A: If we’re strictly speaking about whether it’d be possible or not, it’s possible. However, the data relayed to the damage displaying UI doesn’t contain an indication of whether the damage is physical or magical. Implementing this feature would likely make the packets of data larger, so it’s hard for the UI team to determine whether it’d be possible or not.
Yoshida: Even if the packet sizes were increased, it would still be considered possible from a technical standpoint. However, there are other reasons why this sort of feature hasn’t been implemented. For high difficulty content, we’re constantly making balance adjustments up till patch release, and one aspect of that is determining whether each enemy attack will deal physical or magical damage. From time to time, we’ve had cases where a method that allowed you to ignore mechanics was discovered right before the deadline for patch release.
This is sometimes resolved by changing physical damage to magical and vice-versa, and reflecting this sort of change in the flying text would require another several days of QA testing. This would in turn affect the patch schedule, so we’ve intentionally refrained from implementing such a feature in favor of securing a more stable schedule for patch releases.