I'm going to turn my FPS down tonight and report back. I read the documentation page and I'm not convinced this isn't related to the much-higher FPS we all play at now, especially compared to live.
I too remember constantly getting interrupted, even on regular hits. That being said, playing at ~10FPS (or sometimes 10 SPF) always imparted a lingering 'sliding' mechanic on bashes and hits, which seems far more potent a reason why you wouldn't channel. If you have a computer that stutters, you'll get the same effect.
I don't know enough of the internals to say definitively, but I want to test a lower FPS and find out. All of the Z-axis movement is governed by FPS (levitate drop/raise, fall damage) and can be exploited for gain. It stands to reason that X and Y were governed by the same rules. In fact, it seems more likely considering the Z-axis check on spell casting is disabled.
Why disable a check on one plane when you can write a separate and independent code for the other axis'? Most likely, you'd do it because they're governed by the same rules, but you don't want unique and complex code.
Easy >>> Good.
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Yumyums Inmahtumtums - 59 Shaman
Lemonspoon Icebeaner - 52 Enchanter
Yumyums Inmahtumtums - 60 Enchanter
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