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EDIT: Tested with the Steam version rather than my project files on another computer and seems to work. Definitely check extender and leaderlib.
Damage type conversion seems to be awkward at the best of times.
-- Flows are added via a Lua Script and requires Norbyte's Script Extender and Laughing Leader's LeaderLib. If those are both active (Leaderlib as a mod, and the Script Extender should show a version number at the bottom of the main menu and should be v56 or higher) then I will do a more thorough check, but I've been playing the class with my modding computer the last few days without a hiccough.
When playing with a controller i have some spells description problems (specifically on the Termination line and Resolution spells), like for example on the Glacial Lance one :
"Termination: Deals [ExtraData:Cleric_ABW_Termination_Increase_Low]% more damage"
I see if I cannot check that out, really sorry I've completely missed this. I have some mod work to do this weekend so I will add this to the list.
EDIT: Since those were done with LeaderLib so that I could edit the values on the fly. If LL doesn't push an update in the next day or so, I will change the descriptions myself because this absolutely makes the mod nearly unplayable when the text box is 10x more crowded than it already is.
EDIT EDIT: LL has updated LeaderLib and the descriptions should be functional!
Anyway, I'm playing a melee aeromancer that uses a storm hammer from Odinblade's aero overhaul mod, which is a melee weapon that does pure aero damage. All of the character's attacks are weapon damage based: the idea is that they're a melee mage. Last year when I did a similar build, I could use a few geo arcane bladeweaver skills to fight against enemies that had high aero resistance.
However, with this new character, converted damage is still using the enemy's aero resistance for final damage number, even on non-aero conversions, which seems counter-intuitive to the design of the mod. Interestingly enough piercing damage still seems to have the "correct" damage number, even when converted. Your melee skills from Elementalist also seem to be working as expected. Arcane archer damage conversion also seems to be still working as expected.
I have a pretty lengthy mod list, but I can share the entire thing if desired, as well as a save file at an encounter where this is easily reproducible. I've tried moving the Cleric mods to the bottom of the load list, as well as removing skills from other mods being memorized (although not actually removing the mods from load.)