![]() |
|
#11
|
|||||||
|
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:
Quote:
Quote:
Quote:
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? | ||||||
|
Last edited by azxten; 09-28-2020 at 12:20 AM..
|
|
||||||
|
|