Every weapon ranked fully upgraded, within its own class.
A Wood Sword at tier 10 does about 1,024 DPS and a Gold Sword about 970, so base damage tells you almost nothing here. Upgrades close the gap, which means attack pattern decides these rankings: swing rate, reach, piercing, multi-hit and homing.
Bars are DPS at tier 10, damage per hit times projectiles times attacks per second, so shotguns and multi-arrow bows count every pellet. Every hit loses half the target's armor (less any armor penetration), so fast low-damage weapons fall off hardest against late bosses. Summons have no DPS figure because minion attack rate isn't in the data, so they rank on per-hit damage and summon slots. Channelled beams rank on per-hit damage too.
attack speed = 1 / (max(attack time, cooldown) / 1000) DPS = damage x projectiles per attack x attack speed hit vs armor = damage - 0.5 x max(0, armor - armor pen), at least 1
Worked example: Spider Claw hits for 180, ten times a second, which is 1,797 DPS on the bars. Against 40 armor (late bosses) each hit loses 20, and the modal shows 1,597. Void Claw’s 523-damage hits barely notice.
Bars show DPS at tier 10 against no armor. Summons and channelled beams show damage per hit.
Melee is a damage race that ends in a tie: every sword finishes near 1,000 DPS, so reach, charge and extras sort the class. Greatswords and the Void Claw win it.
Ranged runs on piercing, explosive and seed-fed shots at the top, and slow heavy guns near the bottom. Armor barely dents greatbows.
Magic ranks high on sprays and beams, but armor hits the fast sprays hard. Channelled and area staffs ranked by per-hit damage.
Summons have no DPS in the data, so this board goes on per-hit damage and summon slots. Minion attack rate isn't tracked.
Throwing is the thinnest class and none of it upgrades. Dynamite leads; most of the rest are tools.