Except it doesn't solve the problem.
Now, if you'll read my post a bit above, you might be enlightened to an idea that actually preserves, if not improves the complexity of the weapons system, whilst solving the actual issue addressed.
EDIT: Oh, at least Hiver cared to actually read the posts in-between :p
If you want me to clarify, then I'll just point to how a weapon's damage is already split up in-game.
Take a weapon with both physical and a bit of fire elemental damage:
If you mouse over it, it'll show you "DAMAGE: X and FIRE: Y"
X is the physical (slashing, blunt or piercing) damage the weapon does and Y is the elemental (in this case fire) damage that it does.
Last edited by EinTroll; 24/07/14 10:02 AM.