Ice and Blood

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Ice and Blood

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Weapons that replicate the freezing and bleeding effect of Dark Souls

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Ice_and_blood_v1.1.jar
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Description

Important: This mod requires Zeta Armor to craft some items but its use is not strictly necessary so you are free to use any mod to add your own crafting.

Ice and Blood is a mod that attempts to replicate the mechanics of freezing and bleeding damage from Dark Souls or Elden Ring type games. (Note: This mechanic only works with mobs not with players)

Update v1.1

The damage system has been updated to that of Dark Sous 1. This means that weapons will now deal damage based on an enemy's health percentage and will no longer do fixed damage as before. Specifically, weapons can reduce 15%, 30%, and 50% of an enemy's total health when the effects are applied. This makes bleeding and freezing very useful against mini-bosses or bosses directly. Other changes include:

Blood and ice vials have been removed as they are now unnecessary.

In the "weapons of each type" section, you can see how much each weapon reduces.

How it works

The mod adds a series of weapons which when hitting an enemy begin to accumulate a mark of bleeding or freezing and once a certain number of hits is reached this mark "explodes" dealing additional damage to the enemy which ignores armor, said damage would change depending on the weapon.

How it really works

The mod works with a point accumulation system, each weapon accumulates 1 to 2 points per hit and once 10 points are reached the mark takes effect.

Differences between both effects

-Bleeding weapons only deal additional damage, but at the same time they are more accessible weapons.

-Freezing, in addition to dealing extra damage, applies a slow and weak effect for a couple of seconds, but on the other hand, they are a little more difficult to achieve.

Note: Both effects can be accumulated at the same time, so you can alternate between weapons to deal extra damage, or use a mod that allows you to use dual weapons.

Weapons of each type.

D: Weapon damage.

DE: Damage per effect.

P: Points per hit.

A: Attack speed.

Bleeding weapons

Weapons

  D  

  DE  

  P  

  A  

Claws

5

15%

2

3

Caestus reforce

3

15%

2

3

Macuauitl

8.5

30%

1

1.6

Sellswoed

9

30%

1

1.6

Flammerschewert

20

30%

1

1

Uchigatana

9

30%

1

1.6

Rivers of blood

8

50%

1

1.6

Freezing weapons

Weapons

  D  

  DE  

  P  

  A  

Frozen Needle

6

15%

2

2

Ice Sword

10

30%

1

1.6

Ice Hammer

15.5

30%

1

1

Royal Sword

18

30%

1

1.6

Polar Could

8

50%

1

1.6

Other weapons: Originally the mode was an expansion of Zeta Armor and these three weapons stayed.

Man slaye: every 5th hit poisons

Kopwsh: every 5th hit applies wither

Katar: If duals give speed to the wearer, they do not soften the effect per hit

Extra potions:

Ice forcé and Blood forcé, both potions increase the damage of both effects by 50%.

Note: The amplified effect was not programmed so it is useless.

Mobs immune to the effect:

There are a number of mobs that are immune to these effects, which are:

Bleeding

-Skeleton

-Glacier Skeleton or Stray

-Wither Skeleton

-Wither Boos

-Skeleton Horse

-Iron Golem

-Snowman

-MagmaCube

-Blaze

Freezing

-Glacier Skeleton

- Snowman

-Polar Bear

-MagmaCube

-Blaze

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