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I'm not sure I follow this bit, or you may be making assumptions about how damage works that aren't true.
That was the case...
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Currently foes have attack and defense power, just like heroes. So I don't set a damage range per foe, the calculations just work out based on relative power, plus some RNG. So while I guess I could split the attack powers between physical and elemental, I don't know that the numbers I'd have to work with would be very intuitive. (In other words, halving the power doesn't necessarily halve the damage.)
...and now I understand how the table is set

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I'd be far more likely to just add a percentage for how much is elemental, but then I've gotta adjust for resistance, damage reduction, and all kinds of stuff, all in fractional amounts.
I suppose an important bit is what the player sees. So, for example, if a player sees a creature doing
50 +
30 damage, he expects to see the elemental damage be removed, if he has 100% protection. The worst case would be having the damage as a single value, with an obscure percentage into play, resulting in the player not being able to 'feel' the elemental resistances.