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That being said - I've seen nothing in my digging through the damage processes to say thats accurate. (edit: I've since found new areas i'll need to explore. Which may change things)
I have however seen a function that if it didn't get a 1x value returned right after being called - would cover this. So its very likely a case of "was a thing" or "was planned to be a thing" but then got removed/canceled.
Edit: Should note before someone mentions this being a disagreement with some of their experience - affinity also has a function tied to weather. That one i don't remember specifics for at the moment however.
Ice mages are very good due to consistently damaging a wide amount of enemies. Due to the way staggering works in SOW against certain squads lightning/fire mages will sometimes hit rows/columns that don't have a lot. Ice mages tend to hit everything, and inflicting chill is great.
They're a great thing to put in squads where your heavy infantry have cold blooded, they make sure everything has SOME damage to proc the cold blooded buff. Though sorceresses due tend to be better for this as they go first turn even without the tech and even on defense.
Ice is going to arguably be more consistent in hitting due to the nature of its AOE shape (being a small cross - think 1 tile, then 1 half tile in every cardinal direction) allowing up to 5 targets normally (or up to 7 max with weird positioning) vs the 3 (or 6 with weird positioning) the other 2 get. And have the second highest skill modifier in that group.
Adding to Jab's remarks more is what chill actually does - adding a 0.75x multiplier to any afflicted target's skill - makes afflicted targets easier to hit, easier to dodge, easier to crit, and harder to be crit by. Notably chill can also stack, up to 9x.
Can't find the code for where it resets stacks, though just from experience i feel its at the very least when the round ends, like when fatigue resets.
Big note for daze in comparison - it applys a debuff to strength and magic, not damage directly. This means it ups incoming damage (significantly in magic's case) - but also does nothing for reducing outgoing damage of firearms.