Chill



Chill is an elemental ailment inherent to cold that applies a slow effect to the character, reducing the animation speed at which the character plays.

Mechanics
A hit of cold damage will attempt to inflict chill. This will occur regardless of whether or not the hit critically strikes. By default, only cold damage is able to inflict chill. Some skill effects and modifiers, such as Chilled ground and, apply chill without dealing damage.

The base duration of chill is 2 seconds and its effect is determined based on to the amount of Cold damage dealt relative to the enemy's ailment threshold. Chill's effect is capped at 30% reduced action speed. Chill's minimum effect is 5%; any chill of lesser effect than that is discarded. The effect of chill is calculated using the following formula:

$E = 1/2 * ({D \over T})^{0.4} * ( 1 + M )$

where D is the cold damage dealt, T is the enemy's ailment threshold, and M is the sum of the attacker's increases to the effect of chill (normally 0%).

In the great majority of cases, a monster's ailment threshold is equal to its maximum life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required life thresholds.

In-depth mechanics
When a target is frozen, it is also considered chilled. As the target becomes unfrozen, chill will remain on the target for an additional duration of 0.3 seconds.

Some modifiers such as Chilling Conflux or the modifier found on can change which damage types are able to inflict chill. If the player is able to chill with multiple different damage types, the chill's effect is determined by the total damage dealt by all applicable damage types.

Modifiers to chill effect, such as, apply to the effect of the chill before the minimum or maximum effect is enforced. This means that increases to the effect of chill effectively reduce the amount of damage needed to apply both a minimum and a maximum chill. For example, a total of would reduce required the amount of damage dealt to apply a minimum effect chill to 0.06% of the enemy's ailment threshold, and reduce the required damage dealt for a maximum chill to 4.93%.

Unless otherwise specified, all sources of chill that apply without dealing damage have a base effect of 10% reduced action speed and scale with any modifiers to chill effectiveness. Some examples of chills that apply without dealing damage are Chilling Ground,, and Elementalist's Beacon of Ruin.

The chill ailment is applied after the hit (not before), because the magnitude of the chill is based on damage dealt.

Related modifiers
The following modifiers that have spawn weight are related to chill (not including chilled ground mods):

Essence mod

 * : (shield only)

Misc
The lists below displays chill related modifiers that can be found in The Temple of Atzoatl only:

Legacy
The following mods were used to be from the fossil but it is now disabled to roll. It can be obtain from item sold by players in the permanent league.

The lists below displays chill related modifiers where all spawn weights have been set to zero.

Passive skills
These passive skills are related to Chill. Please note there are passives that apply to ailments or elemental status effects in general are not listed here.

Miscellaneous
Passives related to chill include:

Cluster jewel passives
The following cluster jewel-only passives are related to chill:

Version history

 * Shock and Chill calculations have been changed. In general, it is much easier to Shock and Chill monsters with low values of the ailment, but harder to reach high values of Shock and Chill. The formula used to calculate Shock and Chill magnitudes is now: 1/2*[Damage % of Ailment Threshold (see below) ]^0.4
 * We've added an Ailment Threshold to monsters. In the great majority of cases, the Ailment Threshold matches the monster's Maximum Life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required Life thresholds.
 * The minimum Shock and Chill value is now 5% (from 1%). To reach the minimum, you must deal 0.4% of a monster's Ailment Threshold with the associated element in a single hit. To inflict a 10% Chill you must deal 1.8% of a monster's Ailment Threshold with the associated element in a single hit. A 30% Chill requires a hit of 28% of the monster's Ailment Threshold.


 * Chill no longer slows enemies by a fixed amount for a variable duration. Now, Chill will slow enemies for a duration of 2 seconds by an amount based on the Cold damage dealt to the enemy. A purely Cold hit which removes 10% of an enemy's life will slow that enemy by 30% for 2 seconds, scaling linearly down to 0% at no Cold damage dealt.
 * Increased Effect of Chill and Increased Effect of Shock will increase the amount that each ailment affects whatever they are afflicting, up to their respective caps.
 * Chilled ground has a fixed slowing effect of 10%.
 * Other non-hit sources of Chill, unless otherwise specified in the debuff, will slow by 10%.


 * ' slowing effect now applies multiplicatively with Chill's slowing effect. This will result in less of an impact when both are used on the same target.


 * The "Chilled" statuses from cold damage and ground ice do not stack any more.


 * Introduced to the game.
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