What is the point of % Chance to Freeze?

It seems like since you need to deal a certain amount of the mobs health and that the amount of health you have to deal can be lowered but freeze duration and temp chains, compounded with the fact that crit's always freeze makes the chance to freeze something completely pointless.

So given all that, why do I need a %chance to freeze if the only way to freeze anything worth freezing is to crit it? Why even bother having the stat in the game at all. Just change it to lower values of freeze duration or something.

TL;DR Read the title, freeze chance seems absolutely pointless. And if it is pointless why does it exist?
Dernier bump le 16 mai 2017 à 17:26:39
Chance to Freeze modifiers are only important for non-critical strikes. Critical strikes do a have 100% Chance to Freeze but they do not "always freeze".

Keep in mind that only hits that deal a minimum of 5% of the target's maximum life can apply Freeze, regardless the "Chance to Freeze". (1% of maximum life is required to get 60 ms freeze duration but if a hit cannot freeze for at least 0.3 seconds then the freeze effect is not applied)
Dernière édition par tomay#5509, le 14 mai 2017 à 14:14:41
It's simply there for non-critical builds. Much like Chance to Ignite and Chance to Shock.

Basically, it was designed for a game that isn't so heavily focused on using Crits because damage is the best defence, combined with the fact that Crits are more likely to deal the required damage to get a status effect, on top of having 100% chance to apply status effects.

Essentially, whomever was designing "Chance to apply" and whomever was designing the things Crits should do, were given a completely different game to work on, nor did they ever communicate with each other.
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Tarille a écrit :
Much like Chance to Ignite and Chance to Shock.


Ignite is different from Shock and Freeze insofar as it doesn't require a minimum amount of damage to be applied.
This thread seems like it belongs more in Feedback and Suggestions than GH+D.

Unless you're taking the SunL4D2 approach. In which case, yeah, the "real answer" is that it was useful before Clear Speed Meta took the game over.

It can still do some cool things even in today's game climate, but if you're taking the SunL4D2 approach it really doesn't matter to you. Specifically I mean Cold Snap which comes with a healthy Chance to Freeze and which has decent base damage so you can use it with a Romira's Banquet build or Elemental Proliferation (the latter is what I do). Critical Strike is only rolled once per skill use but Chance to X is rolled per monster, which means with something like 30% chance to X, if you Freeze one monster in a dense pack of 15 monsters, you are nearly guaranteed to Freeze them all (and the duration is really long because they are all "trash monsters" as players like to call them).

But yeah if you're taking the SunL4D2 approach then neither Proliferation nor Banquet builds do anything for you because you cannot speed clear Shaped Strands, Shores, or Shaper with them.
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tomay a écrit :
Chance to Freeze modifiers are only important for non-critical strikes. Critical strikes do a have 100% Chance to Freeze but they do not "always freeze".

Keep in mind that only hits that deal a minimum of 5% of the target's maximum life can apply Freeze, regardless the "Chance to Freeze". (1% of maximum life is required to get 60 ms freeze duration but if a hit cannot freeze for at least 0.3 seconds then the freeze effect is not applied)


Well while I have a few people looking over what I'm asking. Is it correct to say that reduced freeze duration does indeed increase your chance to freeze? So much so that if I got 100% freeze duration I would only need to do 2.5% of the mobs health to freeze it then if I further lowered it with temp chains I could get down to 1.5-2% of the mobs health? I just want to perma freeze. I've been playing a lot lately and am learning as I go. I do use the wiki and it was pretty clear on how freeze works, it just ignored freeze chance % because as I can tell it's absolutely useless, even on a non crit build.
So my plan is to take all the freeze duration nodes and freeze duration rare jewels and just freeze everything to death. Is this viable save for a few of the very end game bosses?

I don't know who SunL4D2 is, should I look this guy up? I just want high crit so freeze always procs, enough damage to proc said freeze, and enough lowered duration to make sure the freeze happens very, VERY often. I'm going to be playing with a friend who is making a boss killing build. I'm gonna make a idgaf about all other mobs build.
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ClickerPro a écrit :
Is it correct to say that reduced freeze duration does indeed increase your chance to freeze?


No.

Freeze Duration merely reduces the threshold of damage you need to deal in order to be able to freeze. It won't affect your chance to freeze at all. Meaning you'd still want to be critting to be reliably freezing if you don't have any Chance to Freeze either on your skill or from passives/gear.

It essentially works by the nature of there must be a minimum duration of freeze for the effect to take hold. This being 0.3 seconds.

While the baseline duration is 60 milliseconds per 1% life. Increased duration would increase that ratio (For example 100% more duration would be 120 milliseconds per 1% life) and thus reduce the amount of damage needed to obtain a freeze.

As far as gameplay goes, it should be viable. On non-bosses it's not too hard to get a good amount of freeze from raw damage, with enough crit chance you'll be freezing a lot.

It's only some bosses that are immune to Chill/Freeze that will not be fun to fight with that kind of build. Well, until 3.0 comes out where they're going to be removing some of the immunities to various effects on a number of monsters so things like Chill/Freeze builds will work better against all content.
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ClickerPro a écrit :
So much so that if I got 100% freeze duration I would only need to do 2.5% of the mobs health to freeze it then if I further lowered it with temp chains I could get down to 1.5-2% of the mobs health?

Yes re Freeze Duration.
No re Temporal Chains.

Temporal Chains only reduces the rate at which a timer ticks down - it does not increase the amount of time on a timer.
Freeze duration only counts after freeze has been applied, you still need to deal the full 5% cold damage of the target's maximum health (or more) in order to apply freeze in the first place.
Dernière édition par tomay#5509, le 14 mai 2017 à 17:17:40
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tomay a écrit :
Freeze duration only counts after freeze has been applied, you still need to deal the full 5% cold damage of the target's maximum health (or more) in order to apply freeze in the first place.


What evidence do you have to contradict Valued Poster Vipermagi (and me, I just didn't want to repeat after him)? It's very old knowledge that Freeze and Shock Duration lower the needed threshold. I have vivid memories of Mark_GGG explaining it and I definitely used it to permafreeze Dominus back in Anarchy League.
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