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EDIT: Just for random information, Channeling is for continuing to cast when being hit (taking damage), not stuns, bash, push, other movement, "interrupt casting" abilities (similar to the paladin Force of Disruption AA), et cetera.
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https://forums.daybreakgames.com/eq/...-mastery.3681/
This thread is kind of interesting. It's about the removal of AA abilities that were supposed to improve channeling chance. It says channeling got set to 100% success because of "long standing issues" with channeling and so the AAs which increased chance to 90% made chance to cast worse after this change.
The quote above I find very interesting. In EQEmu code at least channeling helps you successful cast through pushback. However, this quote says that channeling was only for getting hit and would not help you with distance moved from push. This may explain part of why things are so off on P99.
Did channeling in classic as a skill only help reduce interrupt chance from attacks but a separate non-skill based check was done for distance between start/end of cast? Also is this part of the "long standing issues" with channeling that caused them to set it to 100% probably because people got interrupted so much due to these additional checks that P99 does not have? EQEmu only has a skill based check plus "bonuses" from the spell, items, or AAs. There is no alternative chance to fail.
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I have a hard time channeling through multiple greens for instance. Are you saying that I have a 100% chance to channel through the damage but the interrupts that i get are probably due to being pushed?
Correct, push is generally what is going to cause interrupts more than anything with stuns you don't shake off being a close second. At least at one time, push was calculated by comparing where you were when you started casting and where you are when you finished casting and the greater the difference the more likely an interrupt.
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At least according to this EQ super nerd that seems to be the case. I wonder how they knew about this. Possibly you could reverse engineer it simply by offsetting your start/end distance when casting and comparing interrupt rates at 1 channeling skill to max skill. If the rate stays the same you could conclude that channeling skill has no impact on your chance to be interrupted from movement and is only to compensate for the attacks as they say.
Seems like the EQEmu code, if this is true, should use the existing check it has for channeling through a certain number of attacks but that percent chance should be decoupled from the X/Y check that should be a static value and a secondary check.