use that yet. He will be able to bump his Wis by another point to 18 by that time.
Every other encounter he can use an action point for 'Extra Damage Action' so he can add +5 damage to up to two standard action attacks that turn, so I'll include that as an option.
We would expect him to have a +3 scimitar at this point, and two plain +3 scimitars seem well within the bounds.
Str +4, magic +3, focus +2, power attack +4, TWF +1 on main weapon.
So, this ranger would get 1d8+14 on a hit with his primary weapon, 1d8+13 with his off hand weapon. He would do 8 damage on each miss.
His best at-will is probably twin attack, where he could do between 8 (both miss), 1d8+10+2d8 (one hit) and 2d8+10+2d8 (both hit)
His best encounter powers give him two attacks (e.g. claws of the griffon, cut and run). His best Dailies likewise (Attacks on the Run, Jaws of the Wolf)
His most damaging possible attack would probably be to burn an action point for 'Extra Damage Action' and do Attacks on the Run and then Jaws of the Wolf.
Scimitar dance doesn't come into this, because they are half damage on a miss attacks.
So if he hits he does 3d8+19 + 3d8+18 + 2d8+19 + 2d8+18 +2d8 damage.
A total of 12d8+74 (86-170, average 128, 64-ish if they all miss). More if there are any criticals in there, since the scimitar is a high-crit weapon.
Whew! That is his maximum Nova option (action point and two dailies).
By 16th level he will get an extra +1 from Str and +4 from Wis on all his attacks. His Nova would be using the erratt'd Blade Cascade (is that max 5 attacks now?) and Attacks on the Run.
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