Cold Steel: Difference between revisions

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Revision as of 01:34, 5 September 2017

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Cold Steel is a unique Viridian JewelViridian JewelPlace into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket..

Vendor: 4Alteration ShardsAlteration ShardStack Size: 20A stack of 20 shards becomes an Orb of Alteration. and 5Alchemy ShardsAlchemy ShardStack Size: 20A stack of 20 shards becomes an Orb of Alchemy.

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 Module Error: Too many skills found with q_where = skill.active_skill_name="Ethereal Knives". Please choose only one of the following ids:
WraithEtherealKnives - Deals (192-692) to (288-1038) Physical Damage, Deals 15% less Damage, 25% reduced Cast Speed, 25% increased Projectile Speed, Fires 9 additional Projectiles (page)
MonsterEtherealKnives - Deals (24-625) to (36-937) Physical Damage, 20% less Cast Speed, (0-25)% increased Projectile Speed, Fires 9 additional Projectiles (page)
, Module Error: Too many skills found with q_where = skill.active_skill_name="Shockwave Totem". Please choose only one of the following ids:
MonsterShockwaveTotem - Deals (1-61) to (3-114) Physical Damage, Knocks Enemies Back on Hit, Base radius is 2.4 metres (page)
TempestDaemonShockwave - Deals (11-3464) to (20-5773) Physical Damage, Knocks Enemies Back on Hit, Skills Repeat an additional 2 Times, 100% increased Cast Speed, Base radius is 2.4 metres (page)
and Module Error: Too many skills found with q_where = skill.active_skill_name="Bear Trap". Please choose only one of the following ids:
IzaroDaemonBearTrap - Deals (12-1017) to (18-1423) Physical Damage, Trap lasts +30 seconds, Throw up to (2-4) additional Traps (page)
BearTrap - Deals (16-1447) to (22-2026) Physical Damage, Traps do not Trigger at the end of their Duration, Trap lasts 4 seconds, Base duration is 3.00 seconds, Locks enemy in place, Enemies take 25% increased Damage from Trap or Mine Hits, Enemies have 80% less Movement Speed when the Debuff starts (page)
.

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 DyadusDyadus
Infernal Axe
One Handed Axe
Physical Damage: 51-85
Critical Strike Chance: 5.00%
Attacks per Second: (1.43-1.49)
Weapon Range: 1.1 metres
Requires Level 69, 158 Str, 76 DexAdds (255-285) to (300-330) Fire Damage in Main Hand
Adds (255-285) to (300-330) Cold Damage in Off Hand
(10-15)% increased Attack Speed
25% chance to Ignite when in Main Hand
100% increased Damage with Ignite inflicted on Chilled Enemies
Chill Enemies for 1 second on Hit with this Weapon when in Off Hand
Born of love, forged in blood
He burned as a torch in the blackest night
She shone as ice in the winter sun
Proudly, fiercely
At their mother's side, forever.
when held in the off hand or Debeon's DirgeDebeon's Dirge
Despot Axe
Two Handed Axe
Physical Damage: 90-122
Elemental Damage: (310-350) to (460-500)
Critical Strike Chance: 5.00%
Attacks per Second: 1.40
Weapon Range: 1.3 metres
Requires Level 66, 140 Str, 86 DexAdds (310-350) to (460-500) Cold Damage
15% increased Movement Speed if you've used a Warcry Recently
150% increased Elemental Damage if you've used a Warcry Recently
Warcries Knock Back and Interrupt Enemies in a smaller Area
A sharp and heavy beat,
discorded, out of tune,
when you hear it on the wind,
you know death will follow soon.
. 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 Module Error: Too many skills found with q_where = skill.active_skill_name="Heavy Strike". Please choose only one of the following ids:
LegionKaruiHeavyStrike - Deals 50% more Damage, 30% reduced Enemy Stun Threshold (page)
LegionKaruiHeavyStrike2H - Deals 50% more Damage, 30% reduced Enemy Stun Threshold (page)
and 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 Frost Blades or Module Error: Too many skills found with q_where = skill.active_skill_name="Ice Crash". Please choose only one of the following ids:
ExileIceCrash2 - (25-90)% increased Attack Speed, 50% of Physical Damage Converted to Cold Damage, 25% less Attack Speed, Melee Hits Fortify, Second Stage deals 25% less Damage, Third Stage deals 40% less Damage, Base radius is 1.1 metres, Base secondary radius is 2.1 metres, Base tertiary radius is 3.1 metres (page)
IceCrashRoyale - 100% of Physical Damage Converted to Cold Damage, Second Stage deals 15% less Damage, Third Stage deals 30% less Damage (page)
, 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

Version history

Version Changes
2.0.0
  • Introduced to the game.