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{{Mod | {{Mod | ||
|title | | title = {{qud text|&Cfreezing|notxml}} | ||
|type | | type = Melee Weapon | ||
|id | | id = ModFreezing | ||
|rarity | | rarity = U | ||
|tinkerable =yes | | tinkerable = yes | ||
|canautotinker=no | | canautotinker = no | ||
|tinkertier =2 | | tinkertier = 2 | ||
|value | | difficulty = 1 | ||
|desc | | complexity = 1 | ||
| chargeused = 10 | |||
| powerloadsensitive = yes | |||
| empsensitive = yes | |||
| realitydistortion = no | |||
| value = 1.2 | |||
| desc = &CFreezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit. | |||
}} | }} | ||
{{name}} 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. | {{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}}. | |||
== | === Eligible Equipment === | ||
The following items are eligible to receive the normal/tinkerable (non-relic) freezing mod: | |||
== | {{#cargo_query: | ||
| tables = Modability=M,ItemsTable=IT,GeneralData=GD | |||
| join on = M.JoinKey=IT.JoinKey,M.JoinKey=GD.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}')=Item, | |||
CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END=Tier, | |||
CONCAT('{{(}}Heart{{)}}', CASE WHEN GD.Tier <> 0 AND COALESCE(GD.Tier,1) > 2 | |||
THEN | |||
CONCAT('{{(}}dice tooltip{{!}}', | |||
ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0),'-', | |||
ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*1.2,0),'{{)}}') | |||
ELSE | |||
ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0) | |||
END)=Cold Damage on Hit, | |||
CONCAT('{{(}}qud text{{!}}&C- {{(}}dice tooltip{{!}}',CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END,'d4{{)}}°{{)}}')=Temperature on Hit | |||
| where = M.SupportedMods HOLDS 'WeaponMods' | |||
| order by = (CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END) DESC,GD.PlainName | |||
| format = table | |||
| limit = 999 | |||
}} | |||
== Trivia == | |||
* Prior to patch [https://store.steampowered.com/news/app/333640/view/4639224265629184703 2.0.200.86] (August 14, 2020), it was possible to mod [[relic]] items, allowing a player to combine relic freezing + normal freezing on an item for a very powerful overall freezing effect. However, it is no longer possible to add normal mods to relic items.{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GenerateBaseRelic}} | |||
{{references|2.0.201.114}} | |||
{{Mod Navbox}} | {{Mod Navbox}} |
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