Frostbreath counts every damage type in Hits with Frostbreath toward Freeze Buildup. The restriction is the weapon Hit, not every Hit made by the character.
Related: Frostbreath, FreezeMechanic
Contributes
Damage contribution decides which parts of a Hit are counted for one named Ailment chance, buildup, or Magnitude calculation. It does not convert the Hit or change the damage types it deals.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Contributes does
Current rulesRead the complete contribution line. "All Damage from Hits with this Weapon Contributes to Freeze Buildup" means the Physical, Fire, Cold, Lightning, and Chaos damage in qualifying Hits with that weapon are summed for Freeze Buildup. It does not convert those types to Cold Damage, and it does not make unrelated Hits contribute.
- Default damage types
- Ailments normally use named damage types. Fire contributes to Flammability and Ignite Magnitude, Cold contributes to Chill Magnitude and Freeze Buildup, Lightning contributes to Shock chance, Physical contributes to Bleeding Magnitude, and Physical plus Chaos contribute to Poison Magnitude.
- Relevant damage is summed
- When an effect allows another damage type to contribute, every relevant type is summed for the one named calculation. All Damage means all five damage types, but only inside the Hit, weapon, target, and mechanic scope written on the modifier.
- Contribution is not conversion
- The contributing damage keeps its original type for the Hit. Contribution changes only which damage is counted for the named chance, buildup, or Magnitude calculation, so it does not grant Cold, Fire, Lightning, Physical, or Chaos scaling to another type.
- Chance and buildup can enable application
- When a modifier makes damage contribute to Shock chance, Freeze Buildup, or another chance or buildup calculation, that damage can help meet the application requirement. The target's threshold and the named mechanic's other rules still apply.
- Poison and Bleeding still need permission
- Poison and Bleeding use contributing Hit damage for Magnitude, not for their application chance. All Damage contributing to Poison or Bleeding Magnitude does not apply the Ailment unless the Hit also has a chance or another explicit way to inflict it.
- Scope words are mandatory
- With this Weapon limits the effect to Hits made with that weapon. Against Poisoned or Bleeding targets checks the enemy state. Damage taken from Hits applies to Hits received by the wearer. These qualifiers are part of the mechanic, not descriptive text.
- Also adds while instead of replaces
- Also Contributes adds another valid damage type without removing the default contribution. Instead of replaces the named default relationship. The Three Dragons therefore reroutes specific elemental damage between Ignite, Chill, Freeze, and Shock calculations.
- The same wording can target non-Ailment buildup
- Contribution wording is also used outside Ailments. Chainsting makes all damage from Hits with the weapon contribute to Pin Buildup. Pin then follows its own buildup and threshold rules rather than Ailment rules.
Contribution wording on current items and Skills
9 casesTidebreaker counts every damage type in Hits with Tidebreaker toward Chill Magnitude. Chill still needs to reach its minimum Magnitude after the target's Elemental Ailment Threshold calculation.
Related: Tidebreaker, Chill, Elemental Ailment ThresholdPlaguefinger lets every damage type from a Hit contribute to Poison Magnitude and separately grants chance to Poison on Hit. The contribution line makes the Poison stronger; the chance line supplies application permission.
Related: Plaguefinger, Poison, MagnitudeIcefang Orbit counts all Hit damage against Poisoned targets toward Chill Magnitude. Venopuncture does the same against Bleeding targets. The target must already have the named state when the qualifying Hit is evaluated.
Related: Icefang Orbit, Venopuncture, Poison, Bleeding, ChillSierran Inheritance counts all damage taken from Hits toward the Magnitude of Chill inflicted on the wearer, then reverses the Effect of that Chill. This is a received-Hit modifier, not a bonus to Chills the wearer inflicts.
Related: Sierran Inheritance, Chill, EffectVoltaxic Rift says Chaos Damage from Hits also contributes to Shock Chance. Chaos is added to the normal Lightning contribution for that calculation; the line does not convert Chaos Damage back to Lightning Damage.
Related: Voltaxic Rift, Shock, Chaos, LightningThe Three Dragons routes Fire Hits to Shock, Cold Hits to Flammability and Ignite instead of Chill or Freeze, and Lightning Hits to Freeze instead of Shock. The 0.1.1f wording correction confirms that its Cold Hits do not retain Freeze Buildup.
Related: The Three Dragons, Ignite, Chill, Freeze, ShockChainsting counts every damage type in Hits with the weapon toward Pin Buildup. This uses contribution wording but resolves through Pin rather than through an Ailment chance or Magnitude calculation.
Related: Chainsting, PinPinnacle of Power causes all Elemental Damage to contribute to Flammability and Ignite Magnitudes, Shock chance, and Freeze Buildup while its Buff is active. Physical and Chaos Damage are not included by the Elemental wording.
Related: Pinnacle of Power, Elemental, Power ChargeLimits and exceptions
5 rules- Contribution changes one named calculation. It does not convert damage or make the Hit count as another damage type for unrelated modifiers.
- Poison and Bleeding Magnitude contribution does not grant chance to inflict those Ailments.
- All Damage still obeys every qualifier on the line, including from Hits, with this Weapon, against a target state, and damage taken.
- Also Contributes and Instead of have different results. One adds a valid source while the other removes and replaces a default source.
- A contribution line does not bypass an Ailment Threshold, minimum Magnitude, avoidance, immunity, or a Skill restriction unless it explicitly says so.





















