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  1. dieguy30
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    Dang, I just started up a frost mage/status effect character, came on here to browse. I thought the frost gear would be all based on your spell save DC. Have you been using the boots of stormy clamour and ring of mental inhibition to debuff enemy saves? Is it still too bad?
    1. SephiraSkye
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      I think that would be a better way to do it then having it be hard coded value (especially so low of one).  The boots might help the saving throws checks, but keep in mind if you are running multiple status conditions (Encrusted with Frost and chilled) it should be applying the reverberation debuff at least 2x would give the 4 stack and then proc the lightning damage and remove the debuff.  I havnt tested this as I am only using frost damage, but i assume that is how it would work.  The ring wont help with these particular debuff saving throws because they are constitution (I havnt tested it, but according to the info i can find mental fatigue doesnt affect con).
    2. Nathyiel
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      to debuff Saving Throw, you can use Hex or Bane spell. 

      and Bleeding give disadvantage to constitution save too.
    3. SephiraSkye
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      Yep.  Those should technically help if you dont want to use the mod (Or even with it).  Though sadly there are no ice/frost versions of them that i am aware of.
    4. dieguy30
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      Hex doesn't affect saving throws, only skill checks. I believe the roll to see if an enemy slips on ice is a dex check though so doing it for that should be viable.
    5. Nathyiel
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      ability check = all roll involved using that ability.
    6. dieguy30
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      Check again
  2. sebpaquin123
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    Hi,

    I m really interested about the change ! 
    My 2 suggestions are :
    Mourning frost :  i agree to up the DC of chill to 15 and 1-4 frost dammage (instead of 1)  but i would also add a +1 to attack roll/spell dc since it s a really rare staff... can you do it
    Also can you create gear
    I would love to have the equivalent of hat of fire acuity (we could name it hat of cold acuity) 

    If you can do that, i would be really grateful ! 
  3. Rabalothos
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    this mod looks great for my run, I'm trying a frost druid, and definitely think these are nice changes.

    I think that change to mourning frost would be great(changing it to 1d4, maybe even 1d6), and maybe make it so that cantrips are also affected by 'insidious cold'  if they aren't already(based on the weapon's description, they aren't). if not maybe make it so all cold damage dealt is affected, idk if that's too strong.

    For the snow-burst ring, I think a satisfying change would be to deal additional cold damaged base on your spellcasting ability modifier, and possibly does that damage in a burst around the enemy, like how ice knife does, making it feel fitting to be called Snow-burst ring

    for winters clutches and cold-brim hat, they're mainly there to quickly stack encrusted with frost, but maybe on winters clutches consider adding, 'if the target is chilled, add 3 turns on encrusted with frost instead'

    cold-brim hat could definitely stand to get a nice pump up as well, my idea would be adding an ice damage variant of a pre-existing spell, ex: a copy of call lightning could become Otiluke's Avalanche doing the same thing as call lightning only dealing cold damage.

    just some ideas i had about it, would make ice mages much more viable and really enjoyable! 
  4. nemesisfaust
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    i have 1 cleric 2 wizard for higher frost element conguring and flame shield cold then rest sorcery... as its anoying i cant cast elemental spells as a sorc cuz its not in the base context. where as such... ontop of armor of argath draconid blood and icy staff so when every i do frost the target takes 1 more frost. there is no save against the return strikes of cold. then +1 for each. every time adding 3-10 stacks of encrusted frost simply from running around people with them making reactions against me.

    and yes i use the ring of fridge mind. when you deal damage to an enemy they loose 1 intel 1 wis 1 cha, even on an ability that has no saves. which stacks per hit of damage. giving more encrusted frosts. then when its my turn. i cast bane -4 to all saves, then so their stricken with bane, then i hit them with baned oil. and then they have bane and baned. so -8 to saves + -2-3-6 intel,wis,cha. so their like -9to-11 to saves on vanilla doing that alone... and im consistently entombing people in ice. as im on page 72 of 76 for mods, and this is the first i seen my favorite gloves even mentioned here. and i really like bard arcane archers. so i got the fighter spec arcane archer, and the bard blades build +archery. so i think im gonna do a force archer next with additive cold and acids, and will probably still use these encrusted gloves. and ill probably stack the hunters mark on them by spell cast, and using that as concentratoin will also add phsyc. so will be like wut 2d10 critical +3 + 1 frost + 1d4 frost, +1d4 poison +1d6 force +1d6 pshyc +10 power +10 precision, on a sussor long bow with 2x sneak shot damages. because if theres any lesson i learned in playing beta, its not just in holding spells but when target is prone, they have no saves and you get another 2x critical. so that isnt 48-56 damage when their frozen or fallen. but 89-120 just from peakaboo out of stealth. then  when thats all done you pull out the flute and doladiditly-todalalu inspire allies! which reminds me... the other thing im looking for befor i do that playthrew. whale of the banchee or song of the banchee. 4th was way better than 5th editon but yeah... they work great with stat removal and bane and baned.

    i came here looking for 4th edition style non-concentration spells for faith caster ect for different play threws. also to see if there might be epic or legendary versions of gloves and hat. also that maybe i could find some actual heavy drow plate 22ac armor for racial drow and/or 19+ str req. as im also looking for a time clock that keeps track of not actual time, but in game time with 4hrs per rest and 8hr per long, or even a modified time tracker for 1hr short rest and 6hr long where the game saves actually have the flowing time for like maybe day night cycles or something like the previous forgotten realms games.
    1. nemesisfaust
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      morning frost so... does gold damage. then whenever you do cold damage again. so with the gloves saying any frost damage you target gets 2 stacks of encrusted. 1 hast with 2 hits is actually 4 hits of frost for 8 stacks. which is the +7 needed for encrusted to maybe incase the target in frost.

      so using bane, and bane oil to make targets have -8 to saves,... that means after 2 hits they have about 15% chance to save vs being frozen for a turn.

      same goes with morning frost. when you have both armor of agathas from draconic bloodline/warlock... but draconic bloodline better as sorcerer. and then fire shield cold. again you get hit. they take 2 sources of cold damage, each source does +1 for 4 sources. and each 4 sources of cold adds 2 stacks of encrusted for 8. so if someone hits you once they get frozen.

      and i say sorcerer is better because you can build high in spells and get lots of sorcery points to cast ice knife. and twin spell it to another target near by. being 2 hits +1 each for 4 hits with 2 encrusted for 8 on 2 targets or more from the blasts.

      so 1 twined spell or 1 hit against you or 2 melee hastened hits... while targets are under effects of bane and baned. is near frozen every turn! ntm if you twinspell with frost storm overlaping a zone. then you can like freeze an entire room.
    2. nemesisfaust
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      as i would leave morning frost with its +1 bonus to all. not messing with that utilities mechanic. but the base damage of the staff of 1d8(1d6versital)1d4cold maybe change it to 1d8(1d6versital)+1d3cold+ 1d3cold. then icy heart +1 +1

      because the reletive way the staff works with encrusting is baised off the number of cold hits with the bonus. as if its 1d3 cold + 1d3 cold +1+1
      that isnt 1 hit of frost nor 2 hits like vanilla. but 1d3 hit cold + 1 + 1 for 3... + 1d3 hit for cold +1 +1 for 3. so 1 hit = 6 stack of encrust with frost.

      this way base damage is still near same. has slight base buff. ups the multiples for the effect. meanwhile only giving it a tincy wincy bit more damage for all that gained control. an definantly gonna follow for that. because that would work way better. expeically if you could fighure out how to get expecialy if you did a spell mod for encrusted debuff at 8 to 6.

      because the issue isnt dc12 or dc15. but the stack rate and count.
      becasue spell cast bonus. cha bonus, helm necklase ring thats like 1,2,4,1 for 8 bonus cast right here. and if someone is doing arance synergy for bonus spell casting when hitting a target... hast hit hit with bonus x2 for for x8 that also +8 for spell dc.

      so if its bane and baned. or if its dc bonus, or if its synery bonus. thers +8 against the saves either way. where the cast rate diffiuclty is the stack rate at 8 for a natural caster.

      so if morning frost was +1 +1 and encrusted was 6 and not 8. as that would be a contant when not using twin spells for wizard classes. as "the frost mage"

      thats just my tank on it from using it a lot in vanilla no mods released versions.
    3. SephiraSkye
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      Thanks for taking a look at the mod.  I am not sure I am understanding what you are suggesting to change.  You mentioned changing the cold damage on the staff, but as far as I know that would not change the damage or proc for Encrusted with Frost on your spells.  Encrusted with Frost only can proc per piece of gear that has it "Once per action".  So if you have both the gloves and hat both can proc once per spell getting you a max stack of 4 per 1 action.  By default the gloves can add 2 more per additional action (Quickened spell/Twinned spell with AOE/Any other extra damage source of cold per turn), but the Hat can only apply its 2 stacks once per turn in vanilla.  It is coded to be once per turn.  This is one of the things I changed with this mod to allow for additional stacks on the same turn with the hat.  One thing to keep in mind though is that it only adds more stacks when a new debuff is added to target so adding more stacks to a debuff thats already on the target will not trigger the hat to add more stacks of Encrusted with Frost.
  5. Nathyiel
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    Interesting

    I suppose it's like for Terrain that can't use the caster DC. Should be possible with some script.

    Another possibility making DC by quality of item. 

    act2 cast DC is around without gear (17+ in act3).

    magic item have enchanted value (shown on some weapon) : 

    • green = +1 (gloves)
    • blue = +2 (hat)
    • purple = +3 (Mourning Frost staff)
    • gold = +4 (Markoheshkir staff)

    DC19 or DC20 for the best caster staff in game seem good. 
    1. SephiraSkye
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      Interesting idea.  The hat is currently green, but could possibly make it blue item.  The issue is that the DC isnt based on the item.  Its based on the effect.  So since the winter gloves and coldbrim hat do encrusted with frost any changes to the saving throw of Encrusted with Frost will affect both.  I could make an additional debuff that has the same effect and then half the stack requirement for both possibly, but thats not where a route I was planning on going.  Encrusted with frost is already in the base game buggy and doesnt always trigger.
    2. Nathyiel
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      I just looked at it. It seem overly complicate.

      The Hat as a not Item() so it's really unreliable (compared to the glove).
      The Encrusted Frost buff change at 7 stacks but stacks are applied by 2. Might be worth testing at 6 stacks ?

      And the Frozen effect tooltip is so wrong. should be "become Frozen on failed Save, take 1d4 cold on success."
      any way, the Frozen effect is one of the most powerful effect. It's a petrification with added vulnerability and no dispel. Sadly, I won't be able to test it before this weekend.
    3. SephiraSkye
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      Sorry I just realized i said doesnt trigger when i meant it sometimes doesnt trigger.  I have more noted on the mod front page about it, but you are correct that the hat and gloves are setup differently. 
  6. laidback99
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    Im so glad someone is giving frost/cold element some love 🥶🥶
    What do you think about Snowburst Ring and Winter's Clutches? Maybe giving these items some love as well by making them rare / very rare while adding some spell DC or stats? 
    Also additionally, upon reaching 7 EwF stacks on an enemy, do you think 1d4 dmg is too low? maybe 1d6 or 1d8 hmm... ❄❄
    1. SephiraSkye
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      Yep!  Always prefer the frost/cold element myself.  Technically this mod does buff the Winter's Clutches as they are using Encrusted with Frost (May want to check main description though to see how this effect is kinda buggy in the base game and my mod doesnt change that part) that is getting buffed with its Saving Throw DC.  As for the 1d4 dmg this could certainly be buffed.  Maybe ill look into it for future.  I think the frozen status is the main factor for it and the dmg is more flavor in their eyes.  The Snowburst ring does i think need some updates.  A lot of the time with frost/ice mages you want to be using water in combination if possible to double the damage so you end up with frozen ground even without the ring often.  Ill probably look into updating it next.  I do want to keep the game balanced and my goal is to basically to get frost to the place fire or lightning mages can get to without making them too op.  Because of this I want to make slow changes to test and make sure it doesnt get out of hand. 
    2. laidback99
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      I do want to keep the game balanced and my goal is to basically to get frost to the place fire or lightning mages can get to without making them too op.

      I know right!! Omg there are 2 entire subclasses spesifically dedicated to lightning element and when it comes to fire, it has the biggest damage with the most spells already. I wet the enemies beforehand if I'm playing a sorc and use quickened spell. Create water being an action is kinda expensive.
    3. SephiraSkye
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      Yea.  I typically have other characters handle that part since quickened spell is expensive, but that certainly does work in a pinch.  Maybe create water could be added as a bonus action on the Snowburst ring... Im not sure yet, but ill keep tinkering.  If you do try out the mod let me know how the power level feels to you.
    4. laidback99
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      sure thing. in a couple days.