I think it should be about time the information about the base damage of weapons is included in the wiki. To be clear I'm referring to the damage weapons deal to lost souls and howlitzers heads.
This is not much about gathering the data itself, that should be easy to do. I would like to instead discuss the potential formatting changes that this inclusion will inevetibly bring up in order to make contributing easier and smoother.
While we're at it I'd also like to suggest considering adding damage numbers per depth instead of giving ranges for each stratum, but I'm open to hear counter arguments for this.
I think the main goal of the wiki is to provide at the very least the base information that players can then piece together to analyze their particular situation, and having the base damage of weapons is something really great to better understand the impact of buffs alongside with understanding certain quirky scenarios with some weapons getting grey resistant damage numbers even though they're formally neutral to that damage types.
This inclusion is also going to be helpful for game content where the monster defense doesn't follow the expected values (like for example in Heart of Ice), making the analysis of such scerios simpler.
I get the motivation. The game is a computer program implementing simple rules configured by parameter values, such as base damage at various depths. Why not make those rules and numbers clear to the players?
The counterforce is a tendency, baked into the original design of the game, toward casualness and simplicity. At the start, you walk up to a jelly and start whacking it with your Proto Blade. As you progress, everything is expressed in words ("moderate stun", "high") and colors (red damage ticks) rather than explicit numbers (unless you opt in to them).
To answer your question, I think that base damage would be a nice thing to have on the wiki, because the wiki is for players who want to know, not for players who'd rather not know. My only concern is that the widespread changes required will be disruptive (and possibly go unfinished).
Can we engineer a new template to the point where we plug in a few base damage values and the template computes the rest of the damage table?