Quote Originally Posted by Recon1o6 View Post
I really don't see what's hard about "If X is 1- output text as blue ELSE- output text as red" on the client side settings where X being 1 is magical and 0 (the value returned by ELSE) is physical and the option to disable the setting with it disabled being default if they are worried about server strain.

Ok, so maybe there's non magical, non physical damage which would explain why certain programs are thrown for a loop, but you get the idea.
There's the issue. The client doesn't get X. The damage calculation is done server side. The client gets a ton of information: whether the hit was a heal or a damage amount, what combination of a critical, direct, neither, or both it was, who used it, whether relevant positionals were hit, etc. But not what the type of damage was. We can make educated guesses; the combat log says "readies" vs "begins casting" in nearly all cases, but the gotcha there is "nearly".

Also there is a third type of damage enemies can use, called Darkness. I don't believe there's a specific indicator that an upcoming hit will be Darkness. You just have to figure it out as they come. Darkness is different in that it's totally unaffected by the target's defense stats or debuffs like Feint or Addle. Only shields and percent reductions like Sacred Soil work.