Weapons

Before we get to the bulk of things, a few important facts about weapons:xd

The % rarity stat indicates performance of the weapon, the higher the % the more damage at the same level.

Raising a weapons level increases it's damage.

Higher rarity weapons have more mod slots unlocked by default. (6 slots maximum)

Weapons are classified into different grades, Legendary (Orange) > Epic (Magenta) > Rare (Blue) > Fine (Green) > Common (Grey). From observation, weapon quality for each grade should be as follows:

Legendary: 95.00% - 100.00%

Epic: 85.00% - 97.99%

Rare: 80.00% - 94.99%

Fine: 75.00% - 89.99%

Common: 70.00% - 84.99%

Doing Mod

 * The lower grade, the cheaper the MOD and enhancement cost. Any weapons kept after reincarnation will retain any MOD being made to them (Note: You can keep weapons with you after reincarnation only when you buy this ability at Ruby Store, 1 level of it per 1 weapon). So it would be better to MOD all weapons you plan to keep with you before reincarnation. Do not forget to LOCK those nifty items you want to keep with you! Selling any good item accidentally is too bad, especially if it is of 100.00% quality.
 * Legendary weapons are the most damaging, but they are also the most expensive to deal with. So in early games or easier difficulty games, using the lower grade ones will save you a lot of money. You can just let your main character use the Legendary weapon while the Mercenaries use weapons of Common or Fine grade. But in the later games or harder difficulty games, it is best to have all your characters use only Legendary weapons.

The following is a list of weapons in the game Dungeon Defense.

Blacksmith Skill and Weapon Efficiency
The Blacksmith Perk is provided by monsters like the Snake, Living Sword, and Mr. Soul. This applies "Weapon Efficiency" to a mod on any weapon during the mod process. However, you can only apply the "Weapon Efficiency" when the Blacksmith is part of your party. At max skill, the "Mod Efficiency" can be as high as 150% (without accessory upgrades.)

Any weapons modded with a Blacksmith and Inherited during Rebirth will still have the "Mod Efficiency" applied to the mods on a weapon. Any changes to a mod without a Blacksmith monster in party will remove "Mod Efficiency."

Temporarily firing an active monster and hiring a Blacksmith before rebirth and switching back to your main monster is a work around for not having a Blacksmith when you get newer or better quality weapons.

List of Weapons
These values are their unmodified original values. All values in weapon attributes are the higher the better, except for Reload which is the lower the better. Speed of all weapons seems to be fixed at 900. Regarding Damage, it is varied. Raw Damage of slower weapons is generally greater than the faster ones. So when considering Damage of weapon of the same Mastery skill, it would be like this.

Javelin > Shuriken

Blunt > Axe

Sword > Dagger

Staff > Wand

Some skills use raw Damage while some skills use DPS to calculate for damage output (from the description). DPS is Damage per second and should be considered more for regular attacks. DPS and Damage have many factors involved. The more level the weapon is, the greater DPS and Damage are. From observation on weapons of the same weapon level and grade, DPS comparison of all weapon types should be as follows:

Katar > Staff > Bow > Wand > Dagger > Shuriken > Monster Weapon > Blunt > Axe > Sword > Javelin

Generally, it would be like that, but not always. I used to see an axe has more DPS than a blunt and a sword has more DPS then an axe of the same level and grade. I think weapon quality and grade play a great role here. Anyway as far as I can see, staves will always be better than wands, daggers will always be better than swords, and shurikens will always be better than javelins ('better' means more DPS). There may be more factors to count. Just pick your favorite as long as it is of 100.00%, it will be great.