I don’t get what is wrong with a flat damage in a DoT damage and a DoT damage in a flat damage. IT still scales with physical resist, so why remove it? I could agree with the acid part, it seemed weird to me when I first started the game. Vitality decay is also not an issue as it also scales with Vitality resistance. If Life Leech was a part of Vitality damage, it’d be one of the most wanted and hated damage types. Hated because no boss would actually feel that, and loved because RR would make Vitality damage literally the best damage type in the game.
I’d rather get rid of chaos and aether and merge it together as “death”. Vitality could get into that damage type too, or leave it as vitality but remove chaos and aether instead. Bleeding could be a part of physical and pierce, if something, something, blah, blah. From what I remember, Chaos and Aether were added to the game only because Aetherials and Chthonians, and they were originally intended to be enemy-restricted, so we don’t need them anyway, they were added because someone at Crate got drunk, apparently. 
Physical, bleeding, pierce, elemental (still split, but as one damage type in the resist sheet, hovering on it would show fire, lightning and cold resist separated), poison (acid is actually bullshit) and vitality (which is “merged” with aether and chaos) is how it should be. Main damage type duos: physical + bleeding, pierce + bleeding, vitality + elemental (DoT or not), physical + poison, pierce + poison, physical + elemental, pierce + elemental would fit. As for DoTs, would be nice if there was something like “physical damage over x seconds”, “pierce damage over x seconds” etc., burn, electrocute and frostburn would stay.
If we had to describe damage types, physical, pierce, bleeding, poison, elemental (and DoT) and vitality, it has sense, but if we describe chaos and aether, we’d just say… Vitality and physical? Chaos would be the vitality part, while aether is more of a death, so physical would also fit, but vitality does too.
TQ had it actually balanced well, I mean, there was one damage “sort” for each damage type (except for elemental, I think) and they were combined with another types. Aside of that, I still don’t know which resist does bleed scale with. Is there even “bleed resist” in TQ? Back to the topic, GD would look (at least imo) way better with the idea of damage as TQ had. Thousands of str/dex/int, sure would look way better than a character with HUGE FUCKING FIST that has only 500 physique or a SUPER FUCKING ACCURATE SNIPPER that has 300 cunning because his build reduces the weapon requirements by 75%. Some people would say that % damage is better, I’ll say that it is kind of true, because if we had multiple magic damage types (like we already have) we could maybe even easily focus on all of them at once, but on the other hand, we could leave the %damage as it is, but reduce the values on items by 90%, so we have not 2000%, but 200% increased damage, which would maybe require some additional work, but would be less bullshitty than it is now (again, imo). I actually love the way TQ had it implemented, because as much as an item can be cursed or magically enhanced, it doesn’t make sense on armor. Jewelry, relic, gloves and weapon does make sense, though. It also increases the difficulty of the game, in TQ you gotta think the best way possible to hit like a truck or like Zantai when he pushes the ban button, while in GD it’s like, I’ll pick this, this, oh, this looks nice. Boom, 2k% damage. Oh, right, I wasn’t talking about this anyway, but this still does connect to the damage type variety anyway, because in TQ only vitality and elemental scaled with intelligence, while physical with strength and piece with dexterity and poison and bleeding stood there being independent as well as leech damage.
I still don’t get how you can manipulate poison with your intelligence or bleeding with your dexterity. Anyone can explain? Crate? 