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It's about the total number of magical abilities on each item. A good dual-affix green item with a good charm with a good completion bonus (especially where weaponry is concerned) tends to have much higher raw DPS than an Epic or Legendary because you dispense with all the "5% Chance of One of the Following:" BS and can go straight for mods that matter for damage, like damage to health conversion, - resistances, +% Damage, +% Attack Speed, etc.
The Greens then become like a made-to-order item whereas you're stuck with what you get on a legendary.
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Epics and Legendaries are designated as such for a reason. There's actually a green that I know of that's part of an epic set.
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Greens are more useful for twinking lowbies too. If you have captain's signets, you can run a Defender with an endgame legendary shield sometime in normal Egypt. Like, 3k+ dps if you're choosy with your greens.Can't do that with uniques.
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