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{{name|caps}} is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also decrease by (Tier)d4. Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit.{{Code Reference|class=ModFreezing}} | {{name|caps}} is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also decrease by (Tier)d4. Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit.{{Code Reference|class=ModFreezing}} | ||
[[Relic]]s have a chance of spawning with a more powerful version of {{name}}. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}}. | [[Relic]]s have a chance of spawning with a more powerful version of {{name}}. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}}. | ||
== Eligible | === Eligible Equipment === | ||
The following items are eligible to receive the normal/tinkerable (non-relic) freezing mod | The following items are eligible to receive the normal/tinkerable (non-relic) freezing mod: | ||
{{#cargo_query: | {{#cargo_query: | ||
| tables = Modability=M,ItemsTable=IT,GeneralData=GD | | tables = Modability=M,ItemsTable=IT,GeneralData=GD |
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