Ice Cube
Ice Cube
Legendary
20% chance to inflict ice damage when hitting enemies. Ice can now freeze enemies.

Ice Cube Megabonk – Explained

Ice Cube gives your attacks a chance to deal ice damage and freeze enemies.
 
How it works:
 
- When you hit an enemy, Ice Cube has a chance to deal "ice damage" (~28.57% chance, not a 20% as the description says.) This is because 20 is the raw input number used before it's applied to the hyperbolic scaling formula 
- The ice damage dealt is a percentage of your hit damage (40% with 1 copy)
- After dealing ice damage, there's a separate chance to freeze the enemy
- Frozen enemies are slowed by 70% for 3 seconds (with a 1.0x duration multiplier)
 
Ice damage formula:
 
 
$$ \text{IceDamage}(n) = 0.4n \times \text{HitDamage} $$
 
 
Where
- $ n $ = number of Ice Cube copies
- HitDamage = the damage from the attack that triggered it
 
Freeze mechanics:
 
- Freeze duration: 3.0 seconds (fixed, does not scale with more copies, but does scale with your duration multiplier)
- Freeze chance is separate from ice damage chance and uses hyperbolic scaling

How it Stacks

Ice Cube has three scaling stats:
 

1. Ice Damage Proc Chance (Hyperbolic Scaling)

 
The chance to deal ice damage uses hyperbolic scaling:
 
 
$$ \text{ProcChance}(n) = \frac{0.2n}{0.2n + 0.5} $$
 
 
Where $ n $ = number of Ice Cube copies
 
Examples:
 
Copies (n)Raw Value (0.2n)Proc ChanceChance %
10.200.2857...28.57%
20.400.4444...44.44%
30.600.5454...54.55%
51.000.6666...66.67%
102.000.800080.00%
Note: The proc chance approaches 100% asymptotically but never reaches it.
 

2. Freeze Chance (Hyperbolic Scaling)

 
The chance to freeze enemies uses hyperbolic scaling:
 
 
$$ \text{FreezeChance}(n) = \frac{0.4n}{0.4n + 0.6} $$
 
 
Where $ n $ = number of Ice Cube copies
 
Examples:
 
Copies (n)Raw Value (0.4n)Freeze ChanceChance %
10.400.400040.00%
20.800.5714...57.14%
31.200.6666...66.67%
52.000.7692...76.92%
104.000.8695...86.96%
Note: The freeze chance approaches 100% asymptotically but never reaches it.
 

3. Ice Damage Multiplier (Linear Scaling)

 
Each copy increases the ice damage multiplier linearly:
 
 
$$ \text{DamageRatio}(n) = 0.4n $$
 
 
Where $ n $ = number of Ice Cube copies
 
Examples:
 
Copies (n)Damage MultiplierDamage % of Hit
10.4×40%
20.8×80%
31.2×120%
52.0×200%
Key points:
 
- Both proc chance and freeze chance use hyperbolic scaling with diminishing returns
- Ice damage multiplier scales linearly
- Freeze duration is always 3s regardless of copies. Can only be increased by increasing your duration multiplier.

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