Cold Steel: Difference between revisions

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{{Item
Cold Steel
|upgraded_from_set3_text            = random {{c|unique|unique item}}
|rarity                              = Unique
|name                                = Cold Steel
|class                              = Jewel
|base_item                          = Viridian Jewel
|flavour_text                        = Winter provides us with her own weapons, hanging from the eaves of our homes.
|explicit1                          = ColdAndPhysicalNodesInRadiusSwapPropertiesUniqueJewel48_
|release_version                    = 2.0.0
|upgraded_from_set1_group1_notes    = random {{c|unique|unique [[Jewel]]}}
|upgraded_from_set1_group1_item_name = The Garish Power
|upgraded_from_set1_group1_amount    = 4
|upgraded_from_set2_group1_notes    = random {{c|corrupted|corrupted}} {{c|unique|unique [[Jewel]]}}
|upgraded_from_set2_group1_item_name = The Eye of the Dragon
|upgraded_from_set2_group1_amount    = 10
|upgraded_from_set3_group1_item_name = Jack in the Box
|upgraded_from_set3_group1_amount    = 4
}}
'''Cold Steel''' is a [[unique]] {{il|Viridian Jewel}}.
==Strategy==
Global Physical Damage is hard to come by on the skill tree, and Physical Spell Damage does not exist at all. The Jewel can therefore be used to turn Cold Damage nodes into Physical damage nodes for {{il|Ethereal Knives}}, {{il|Shockwave Totem}} and {{il|Bear Trap}}.
 
If the player is dealing a lot of additive cold damage with any kind of weapon, the Jewel will allow him or her to convert physical nodes in the southern half of the tree to apply to that cold damage instead. However, as these bonuses will no longer apply to physical output, the only unique weapons with enough added cold damage to justify this strategy (i.e. achieve overall increased damage) is {{il|Dyadus}} when held in the off hand or {{il|Debeon's Dirge}}. As there is no noteworthy main hand weapon with similar amounts of additive cold damage, and the only skills that will not alternate between hands when dual wielding with an axe in the off hand are {{il|Heavy Strike}} and {{il|Infernal Blow}} (each when wielding a dagger or claw in the main hand), this is an unlikely scenario.
 
Skills with Damage conversion to Cold Damage, such as {{il|Frost Blades}} or {{il|Ice Crash}}, will usually not profit from turning increased Physical Damage nodes to increased Cold Damage nodes, as Physical Damage nodes will scale all of the damage, whereas Cold Damage nodes will only scale the cold portion of damage. See [[Damage Conversion]] for more information.
 
==Mechanics==
'''Cold Steel''' will only transform nodes that explicitly state '''Cold''' Damage or '''Physical''' Damage. It will not apply to Elemental damage, nor Attack Damage, Melee Damage, etc., unless they also use the words Cold or Physical. All other restrictions on damage and weapon types will remain.
A few examples are:
  X% increased Physical Damage with Two Handed Melee Weapons <--> X% increased Cold Damage with Two Handed Melee Weapons
  X% increased Cold Damage                                  <--> X% increased Physical Damage
  X% increased Cold Damage with Weapons                      <--> X% increased Physical Damage with Weapons
{{Item acquisition}}
==Version history==
{{VersionHistoryTable}}
{{VersionHistoryRow|2.0.0}}
* Introduced to the game.
|}
 
{{Navbox Unique Items}}

Revision as of 01:57, 28 September 2018

Cold Steel