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  #41  
Old 07-17-2014, 04:14 PM
Nirgon Nirgon is offline
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I'd go with using the live EQ server as a test bed. Spells that knock back and melee hits all are worth a look when comparing and contrasting.
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  #42  
Old 07-17-2014, 11:36 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
I'd go with using the live EQ server as a test bed. Spells that knock back and melee hits all are worth a look when comparing and contrasting.
The chance to channel needs mapped vs skill level, with distance moved.

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  #43  
Old 07-17-2014, 11:43 PM
Haynar Haynar is offline
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Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Low level channeling (sub lvl 30) should be basically impossible.

If it helps? Shock of lightning in pvp all the way up to I'd say lvl 40ish interrupted every single time and should be a good metric for "what is enough push". As you went up from there (channeling skill lvl 40 caster and up), you'd see people able to get a cast through it once in a while (enough that an enemy casting through it would set you back greatly as opposed to casting a lure or otherwise high lvl/damaging spell).
Good to know. Will look at knockback amount vs channel chance at level 40.

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  #44  
Old 07-18-2014, 01:07 AM
Haynar Haynar is offline
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Looks like a push back of 2 units. At level 40, thats a skill cap of 200.

Based on code, that distance should make you have a 0% chance to channel, even at 220 skill. So the idea of a buffer area around where you started casting, can make that work pretty good.

Also, if channeling is too easy for clients, it can be made harder by making the distance moved have a linear effect, rather than a quadratic. Because small distance moves have no effect hardly at all.

But that means there needs to be an adder at small moves, so you can channel better, so things like corner tanking will be pretty reliable.

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