Originally Posted by
Preypacer
Or, better yet, take the damage factor out of it completely. Make the use of Elements more about utility. Using skills/abilities/spells with certain elemental attributes, alone or in certain combinations, will have certain effects on an enemy, or the environment, or both.
It might weaken the enemy's defense. It might provoke a certain response or action out of the enemy which can be exploited for more damage. It might weaken the enemy's attacks, either certain ones, or all in general. It might stun, slow or otherwise enfeeble the enemy.
Perhaps the enemy would change elements throughout a battle, players would have to use the right skills to deal damage to it. Perhaps using skills, or combinations of skills (an enfeeble followed by a melee attack) at the right time will move the fight forward in some way. It might prevent the boss from performing certain actions. For example, using a combination of ice attacks on it at a certain point could temporarily "freeze" and prevent it from spawning minions, or shut down a more devastating attack.
Perhaps using certain elemental attacks or abilities affect something about the environment around the boss. Perhaps they play a part in solving puzzles or challenges required to progress through the dungeon, finding hidden pathways, accessing otherwise unattainable loot, etc.