Secret of Evermore has no elemental system for spells, which is silly. i was thinking about adding one (but the skills to do so currently elude me), and considered caveats along the way. things like "Explosion" and "Nitro" have a blast force; they aren't mere burning. would a being with Fire affinity absorb all of such an attack, even when they've been slammed into a wall, or had a chunk taken out of them?
that in turn got me thinking about FF6, a game whose internals i follow more. maybe there are also spells here (vanilla or otherwise) where damage/healing should be only partially elemental, and 3 or 4 bits could be set aside for the ratio. (EDIT: or set aside 1 bit flag, and re-purpose the fractional damage/healing nibble.) it'd probably kick in shortly before Forcefield and Imzogelmo's Separation of Powers (which likely helped inspire this) do their thing. you'd apply the fraction to $F0, save the elemental part in $F0, save the non-elemental part in VariableN, save the pre-elemental healing flag in another variable, go do SoP/etc, then combine (i.e. add/subtract) $F0 and VariableN (plus redetermine the $F2 flag) in a way dictated by comparing the $F2 and backup healing flags.
any point to it? candidate spells? conceptual reasons against? side effects?
google tells me FF8 supports the idea in Elem-Atk-J.