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Old 07-16-2014, 12:47 PM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
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Channeling pre-GoD, when it was revamped, was largely a game of location. IE you are at location (1000,1000). Your channeling skill increased the delta tolerance to successfully finish that spell. It only checked beginning and end.

So let's say with max channeling that tolerance 10 units, If you are anywhere within the circle drawn from (1000,1000) with a radius 10, at the end of your cast, you will channel.

This is why cornering yourself helps so much and why channeling in water is horrid.

It also let allowed you to get in a corner, cast CH, run around for 5 seconds, then get back snug in your corner and still cast even after moving around so much.

That was just movement/push channeling. For channeling a CH clerics would often take a small step forward near the end if they were getting beat down.

I think there was a small chance for melee hits to break channeling, but it mostly came down to how much on the X,Y axis your character moved when comparing beginning of cast and end of cast locations.

I seem to recall a dev post explaining this all a bit more. I'd have to dig for it though.
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