Quote:
Originally Posted by Bockscar
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It all has to do with the /loc you're at when you start and finish the cast. That's why you can get off a spell even if you run around while actually casting it, as long as you finish it in the exact same spot you started. When in a corner, that's pretty easy because you're guaranteed to be in the same spot. You can start casting CH in a corner, frolick around like a French person for nine seconds, and then squeeze back into the corner just before the spell finishes. It'll always work, assuming you do it right. Anyone with a bit of smarts will just go and stand in that corner so you can't get back to the same loc to finish the cast, of course.
You could theoretically do it without a corner, but the odds of hitting the exact same loc by sheer aim are pretty much nil. You can occasionally get close enough that it allows a channeling check, but it's not consistent enough to be worth trying in any serious situation. You can also cast certain very fast spells like Yaulp while running at base speed, because the spell is so fast that you don't run far enough during its cast to guarantee failure. It just gives you a really difficult channeling check instead.
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What you said is correct, but there is a distinct difference between trying this in PVE and PVP.
1) PVP has additional channeling checks from the hits / damage and the damage by itself can cause interrupts.
2) A caster using Levitate, which a lot of casters do in PVP, increases the odds of an interrupt from additional movement.
3) Standing in the corner and trying to channel spells through melee is not a viable PVP strategy so we can assume 99.9% of PVP will involve a random location where it is hard to find the exact spot and not simply a corner as in your test situation.
4) The interrupt rate also increases with higher level spells. The higher the level of the spell, the more likely it will be interrupted.
Quote:
Originally Posted by Bockscar
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What you can easily do to counter melee pushback is take a tap-step towards the attacker. With a bit of practice and attentiveness, you can usually negate most of the push and get an easier channeling check.
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This is where I will disagree with you and Foxx. Casters who stood still and tried to channel spells against me were the easiest kills. Yes, moving forward to counter the push is theoretically your best chance at channeling the spell however the interrupt rate is STILL HIGH enough that it's a losing strategy. Your risk is the damage you took while trying to cast the spell, and potential reward is if you actually channel the spell through the two checks. More often then not, the spell will still get interrupted and you took heavy damage trying to cast. It might not be the 100% interrupt rate people who get moved too far get, but it's still high enough that this is a losing strategy. As I posted, the ONLY TIME this was used was when someone was in a desperate situation and needed to try to channel something like a gate before they died or get off a heal on a groupmate. While Foxx likes to think this meant "skill" in PVP, the reality is the opposite, this strategy is something to be aware of for when you need to get off that desperate gate, but not something to do on a regular basis as you're implying. It's something that sounds good to people who probably never played on a PVP server, but you wouldn't find too many casters doing that on the old school Zek servers.
It simply makes far more sense, if you are getting hit early on in your cast, to cancel the cast and run away so you can try to lose the melee chasing you long enough to get the cast off without getting hit. Why risk your health in order to have a low chance at channeling a spell? It's a losing strategy. The whole point was simply to show how interrupts are calculated which helps to explain why Rangers had such high interrupt rates. It wasn't just the hits / damage, but the additional interruption caused by constantly moving your opponent during their cast.