View Full Version : Spells Constantly Being Interrupted (Specifically Necro)
I don't understand the mechanic of "Your spell is interrupted."
I understand that fizzling is basically random and based on invisible skill checks, but I'm talking about the actual interruption. It seems to 100% interrupt if you move while casting, but not if you turn the way your character is facing. Sometimes I'll just be standing there and get 3 back-to-back interrupts without moving or turning my character's direction. Is there a skill I need to train that governs interrupts or is there always a chance that my spells will randomly interrupt? I've noticed that this happens when I take damage more often than when I'm not taking damage, but about five minutes ago I had another one of those back-to-back triple interrupts. In that instance, I didn't take a single point of damage until after my third interrupt.
It's infuriating, and it's often the difference between me having to FD, lose my pet, and go med all the way back to full versus me easily killing the mob.
Edit: It seems like swimming also has a 100% interrupt rate. Do which zone you're in and which spell you're casting contribute to your interrupt rate?
Tuljin
08-28-2014, 04:39 PM
The only movement you can do while casting is direct left and right turn.
Something to be careful for is stopping after running. You don't stop moving the instant you release the forward key, there is a little delay before you stop moving. If you cast at this time it will interrupt.
Underwater is even worse. You can sink and cast just fine, but you just have to make sure there is absolutely no forward or backward direction and its even tougher underwater.
Give yourself a split second to make sure you're completely still if you're running around taking care of mobs and you'll see a big improvement.
Thulack
08-28-2014, 05:27 PM
your level 18 you will fizzle spells often if you havent kept them up to speed and even still up til in your 20's. If your getting hit by mobs they will interrupt you constantly so that might be your problem.
When you get hit by a monster via a melee attack or some spells, you will get pushed back and this can cause an interrupt.
When you move at all during a spell cast other than turning left or right, it will always cause an interrupt. There is some associated server lag here, meaning that if you are running and stop, you have to give it a little time before the server actually decides that you've stopped moving. Swimming is much worse because of the amount you keep moving after you stop actively swimming: you need to give it two or three seconds. The flipside to this is that you can sometimes start running towards the very tail end of your spellcast and still avoid the interrupt.
Other than that I don't know why you'd be getting interrupts.
Tecmos Deception
08-28-2014, 08:41 PM
When you move at all during a spell cast other than turning left or right, it will always cause an interrupt.
Nah, you can sometimes channel through movement.
I've been running and stopped, and suddenly cast a spell, and then gotten the "regain concentration and continue casting" message even though I wasn't being attacked by anything... leaving movement the only thing that could have channeled through.
It doesn't happen often, but happens a lot more than a one-in-a-thousand thing too, at least with level 60 channeling skill.
Besides. You would literally never be able to channel through melee damage (unless you were perfectly backed into a corner) if it were impossible to channel through movement, since any melee hit causes a small amount of push (I think).
Nah, you can sometimes channel through movement.
I've been running and stopped, and suddenly cast a spell, and then gotten the "regain concentration and continue casting" message even though I wasn't being attacked by anything... leaving movement the only thing that could have channeled through.
It doesn't happen often, but happens a lot more than a one-in-a-thousand thing too, at least with level 60 channeling skill.
Besides. You would literally never be able to channel through melee damage (unless you were perfectly backed into a corner) if it were impossible to channel through movement, since any melee hit causes a small amount of push (I think).
My theory about the first phenomenon you mentioned is that it's because of client/sever lag or something; some part of EQ thinks you stopped moving while some part thinks you didn't.
You're right though, melee damage causes very small amounts of push which can be channeled through.
kruptcy
08-29-2014, 10:54 AM
My theory about the first phenomenon you mentioned is that it's because of client/sever lag or something; some part of EQ thinks you stopped moving while some part thinks you didn't.
You're right though, melee damage causes very small amounts of push which can be channeled through.
The interrupt mechanic is governed by your position at the end of the cast relative to your position at the beginning of the cast. You can move all you want, but as long as you get within a certain threshold (governed by channeling skill) before the spell cast ends, you will regain your concentration. You can demonstrate this by shoving yourself in a corner, starting a long cast spell, running around in a big circle, and then shoving yourself back in the corner to complete the spell. Also, if you are getting a lot of pushback from enemies, a quick tap of the forward button can often help you channel through.
At lower levels since your channeling skill caps so low, you have very little leeway.
The interrupt mechanic is governed by your position at the end of the cast relative to your position at the beginning of the cast. You can move all you want, but as long as you get within a certain threshold (governed by channeling skill) before the spell cast ends, you will regain your concentration. You can demonstrate this by shoving yourself in a corner, starting a long cast spell, running around in a big circle, and then shoving yourself back in the corner to complete the spell. Also, if you are getting a lot of pushback from enemies, a quick tap of the forward button can often help you channel through.
At lower levels since your channeling skill caps so low, you have very little leeway.
This isn't all there is to it, though, since if you are in a corner, melee hits (other than bash, which is obvious) can still cause interrupts IIRC.
kruptcy
08-29-2014, 11:09 AM
This isn't all there is to it, though, since if you are in a corner, melee hits (other than bash, which is obvious) can still cause interrupts IIRC.
I have never been interrupted with my gnome butt squarely in a corner (aside from bash as you have said). But that's not to say it cant happen!
I have never been interrupted with my gnome butt squarely in a corner (aside from bash as you have said). But that's not to say it cant happen!
Well, I haven't experimented with it, so you might be right. I thought I remembered reading that it can (or at least, should) happen, though.
Cogwell
09-01-2014, 08:12 AM
I'm with Estu.
A small amount of lag is causing the server to register that you are still moving, even though on your client you have fully stopped. One trick that was told to me, on live years ago, is to very briefly turn right/left (basically just tap left then right arrow) after you stop before you start a spell. I was told this had some effect in communicating with the server that you stopped, but it might just be the brief delay is enough to prevent the problem. Regardless, that's worked for me for 14 years.
gildor
09-01-2014, 11:10 AM
Trick I have found and used for years in classic and now here, when you stop running tap back before casting..almost like hitting the brakes instead of just coasting to a stop..60% of the time it works everytime
Tecmos Deception
09-01-2014, 11:37 AM
One trick that was told to me, on live years ago, is to very briefly turn right/left (basically just tap left then right arrow) after you stop before you start a spell. I was told this had some effect in communicating with the server that you stopped, but it might just be the brief delay is enough to prevent the problem. Regardless, that's worked for me for 14 years.
This is what I've always done as well. It was especially great back in the day when playing with the old UI and in first person when trying to quad or kite, since you wanted to turn around to see where the stuff chasing you was also.
toolshed
09-02-2014, 03:11 PM
You CAN cast a spell after you have moved, you just need to move back to the spot that you started casting the spell. Try it: cast a longer spell -> move far away -> move back to original point and it takes some practice, but it is possible to channel the spell and get it off.
Sometimes when I know I have gotten knocked back and it will get interrupted, I will run forward just the slightest bit in order to finish the spell off in the same place I started casting. It only works maybe 10-15% of the time, but it does work.
Cogwell
09-02-2014, 06:33 PM
You CAN cast a spell after you have moved, you just need to move back to the spot that you started casting the spell. Try it: cast a longer spell -> move far away -> move back to original point and it takes some practice, but it is possible to channel the spell and get it off.
Sometimes when I know I have gotten knocked back and it will get interrupted, I will run forward just the slightest bit in order to finish the spell off in the same place I started casting. It only works maybe 10-15% of the time, but it does work.
You can use this for some fun results! I remember having to use a gate clicky or something with an exceedingly long cast time, with aggro. I ran into a corner, started the cast, then ran around and evaded the mobs until the cast is almost complete and ran back into the corner. Voila.
Ishio
09-03-2014, 01:48 PM
You can use this for some fun results! I remember having to use a gate clicky or something with an exceedingly long cast time, with aggro. I ran into a corner, started the cast, then ran around and evaded the mobs until the cast is almost complete and ran back into the corner. Voila.
Another thing, though it's a bit riskier, is the same thing, wedge yourself in a corner or as best to 90* give or take a degree and cast from there if you just KNOW you're going to be interrupted and need to get that spell off.
Thulack
09-03-2014, 02:55 PM
You CAN cast a spell after you have moved, you just need to move back to the spot that you started casting the spell. Try it: cast a longer spell -> move far away -> move back to original point and it takes some practice, but it is possible to channel the spell and get it off.
Sometimes when I know I have gotten knocked back and it will get interrupted, I will run forward just the slightest bit in order to finish the spell off in the same place I started casting. It only works maybe 10-15% of the time, but it does work.
for some reason in the 15 years of playing EQ i usually always moved to cancel my spells instead of ducking. Seems like on p99 though in the 3 years ive played here i've channeled through more spells then i ever did on live. its actually rather annoying to land spells you dont want sometimes. and when i say move i just mean hit up arrow then back arrow to go back to my spot.
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