Looking at EQEmu code at least dex is not part of the calculation at first glance, not sure on ChannelChanceSpells potentially having a stat component but doesn't seem like it.
https://github.com/EQEmu/Server/blob...one/spells.cpp
I find this interesting:
Quote:
// modify the chance based on how many times they were hit
// but cap it so it's not that large a factor
if(attacked_count > 15) attacked_count = 15;
|
Quote:
|
channelchance -= attacked_count * 2;
|
No hits past 15 during your spell cast will impact your interrupt chance.
Quote:
// max 93% chance at 252 skill
channelchance = 30 + GetSkill(EQ::skills::SkillChanneling) / 400.0f * 100;
|
Magic numbers? This seems to suggest that you get 30% chance to channel at 1 skill which scales to 93% chance at 252 skill. If that is how P99 works I'm pretty sure there was no guaranteed 30% success rate simply for having the skill in live.
Quote:
//avoid the square root...
distance_moved = d_x * d_x + d_y * d_y;
// if you moved 1 unit, that's 25% off your chance to regain.
// if you moved 2, you lose 100% off your chance
distancemod = distance_moved * 25;
channelchance -= distancemod;
|
I made a hotkey to get a loc before/after casting when taking a hit. Generally a hit seems to move your character about .01-.04 on the X/Y coordinate. If the distance calculation for interrupts is based on a full X/Y value movement I'm pretty sure this means it would be doing a calculation that has the least impact compared to skill level and number of times hit.
This means at 1 channeling skill you have a 30% chance to cast, if you're hit 1 time it removes 2% chance up to being hit 15 times which removes 30% chance. The distance moved calculation is mostly irrelevant for individual fights but can be significant if you're being hit 10+ times during your cast (10 hits *.06 aggregate movement per hit = .60*25 = 15% reduction).
EQEmu randoms a number up to 100 and if it's higher than your channel chance you fail to channel.
Biggest chance to channel is the built in 30%, then up to another 63% from skill. Biggest loss is being hit itself as each hit guarantees 2% loss to chance up to a max of 15 hits, and then movement which can be countered by walking into damage or using game geometry to minimize movement.
After looking at all of this I suspect that 30% built in bonus is what isn't classic and makes things too successful compared to classic at lower levels. You only get hit 1-2 times for a 2-4% chance reduction and very minimal push movement.
Why isn't dex accounted for?
Why did my testing on P99 show a ~70% success rate for channeling at level 1 when EQEmu code seems to support a 30% chance at such low skill?