Even though a DDS fixes this in two triggers and does it far better then any object editor ability... You could try using Defend or hardened skin or critical strike.
Here's what I suggest, learn a bit more about GUI and use
http://www.hiveworkshop.com/forums/...rch=physical%20damage%20detection&d=list&r=20 so you can create much more complex abilities much easier instead of 50% functional workarounds.
Here, I can even show you how to do your original request just for the fun of it.
[trigger=]
Events
Game - damageEventTrigger becomes Equal to 1.00
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
damageType Equal to PHYSICAL
Then - Actions
-------- Actions for PHYSICAL damage --------
-------- Block all physical damage from the Archmage --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(target has buff Berserk) Equal to True
Then - Actions
Set amount = (amount x 0.50)
Else - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of source) + ( damages + ((Name of target) + ( with damage: + (|cffff0000 + (String(amount)))))))
-------- End of Actions for PHYISCAL damage --------
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
damageType Equal to SPELL
Then - Actions
-------- Actions for SPELL damage --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of source) + ( damages + ((Name of target) + ( with damage: + (|cff6495ed + (String(amount)))))))
-------- End of Actions for SPELL damage --------
Else - Actions
-------- Actions for CODE damage --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of source) + ( damages + ((Name of target) + ( with damage: + (|cff32cd32 + (String(amount)))))))
-------- End of Actions for CODE damage --------
[/trigger]