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what matters is the bonus stats
most common weapons have a base dmg type of phys dmg, this can't be changed as such
but also matter little usually, since it's the bonus stats the weapon rolls with that most matter
so if a base phys dmg pistol, offers you more %fire dmg and cast speed, than an acid scepter, and you're a fire build, obv you still pick the pistol
"weapons are stat sticks first and foremost in GD. you can make almost literally any weapon type work with any class combo if you build right. unlike a lot of RPGS you aren't locked to certain types of gear by class, and there's almost nothing in terms of skills that lock you into certain gear types. a handful of skills and devotions only work with certain types of gear equipped, but beyond that you can use whatever gives the best stats, and even the things that do lock you to an item type are broad. for example the Kraken devotion only works with a 2 handed weapon equipped, but it can be any 2h weapon, whereas a lot of games would have things that only work with, say, daggers or greathammers or such. for example my current favourite build is a spellbinder (necromancer/arcanist) using 2h melee that mostly fights with tempest and transmuted bone harvest. this works because the temporal arcblade is a fantastic stat stick for this sort of playstyle.
imo you don't actually need to worry about gear beyond the basic idea of using things that help your main damage dealer until you hit ~level 70 at least, and arguably as late as ~90. as long as you play decently and have good skills and devotions, you'll be totally fine through normal, elite, and early-midgame ultimate with a bit of common sense and self-found gear."
the dps tooltip comparison (when you hover over new weapons) only cover the skill you have slotted to LMB - if you have no skill/move to slotted to LMB it will show dps comparison for RMB
and, the dps tooltip comparison is very rudimentary and not fully accurate