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Old 09-26-2011, 11:37 PM
Graym Graym is offline
Aviak


Join Date: Sep 2011
Posts: 59
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Since people seem to be surprised that the interrupt was so high, I actually went and found an archive of a developer chat discussing interrupts here.

http://www.thesteelwarrior.org/forum...p/t-14831.html

Relevant developer responses:

Quote:
For the purposes of channeling, kick is basically a bash. It just has a flat (high) chance to interrupt casting. Channeling doesn't get used when kicked. No change here.
Question:

If I get hit by a normal swing and movement takes place I have to make 2 channeling checks one for the hit and one for the movement it generates?

Developer Response:

Quote:
Not quite. If you move more than what is allowed, you just fail the cast. No channeling check takes place there. Moving too much during the casting process simply interrupts your spell unless you're a bard. If you didn't move far enough for it to matter, then you'd make the channeling roll to see if you continue casting. Again, no change here.
Question:

I also have another question each hit generates a channeling check so if a mob quads on me and hits me 4 times. I know make 4 channeling check vs each hit and a channeling check vs the movement they generated? So my chance of passing any one check is 90%, but the chance of passing all 4 is what 64% or something. Going to be hard to channel spell if 2 or 3 mobs hit you that for sure.

Developer Response:

Quote:
Correct, for each hit you take, you make the roll. The more you're getting hit, the harder it is to continue casting a spell.
Question:

I also trust Prathun's description of movement interrupts; I'm surprised, though, because it's inconsistent with my anecdotal experience of a more probabilistic thing. That is, he says it's "X distance = interrupt," whereas my experience has seemed... softer. You move a little, maybe you get interrupted, maybe not. You move a lot, odds are, interrupt. You run in a big circle and come right back, and if you're close enough, you just might channel. How big is X distance, anyway?

Developer Response:

Quote:
You're right. I just took another look at it and there is some wiggle room in there. If you move more than a few inches, but less than what it takes to automatically break the spell (which is about 1 foot), you get a channeling check to keep the spell. So to answer the other person's question, if you moved a little, but not enough to automatically lose the spell, and got hit at the same time, that would be two channeling checks you'd have to succeed to keep the spell. That'd be why sticking your back up against a wall helps you get spells off easier.
Which is exactly what I've been saying and that last developer quote is why. A spell has a 100% rate of interruption if the character is moved too far during casting which Rangers and their very fast hits, routinely did. My interrupt rate pre-Kunark was not as high as it was in Kunark but it was still very high. Enough so that no caster would stand still and try to channel. That also doesn't take into account levitation, which increased the rate of interrupt considerably. In fact, based on where on the terrain you were, on occasion you could get an interrupt while levitating without even moving your character during the cast. The absolute worst place in game to try to cast a spell was underwater with ridiculously high levels of interrupts because of the character movement.
Last edited by Graym; 09-26-2011 at 11:47 PM..