Some of the skill modifiers (especially the elemental damage ones such as damageFire, damageIce and so on) have inconsistent types in the API (int and String).
This is due to some of the values being just integer numbers or something like 100+5%. While this may technically be accurate information, it pain points while parsing.
I think it would make sense to add new fields to the SkillModifier object to include percent damage modifiers. So you could have damageFire and percentDamageFire to account for new levels of elemental damage adding a flat base amount + an added % bonus.
Some of the skill modifiers (especially the elemental damage ones such as
damageFire,damageIceand so on) have inconsistent types in the API (intandString).This is due to some of the values being just integer numbers or something like
100+5%. While this may technically be accurate information, it pain points while parsing.I think it would make sense to add new fields to the
SkillModifierobject to include percent damage modifiers. So you could havedamageFireandpercentDamageFireto account for new levels of elemental damage adding a flat base amount + an added % bonus.