Weapons when crafted or found will roll from data-driven files for their conversion values (They can all be overriden / added via datapack)
Currently three types can be found:
*NOTE: Spell damage caused by these weapons also scale of a coefficient * your spell power value*
SPLIT: It takes a percentage of the weapon's damage and convert it into the according spell damage. The spell damage ONLY appears when you deal PHYSICAL damage. (CAN BE CONFIGURED)
ADDITION: a flat amount of damage instance onto each hit. Does not matter if you aren't doing PHYSICAL damage. (CAN BE CONFIGURED)
FULL ELEMENTAL: convert all weapon damage into spell damage Acts the same as SPLIT and deal no PHYSICAL instance.
PROPORTIONAL: gets damage equal to a percentage of what DAMAGE_TYPE_1 was dealt then deals DAMAGE_TYPE_2 as that damage. OUTPUT DOES get the key's icons
Config:
SPLIT, ADDITION, FULL ELEMENTAL has innate support for damage sfx / particles and configurable *
Almost everything is configurable
It also comes with an optional Dummy mod comat that spreads numbers from damage instances that happens at the same time.