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Winter's Breath "Radiates Cold"


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#1
th8827

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I'm just curious about what Winter's Breath's "Radiates Cold" effect does. Besides the hazy blue circle around the weilder, I don't notice any special effects taking place.  Are ice spells stronger or fire spells weaker within the circle, perhaps? I can't really tell any difference...

Does anyone have any idea what it is supposed to do?

#2
Phonantiphon

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Someone else asked this question - I think it's literally what it says on the tin, it just radiates cold, liking leaving the freezer door open.

#3
soteria

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It means it looks cool, literally and figuratively. That's pretty much it.

#4
Yrkoon

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bassmunkee wrote...

Someone else asked this question - I think it's literally what it says on the tin, it just radiates cold, liking leaving the freezer door open.

No, that's not it.  This is a combat intensive  RPG, not a science class.   When a weapon has a unique  property listed  in its info-screen along with  damage, armor penetration, critical chance figures etc.,  then it's obvious that  the listed  property was meant to   have an in-game  *function*, like perhaps  inflicting  cold-damage to enemies who stand too close to the mage who's wielding it, or  give the wielder some fire  resistance.  But  it  does neither.


 The fact of the matter is that the "radiates cold"  is just another in a very long list  of   non-implemented  weapon properties in this game,  such as  "messy kills", "weakens nearby darkspawn", "interrupts spellcasting", and a slew of others  in DA:O, including the new one  from the staff you find in RTO:  "chance to stun".

Perhaps a future patch will address these and finally make them happen, but in the mean time, trying to  rationalize them away as something they're not, doesn't help matters.

Modifié par Yrkoon, 25 février 2010 - 01:52 .


#5
CybAnt1

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There are also items with the "flame aura" property.



Again, I'm hoping Awakenings will do two things: be more descriptive of the property (btw you can read most of the descriptions yourself if you look at the itemprps.2da file -- you'll see some are not there, like Lucky, and the ones that say [Not Implemented]) and "awaken" some of the dormant ones.



I'm suspecting both cold and flame aura are supposed to do cold/heat damage for enemies coming too close to you, or maybe just striking you.



I also find it a bit weird the game has a "winter's breath" and a "wintersbreath" and the two items are almost identical to each other (other than that one has an apostrophe and the other doesn't, and the other is very slightly different in terms of properties).






#6
Phonantiphon

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Yrkoon wrote...

bassmunkee wrote...

Someone else asked this question - I think it's literally what it says on the tin, it just radiates cold, liking leaving the freezer door open.

No, that's not it.  This is a combat intensive  RPG, not a science class.   When a weapon has a unique  property listed  in its info-screen along with  damage, armor penetration, critical chance figures etc.,  then it's obvious that  the listed  property was meant to   have an in-game  *function*, like perhaps  inflicting  cold-damage to enemies who stand too close to the mage who's wielding it, or  give the wielder some fire  resistance.  But  it  does neither.


 The fact of the matter is that the "radiates cold"  is just another in a very long list  of   non-implemented  weapon properties in this game,  such as  "messy kills", "weakens nearby darkspawn", "interrupts spellcasting", and a slew of others  in DA:O, including the new one  from the staff you find in RTO:  "chance to stun".

Perhaps a future patch will address these and finally make them happen, but in the mean time, trying to  rationalize them away as something they're not, doesn't help matters.

Ooh well pardon me, I shall consider myself told off.
You're not a teacher in real life are you?

#7
Babaghanouj

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Must be, he's certainly got the talking-down covered. I wasn't aware all those were "non-implemented" considering you can interrupt spell casting for one thing.

#8
Zibon

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Yrkoon wrote...

bassmunkee wrote...

Someone else asked this question - I think it's literally what it says on the tin, it just radiates cold, liking leaving the freezer door open.

No, that's not it.  This is a combat intensive  RPG, not a science class.   When a weapon has a unique  property listed  in its info-screen along with  damage, armor penetration, critical chance figures etc.,  then it's obvious that  the listed  property was meant to   have an in-game  *function*, like perhaps  inflicting  cold-damage to enemies who stand too close to the mage who's wielding it, or  give the wielder some fire  resistance.  But  it  does neither.


 The fact of the matter is that the "radiates cold"  is just another in a very long list  of   non-implemented  weapon properties in this game,  such as  "messy kills", "weakens nearby darkspawn", "interrupts spellcasting", and a slew of others  in DA:O, including the new one  from the staff you find in RTO:  "chance to stun".

Perhaps a future patch will address these and finally make them happen, but in the mean time, trying to  rationalize them away as something they're not, doesn't help matters.

Chill out.

#9
Feraele

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Zibon wrote...

Yrkoon wrote...

bassmunkee wrote...

Someone else asked this question - I think it's literally what it says on the tin, it just radiates cold, liking leaving the freezer door open.

No, that's not it.  This is a combat intensive  RPG, not a science class.   When a weapon has a unique  property listed  in its info-screen along with  damage, armor penetration, critical chance figures etc.,  then it's obvious that  the listed  property was meant to   have an in-game  *function*, like perhaps  inflicting  cold-damage to enemies who stand too close to the mage who's wielding it, or  give the wielder some fire  resistance.  But  it  does neither.


 The fact of the matter is that the "radiates cold"  is just another in a very long list  of   non-implemented  weapon properties in this game,  such as  "messy kills", "weakens nearby darkspawn", "interrupts spellcasting", and a slew of others  in DA:O, including the new one  from the staff you find in RTO:  "chance to stun".

Perhaps a future patch will address these and finally make them happen, but in the mean time, trying to  rationalize them away as something they're not, doesn't help matters.

Chill out.


Chill out?  pun intended? ^^  hehehe 

Thanks for the explanation Yrkoon, wasn't aware of that..to be honest I haven't paid much attention...but good to know.

#10
th8827

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Not implemented? That would explain why I saw no effects from staff (besides the hazy blue circle). Regardless, I like the staff.

Modifié par th8827, 25 février 2010 - 08:42 .


#11
CybAnt1

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If you look at the itemprps.2da file, you'll discover what a lot of the "mystery properties" do.



For example, "Messy Kills" is only a visual effect.



"Vicious" does bleeding damage.



You can see what precisely & exactly "Improves Blood Magic" does. Etc.



Now: there is a comment next to some item properties put in brackets that says [Not Implemented]....



That could mean: either a) at the time that file was made it had not yet been put into any item or B) it simply was not finished and is not working.



The consensus on the Toolset forum is some item properties marked as "Not Implemented" ARE working (and even are implemented, were put on some items), and others are not (but to figure this out for sure you have to be able to decode script files, something I don't know how to do).






#12
Yrkoon

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Sheesh,  I wasn't aware that saying "no that's not it" and  "this doesn't help matters"   constituted  talking down, or    behavior that needs a chilling out.

  In the future, I'll adjust my writing style so as  to be more agreeable  when I'm... disagreeing...,ok?  lol


Back on topic. 

Babaghanouj wrote...

I wasn't aware all those were "non-implemented" considering you can interrupt spell casting for one thing.


You  have a chance to interrupt  spell-casting with any weapon or spell.  But some weapons   (and one type of enchanted arrow)  specifically have an "interrupts spell casting" property listed on them.  But  their effects are no different than all the weapons that don't.  Same thing with 'messy kills'.  I know of two weapons with the "messy kills" propterty :  Ageless, and Astrian's Might.    Neither of those weapons create a different visual  effect  when killing enemies than any other weapon in the game.    (you certainly won't see more decapitations, for example,  with Ageless than you will with Starfang, or Yusaris, or Chasind Great Maul)  

"lucky" simply doesn't do anything.  Nor does "weakens nearby Darkspawn"  Those properties flat out aren't  in the game.


  And The Corrupted Magister's Staff....  one of its listed properties is  "chance of paralysis".  But go ahead and use it for an extended period of time.   Say...  500  hits.   Then come back and tell me if you managed to paralyse an enemy a single time with it.

Modifié par Yrkoon, 26 février 2010 - 12:32 .


#13
CybAnt1

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Well, like I said before, there are some properties that have no documentation, ergo do nothing, because the file says they do nothing.



"Lucky" has no actual property listed: so it clearly *does nothing*.



"Weakens nearby darkspawn" is *supposed* to debuff all buffs on darkspawn within 5m. But next to that clearly listed property is the [Not Implemented] comment.



It's hard to tell if Asturian's Might is actually doing this, because so few darkspawn apply buffs to themselves. It *seems* to me the property isn't actually doing anything, ergo in this case "weakens nearby darkspawn" is truly unimplemented in the sense of it being an unfinished, nonworking item property.




#14
Sylixe

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Yrkoon wrote...

bassmunkee wrote...

Someone else asked this question - I think it's literally what it says on the tin, it just radiates cold, liking leaving the freezer door open.

No, that's not it.  This is a combat intensive  RPG, not a science class.   When a weapon has a unique  property listed  in its info-screen along with  damage, armor penetration, critical chance figures etc.,  then it's obvious that  the listed  property was meant to   have an in-game  *function*, like perhaps  inflicting  cold-damage to enemies who stand too close to the mage who's wielding it, or  give the wielder some fire  resistance.  But  it  does neither.


 The fact of the matter is that the "radiates cold"  is just another in a very long list  of   non-implemented  weapon properties in this game,  such as  "messy kills", "weakens nearby darkspawn", "interrupts spellcasting", and a slew of others  in DA:O, including the new one  from the staff you find in RTO:  "chance to stun".

Perhaps a future patch will address these and finally make them happen, but in the mean time, trying to  rationalize them away as something they're not, doesn't help matters.



Pardon me while i am spit my tea all over the place over the "This is a combat intensive" RPG.  This game is about as combat intensive as playing hello kitty.  The game can be setup to beat itself for pete sakes and requires little more than the spamming of 1-2 abilities repeatedly.

I'm pretty sure the effect is exactly what you see.  It just makes it look all cool and gives it some more RPG value, which is all this game really is anyway.  It's just one big long dialogue between a large group of people with a few hours of combat thrown in to make it look good.

#15
Guest_Stoomkal_*

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Erm...



I have never seen "Flame Aura" or "Vicious"...



What items do these appear on?

#16
Yrkoon

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Sylixe wrote...

Yrkoon wrote...

bassmunkee wrote...

Someone else asked this question - I think it's literally what it says on the tin, it just radiates cold, liking leaving the freezer door open.

No, that's not it.  This is a combat intensive  RPG, not a science class.   When a weapon has a unique  property listed  in its info-screen along with  damage, armor penetration, critical chance figures etc.,  then it's obvious that  the listed  property was meant to   have an in-game  *function*, like perhaps  inflicting  cold-damage to enemies who stand too close to the mage who's wielding it, or  give the wielder some fire  resistance.  But  it  does neither.


 The fact of the matter is that the "radiates cold"  is just another in a very long list  of   non-implemented  weapon properties in this game,  such as  "messy kills", "weakens nearby darkspawn", "interrupts spellcasting", and a slew of others  in DA:O, including the new one  from the staff you find in RTO:  "chance to stun".

Perhaps a future patch will address these and finally make them happen, but in the mean time, trying to  rationalize them away as something they're not, doesn't help matters.



Pardon me while i am spit my tea all over the place over the "This is a combat intensive" RPG.  This game is about as combat intensive as playing hello kitty. 


Right you are!   I forgot about that.    You can talk your way out of the whole Dark-spawn-invasion/ blight thing,  don't you know.  You don't really need  such useless  optional things, like weapons.

Dragon Age: Origins is really a love story.  Please ignore the non-existant, all-in-your-head gore and blood,   And the battles in the deep roads,  and the Redcliffe village assaunt.  The Ostagar battle, the denerim seige.  Gray wardens are diplomats first, combatants second, true.

DA:O is definitely not combat intensive.  In fact,  it's not specifically geared towards combat at all.  It's more like Hello Kitty..


LOL


By the way:

Sylixe wrote...


I'm pretty sure the effect is exactly what you see.  It just makes it look all cool and gives it some more RPG value, .

B.S.

You can put a Cold rune on a sword and  get the exact same visual effect.  But nowhere  on that sword   (or the rune) will you see the property "radiates cold". 

Modifié par Yrkoon, 26 février 2010 - 04:27 .


#17
Guest_Stoomkal_*

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Yrkoon... can you answer my query?

Or are you too busy killing your cousin and trying to take over the kingdom?  Posted Image

... and yes... my character is an albino!

Modifié par Stoomkal, 26 février 2010 - 04:08 .


#18
Yrkoon

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Stoomkal wrote...

Yrkoon... can you answer my query?

Or are you too busy killing your cousin and trying to take over the kingdom?  Posted Image

... and yes... my character is an albino!

Posted Image

Your question about Flame Aura and Vicious?  No I can't.  I've never seen an ingame weapon in DA:O with either of those two properties.

#19
CybAnt1

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Vicious and Flame Aura are on some custom items made by modders.



They're in the Toolset. Go look.



As to whether they *actually* "do" anything at this point, well, see above, they both are described with the [Not Implemented] tag.



Vicious is supposed to cause a bleed DoT effect.



Flame aura -- supposed to be the flip side of "radiates cold".






#20
Phonantiphon

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Well there's a fair amount of flaming going on here, if you ask me...

#21
Ken555

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I think winters breath works fine with cold damage.

#22
RBCharger

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Winter's Breath does indeed radiate cold. Oghren has me carry all his beer in my pack just to keep it chilled.

#23
Madax132

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I know this is an old thread and correct me if I''m wrong but couldn't someone make a mod that makes these things work right?

#24
ElectricWizard

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probably, the only problem is as explained on the dragonage wiki that the mechanics the game uses (or the script it runs) to cause this to work is in the "Very deep bowels" of the game, there could be over 1000 different command chains that cause the items to trigger (or not) as the case may be, so you'd practically have to deconstruct the game engine, find the relevent line of code, tweak it, and then make it into a mod, which is probably just too time consuming for someone, when they could be making stupid anime hairstyle #59252592528 and overpowered ridiculous looking sword skin #25992952528342327278