This seems to be correct.
The game's mechanics and stat sheet can be confusing at first and people tend to make mistakes sometimes when explaining things. This is more true for a new game on release as well when people are figuring it all out.
I thought perhaps spell dmg at first affecting ailments as there are sometimes nodes close by it etc...
I'm in the middle of respeccing again now trying to figure out best/how many ailments to take and what gems to put in sockets.
I'm not the best math person so I don't know what is best route to go; +(specific) dmg to spells (for more different ailments) or go all +8-10% (specific) ailment dmg on weapons.
Also, for anyone else wondering, out of the 9 different dmg types in games they are divided into 3 categories. They all apply a different ailment but only 4 of them do actual dmg with one amplifying dmg.
I'll try to break it down in a chart-like fashion below for anyone getting lost here.
MATERIAL
* Physical [stun]
* Rend [bleed - dmg]
* Toxic [poison - dmg]
ELEMENTAL
* Fire [burn - dmg]
* Frost [freeze]
* Lightning [shock - dmg]
OCCULT
* Shadow [curse - amplifies all dmg taken by enemies]
* Aether [slow]
* Sacred [weaken - attenuates enemy dmg]
So if your gear or passive has +% Material dmg that is a global modifier that affects all physical, rend and toxic dmg of that type since there is no specific affix indicating it's for spell or attack.
You might see some passives, gear stats or gems that give a higher amount of dmg to one type as well, which is a global modifier too.
If something says "adds X dmg to spells or attacks that will only affect the direct dmg not the ailment dmg as that is considered something separate.
The opposites to that are gear/gems/passives that have +ailment dmg or +burn/shock/bleed/poison affixes which will not affect the direct dmg from the spell or attack.
This was a bit confusing too me at first because a couple of the nodes in the beginning Scholar tree that has both +ailment and +spell dmg listed in one passive. But just close by there is a flat +dmg node, which I guess is intended for warriors/rogues passing through the mage tree so it's not a total waste for them.