After reading the discussions here and here, I've started a Google Docs spreadsheet for collecting weapon damage information.
https://spreadsheets.google.com/ccc?key=0AkzK0t1pboRAdDQ4ZkgxajhpWE11bDB...
Shortened URL for your convenience: http://tinyurl.com/skdmg
Each weapon has its own sheet (I've only added weapons I'm using currently, thus far). The depth goes down the page, then the monster type if applicable goes across the spreadsheet.
I've added the data from divaliant's records to show how that would look in this spreadsheet.
Damage Types
Different damage types should be groupable by monster type. A divine avenger does Normal/Elemental so the monsters that should share the same damage at a depth should be Slime/Fiend, Construct/Undead, Gremlin/Beast. Whereas a Vile Striker does Normal damage only and should be consistent across all monsters in a depth. The only caveat is that some monsters have higher/lower defense than normal such as menders, royal mini, rock jelly, etc. So only record data for monsters that have a normal defense.
Dealing with UVs
Not elegant, but might work... check out the sheet for Final Flourish. I've added an additional column for UV Beast High to track that damage. Others with UVs can add their columns too then see how the damage affects that creature.
I would believe that a UV Beast High on a Final Flourish would result in the same damage as a UV Fiend High on the respective monster type. Once someone else can confirm maybe it would just become UV Beast/Fiend High. I'm hoping that weapons with straight Normal damage could just have columns with Low, Medium, High, Very High, etc. and that it would be consistent across all types, we'll see.
Status-afflicting Weapons
So some weapons such as the haze bomb line, alchemers, and the brandish line will inflict a status along with the typical damage. For fire/shock it is ticks, freeze has thaw, poison is the defense debuff... it would be nice to track these effects at different depths too. Ticks and thaw are easy enough to track, as you can see in my Ash of Agni sheet. Not sure about poison though since I don't know how the debuff is calculated, any ideas?
Sounds like a useful contribution to the over-arching plan, culture. :)
In regards to UVs: For random UV's that are not an inherent feature of a specific weapon, i don't think specific damage numbers will need to be recorded because A: it is very unlikely, with the exception of Low bonuses (which only make a couple points of difference), that there will be enough people with a specific weapon with a very specific possible random UV for there to be any purpose in recording the difference and B: I'm fairly certain that the various strengths of damage bonus work on a specific percentile amount, which we should be able to calculate once and for all after we've got our charts developed for non-UV'd weapons, by using the data on that chart for comparison. At that point, someone can simply make an addendum to the page on UV bonuses stating how much difference each level makes.
In regards to Status-afflicting weapons: My suggestion is to implement charts exactly like the ones we're planning for the weapons' individual pages, on the pages of status effects that do damage.
So on the fire page we'd have a chart each for Minor Fire, Moderate Fire, and Strong Fire, and each of those charts would have columns sorted by Stratum Level and Rows sorted by the monster type it is used against... When applicable. A curious note: Only shocked-status damage seems to actually do elemental damage. Fire and Freeze thaw-out seem to actually do normal damage, at least based on the damage number text color in-game, though I suppose proper testing will determine if, say, fire actually does more damage to zombies than it does to wolvers.
Also you might be happy to know I've started working on an actual final template design, for when we've gotten the data ready to record into the wiki itself. I'm using my own user talk page for the testing: http://wiki.spiralknights.com/User_talk:CrashFu