Frostbite
| Job | High Wizard |
|---|---|
| Type | Passive |
| Max level | 5 |
| Requires | Storm Gust Lv 5 |
Frostbite sharpens the caster's chill so that Water magic has a chance to leave the victim Freezing.
Overview
Frostbite is the passive half of the Frost (Water) branch at High Wizard. It folds soft crowd control into ordinary Water damage at no extra SP cost, and it works independently of the Frozen state that spells such as Frost Diver or Storm Gust apply on their own. Together with Ice Block it completes the branch that starts with Frost Nova at Wizard tier.
Mechanics
Whenever the caster damages an enemy with a Water-element spell, that hit has a chance to inflict Freezing on the target.
Chance formula: Freezing chance = 6 + 3 × SkillLv (%).
Duration formula: Freezing lasts 3 + 1 × SkillLv seconds.
Freezing slows attack speed and movement rather than locking the target in place, so it stacks usefully with the branch's hard control. Every Water-element spell qualifies, single-target and area alike, which means a lingering field such as Storm Gust rolls the chance on each of its hits.
Leveling
| Level | Freezing chance | Duration (sec) |
|---|---|---|
| 1 | 9 % | 4 |
| 2 | 12 % | 5 |
| 3 | 15 % | 6 |
| 4 | 18 % | 7 |
| 5 | 21 % | 8 |
Notes
- The chance is rolled independently of a spell's own Frozen effect, so both can land in the same fight.
- Area and ground Water spells qualify as well, giving multi-hit fields several rolls.