Project 1999

Go Back   Project 1999 > Server Issues > Bugs

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #4  
Old 07-16-2014, 12:47 PM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
Default

Channeling pre-GoD, when it was revamped, was largely a game of location. IE you are at location (1000,1000). Your channeling skill increased the delta tolerance to successfully finish that spell. It only checked beginning and end.

So let's say with max channeling that tolerance 10 units, If you are anywhere within the circle drawn from (1000,1000) with a radius 10, at the end of your cast, you will channel.

This is why cornering yourself helps so much and why channeling in water is horrid.

It also let allowed you to get in a corner, cast CH, run around for 5 seconds, then get back snug in your corner and still cast even after moving around so much.

That was just movement/push channeling. For channeling a CH clerics would often take a small step forward near the end if they were getting beat down.

I think there was a small chance for melee hits to break channeling, but it mostly came down to how much on the X,Y axis your character moved when comparing beginning of cast and end of cast locations.

I seem to recall a dev post explaining this all a bit more. I'd have to dig for it though.
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:31 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.