Just reference to the OP...
Information relevant to the specific question, and understanding how the mechanics work for pets and players...
Weapon dmg formula...
http://wiki.project1999.com/Game_Mechanics
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Weapon Damage / Efficiency
Weapon damage can be figured by using this formula:
Average_Slash = (2 * Weapon_Base) + Bonus_Modifier + STR Modifier
Damage Cap
Damage cap = (dmg * 2) where dmg is the weapon's stated damage.
levels 1-9 - damage cap is 20
levels 10-19 - damage cap is 28
Levels 20-29 - damage cap is 60
30+ - lifted, can do 2x weapon damage or more based on class
The dmg*2 formula is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage:
main hand = (dmg*2)+8
off hand = dmg*2
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Pet damage information...
http://wiki.project1999.com/Pet_Guide
Lets use the LV 8 mage fire pet as an example...
That pet has a dmg range of 10-16. So 16 is camp dmg.
The above dmg calculations tells us this means the pet's innate dmg is 8 (8*2=16).
Your not going to increase the pet dmg unless you provide a weapon that has a higher dmg than 8. Delay is ignored for the weapon speed. Dmg on the weapon is ignored unless it is higher than the base.
What is delay used for?... for swapping weapons with pets. If the pet has a weapon equipted, it will not equipt the new one unless it has a lower delay. So if you have a better dmg weapon you want a pet to use, replace the pet with a new one before giving the better weapon(s).
See info here...
http://wiki.project1999.com/Game_Mechanics
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Pets:
"Classic pet experience distribution." (?)
NPCs/pets can equip items in all slots.
NPCs/pets can swap weapons if the new weapon has a lesser delay.
Pet damage increases if given a weapon with damage higher than their innate damage.
Warrior NPCs/pets bash more frequently than kick.
No out of combat regen bonus for pets. (this does not apply to sit regen bonus)
Higher level pets Magician, Necromancer, and Shadowknight will automatically dual wield. Otherwise, pets only DW if given two weapons. (Blue only)
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Finally, as a reminder... check out online information for any weapons that may have hidden tags for "Not Pet Equipable".
Example;
http://wiki.project1999.com/A_Weighted_Axe
"Note: Pets cannot use. " is right under the stats pic.
So... I don't know what lv your pets are, but you will need to check the cross ref for max damage so you know what the dmg rating innately is, to know what weapon would increase the base dmg.
Other wise, the reasons to give pets a weapon...
They do not innately dual wield. Giving them 2 weapons after certain lvs will mean they ignore both dmg/delay but wil now dual weild their base unless your weapons are a dmg improvement.
Dmg type... if you want specifically them to pierce, bash, or slash... dmg type is used based upon the weapon.
As mentioned, weapon procs.
Also innate states. HP gear can be used by pets... for example.
Finally... fashion.
So... the final answer is, there isn't a simple list as lvs and pets will change that. But the above information will empower you to correctly know if certain weapons would be an improvement.
Krey