Trying to Implement Elemental Damage But Introduced Bug

@Brian_Trotter had previously helped me as seen in this post, Trying to Create a "Show Weapon Damage" script - #11 by Brian_Trotter, with much of his stuff working as intended.

One change I made was making what is admittedly probably a bit of a clunky GetWeaponDamage script:

using System.Collections;
using System.Linq;
using System.Collections.Generic;
using RPG.Combat;
using RPG.Attributes;
using UnityEngine;
using TMPro;
using System;

public class GetWeaponDamage : MonoBehaviour
{
    //public float physical = 0;
    public float fire = 0;
    public float lightning = 0;
    public float acid = 0;
    public float divine = 0;
    public float myth = 0;

    //[SerializeField] TMP_Text physicalText;
    [SerializeField] TMP_Text fireText;
    [SerializeField] TMP_Text lightningText;
    [SerializeField] TMP_Text acidText;
    [SerializeField] TMP_Text divineText;
    [SerializeField] TMP_Text mythText;

    IEnumerable<ElementalDamage> elementalDamages;
    GameObject player;
    Fighter playerFighter;
    WeaponConfig currentWeaponConfig;
    float damage;
    void Start()
    {
        player = GameObject.FindWithTag("Player");
        playerFighter = player.GetComponent<Fighter>();
        
    }

    void Update()
    {
        currentWeaponConfig = playerFighter.currentWeaponConfig;
        elementalDamages = currentWeaponConfig.GetElementalDamages();

        CheckDamages();
        SetNumbers();
    }

    private void SetNumbers()
    {
        //physicalText.SetText(physical.ToString());//should be same as default damage
        fireText.SetText(fire.ToString());
        lightningText.SetText(lightning.ToString());
        acidText.SetText(acid.ToString());
        divineText.SetText(divine.ToString());
        mythText.SetText(myth.ToString());
    }

    public void CheckDamages()
    {
        //physical = elementalDamages.FirstOrDefault(x => x.damageType == DamageType.Physical).amount;
        fire = elementalDamages.FirstOrDefault(x => x.damageType == DamageType.Fire).amount;
        lightning = elementalDamages.FirstOrDefault(x => x.damageType == DamageType.Lightning).amount;
        acid = elementalDamages.FirstOrDefault(x => x.damageType == DamageType.Acid).amount;
        divine = elementalDamages.FirstOrDefault(x => x.damageType == DamageType.Divine).amount;
        myth = elementalDamages.FirstOrDefault(x => x.damageType == DamageType.Myth).amount;
    }
}