Yeah you're right. Who knows what they'll change on 2.0 though. I doubt they'll separate them into 2 different elements but eh.
I'd rephrase the question.
"Should Astral and Umbral (light and dark) be their own separate damage types?"
Currently, Astral damage doesn't exist. The Banish spell, despite saying it does Astral damage, actually does an even mix of Fire, Lightning, and Wind.
I don't think that making Astral/Umbral their own damage types reflects the lore any worse than making them mixes of just half the elements.
No, he has it right.
Astral 34% Fire, 33% Lightning, and 33% Wind
Umbral 34% Ice, 33% Water, and 33% Earth
They say there's astral and umbral in everything but it's metaphorical, you know the old "light and darkness in all things, neutrality like nature." While the months, years, eras, etc. do go back and forth, the elements are set. Check the DATs yourself, or check YG since they DAT-mine FOR you.
I'd be pretty sad if they made them their own elements. I think a lot of people just don't understand the concepts. Light and Darkness exist in all things in nature, if they were their own forces, it would be kind of complicated and silly. As much as I'd like to lay eyes on a dark elemental someday (and who's to say we couldn't have umbral elementals that cast ALL 3 SPELLS?!) I really, really like the Astral/Umbral system.
It's not going anywhere, though. It's too deeply ingrained in the lore. The months go back and forth between Astral and Umbral of each element, 6 of each make 12, time and the calendar is based on it, each of the gods is the astral and umbral form of an element...
Hell, look at the elemental wheel: The three astral elements are on top, and the three umbral elements are on bottom.
Even as damage types, they ARE their own types; it's just easy to tell what's weak against which because if it's fire, it's weak against umbral etc.
The main thing I like is that if you stick the Banish or Scourge status effect to a mob, CNJ's elemental blows of that type will hit harder. The mages are kind of a tag team, which is awesome.
I'm staking my flag securely in the "Keep it the way it is." section and hoping people who take the time to understand what they are and how they work will join me.
It's so much more interesting than plain old, "Yep. These are elements, too. Enjoy."
Nice explanation Anony
I like the XIV polarity concept over the XI element concept for dark/umbral and light/astral.
I can appreciate the lore reasons, but I don't really like how elemental affinities/weaknesses seem to be implemented for most monsters. It seems like most monsters fall under the generic "Astral" or "Umbral" categories, which means that you really only need to be concerned about two spell groups in practice when determining a monster's weakness (Banish/Fire/Thunder/Aero vs. Scourge/Blizzard/Water/Stone). I guess they could change that without needing to make Astral and Umbral their own separate elements, though, I guess.
From a purely aesthetic standpoint, though, yeah, it feels a little odd to play a FF game with only 6 elements.
Actually, most monsters I've run up against have a single element with a single elemental weakness. And you can tell what element they are by what crystals they drop.
The creation cycle goes something like:
Fire burns to ash and creates earth.
Earth harbors cold and creates ice.
Ice melts and creates water.
Water evaporates and creates wind.
Wind brings storms and create lightning.
Lightning strikes and creates fire
And everything drops its own element of crystal as well as the two elements next to it.
Most "Umbral" monsters are actually Ice (kill it with fire), and "Astral" monsters are actually Lightning (kill it with Earth).
^ This is true as well. Reference the elemental wheel to check it out. The mob's element will drop six shards, and it will drop three of whatever's to the left and right of it. Though you do get three elements, they're not the astral and umbral sets.... unless the mob is Lightning or Ice.
So, if a mob drops six fire shards, you'll get 3 lightning and 3 earth - but the mob will be weak to Umbral magic (including Ice, Earth, and Water) but specifically weakest to Ice. Unless it's a fire-based amalj'aa, which for some dumbass reason takes the most damage from blizzard.
They did it this way so that THM could DD without having elemental magic, its actually means that THM has less resistance than CNJ though.
I don't really care if they change it, its kind of a neat idea although wind > fire is still a bit odd.
I really prefer the familiar traditional Final Fantasy elemental table. The mixed up one in 14 is overly complicated and doesn't make much sense. It doesn't really feel "Final Fantasy" to me.
I also liked (most predominantly) in 11 that the light and darkness elements were considered a higher tier that was difficult to execute or only special monsters were attuned to. It seems like a wasted opportunity to make it merely a category of all the other elements.