(08-07-2017, 03:19 PM)Valic Wrote:(08-06-2017, 09:13 PM)Sounsyy Wrote: *snip*Oh, that's fair.. I always refer to that as ARR because it doesn't have another title for it other than 1.0.... My bad lol.
ARR specifically refers to FFXIV 2.0 [and later]. That's where "A Realm Reborn" literally comes from.
(08-07-2017, 03:19 PM)Valic Wrote: As for the examples, they help but they still leave some things questionable. Such as voidsent casting "Umbral Fire" for example and where exactly the "depths below" or the "heavens above" are.
Voidsent typically cast "Void Fire" in those types of examples. I think you're taking some purple prose a bit too literally.
(08-07-2017, 03:19 PM)Valic Wrote: It also just sounds like based off 1.0 knowledge that everything was just "deemed this title" of umbral or astral rather than the polarities being their own to affect a spell to percentages. As far as I figured, I thought the polarities were based on either the personal reserves of a user determining them to be one way or the other.... OR depending on where you are (based on what/where? I still have no idea) would affect the continuity of your spell....
I think you've gotten mistaken down the line. Whether a spell is astral, umbral, or neither has nothing to do with the source of the aether. They have nothing to do with location either. They're basically charges. Like positive and negative.
(08-07-2017, 03:19 PM)Valic Wrote: Such as casting in a hot/dry place would only strengthen the fire aether to be more "active" (kinda like burning dry grass leading to wildfires). Whereas casting perhaps in the cold, it would be less active/astral but more umbral/passive to create a dryness and heat to that of melting snow/ice(not that it would be weaker than the active idea of astrally aligned aether, but the fact it's effect of the spell "Fire I" would change due to the area you're in and it's polarity specific).
See above comment. The elemental wheel dictates how elements affect each other. Their astral/umbral charge doesn't. Just like with regular temperatures, you can't add hot + hot and get "hotter." Neither could you add cold + cold to get "colder." (Drop a 500 degree material into a 200 degree material. Chemistry and physics dictates nothing will get over 500. In fact, the 500 degree thing will cool off as the 200 destree thing heats up.)
(08-07-2017, 03:19 PM)Valic Wrote: Again, those are just my thoughts because it sounds so abstract with the game not properly explaining everything to the point by now. I kinda wish they'd give a segment like they did in the end of ARR(2.0) where they explained the void and etc how aether can leave the world with primals and the like. Until I understand better, I'm just taking a read into your " Manipulating the Polarities Two, Astral versus Umbral" for now to try and grasp it better x.x.
I think you might've fused a few different things together into a single idea, which is the cause of some of this confusion. There are multiple polarities/charges for a variety of things. Astral and Umbral are simple how we consider spells to be charged. But that's still different from say, Red Magic, where you have to balance White and Black. And both of thought would be different from say, magnetic polarities. Or electrical charges. All of those things have a polarity, but they're not the same. Or dictated by the same means. The Void is just an absence of aether.