I dont know magic missle is probably amongst best damage early out for what you get out of it your talking average of 1d4+1x3 6-15 damage vs 2d6+4 = 6-16 damage its pretty even and magic missle cant miss. Top damage late game your talking. 1d4+1x5 so 10-25 damage vs 2d6+10+5 17-27 damage. But with a 30-60% chance to hit on the sword vs a 100% with missles.

More Static numbers +4 str bonus +1 weapon bonus +2d6 so your talking 10-25 vs 7-17 damage of dwing your talking 5+5 +2 so 12-22. Mages are a little stronger in early access overall damage wise. Outside big number damage but fighters can do more damage on the opener. Due to adrenaline rush and there your talking multi attack bonuses. There is the amulet that gives you+1 missle on your magic missle and you get an additional missle using it as a level 2 spell for 5 missles total. vs the best melee weapon being the justice sword. The numbers are pretty close overall. Magic missle having the 100% hit rate however. Numbers are pretty even. Outside game exploits. First turn the fighter has an edge for best possible damage but isnt consistent.

The numbers are pretty close to even. The fighter could make 2 attacks but at same time the mage can cast the missle's 3x at 5 missles and 4x at 4 missles. Also range is not limited and you can hit multiple targets. Generally speaking fighters do beat mages at single target damage vs the mage beats the fighter at aoe damage thats the biggest difference.

That's being specific to in game numbers. 8d6 lightning bolt is still 8-48 vs 34-50 at level 6 fire ball your hitting multiple targets. numbers are always pretty close but single target fighter always beats the mage at single target damage in dnd its the way the game is designed melee wins single target loses aoe damage war. The spell has the bigger single hit damage but the fighter is getting 2 attacks at the same time. DWing your talking 18-27 damage consistantly. Great weapon fighting being the biggest difference maker as every extra attack is adding an additional +10 damage. + Criticals vs not being able to Crit against 100% chance to hit.