#11
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In a corner, you only got interrupted by stun, kick or bash.
So damage/normal hits does not make sense to apply if u didnt move.
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Haynar <Millennial Snowflake Utopia>
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#12
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Ya, pretty sure those interrupts from non-movement hits was a change that came after velious.
Only thing I can say for sure, is standing in a corner getting chain interrupted casting 3 sec or faster spells isn't right, and thats how its currently working. I shouldn't be able to kill a cleric on a melee if he is in a corner casting Remedy. Not until he's oom at least.
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#13
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One experience specifically:
I'v been in a corner on my 60 cleric with one 60 monk using epic fists only chain interrupting remedy /celestial | ||
#14
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Quote:
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#15
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http://www.oocities.org/xymarra/Stra...rStrategy.html
Quote:
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#16
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interdasting
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#17
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Quote:
Well, we do know at some point channeling did have something to do with just getting hit, not just the push related to getting hit, but this person doesn't seem to understand the mechanics here. Quote:
Just to note, this page is a post 2002 era (see bottom).
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Last edited by Dullah; 08-20-2014 at 06:27 PM..
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#18
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From Technique's post:
Quote:
Perhaps lower resist rate applied to lower level spells too? Would explain why shock of lightning/chaotic feedback wasn't resisted in pvp and things like voltaic draught had major problems. Just my 2cp. | |||
#19
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Meaning a lvl 8 spell has a better chance of landing AND successfully channeling versus say a level 40 spell of the same type?
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#20
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Not contributing any "classic" input since r99 is only remotely classic, but as far as server history goes...
During red beta, you could literally channel through 50+ hits nearly every time. If you remember all of Lovely's screenshots of channeling ice comets through 2+ mobs and melee damage, etc. As a fix, we got the custom code where it was 5%(?) less chance to channel per melee hit, and the channeling chances were really good through classic and early Kunark. The better haste and better weapons for melees later in Kunark really compounded the melee hit ratio problem, and the flat 5% could probably have been adjusted down slightly to keep balance, except... Some months ago there was some sort of adjustment made to channeling chances for both servers, and I believe that it compounded with reds custom code to significantly decrease our channeling rates. Casting root with a level 55 I was getting interrupted 50% of the time from 2-3 melee hits. I was interrupted very often by only 1 hit, and if I took more, 5-7, I would almost never channel. If the old code was a flat 90% chance to channel, no matter how many hits were taken like it seemed to be in red beta, and it was dropped to a flat 60% chance(or calculations were adjusted to put it in a similar range), our chances on red would be ~45% after 3 hits currently, where it used to be ~75%. When you consider that melees on red hit 90% or more of the time, your odds of channeling a 3-4.5 second spell are low to non existent. As an example, a few weeks ago when I was running around on a 56 epic rogue and found a solo cleric(epic'd and near full EM), he only channeled 1 of 3 remedies and died when my backstab recycled. Similarly on a druid, I ran to a corner with DS up to out heal the damage of a dual wielding ranger and instead had to zone and cheetah since I couldn't channel even 1 sup heal. As someone who usually mains a caster, having played that rogue, I have absolutely zero desire to play a(higher level and better geared) caster for PvP. | ||
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