Spell casting while being attacked

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Worm

Guest
Ok, the other day i was sat there happy as larry pulling yellow lilspawn's in DF with my lvl 32 Shaman, when on one specific pull my root got resisted twice and the beast was upon me before i could drop anything else on it.

I thought i'd have a go at trying to drop a root inbetween its attacks (desperate times calls for desperate measures), the lilspawn attacks roughly every 3 secs and the root has a 2 sec cast time so technically there shouldn't be a problem with getting one to stick if you start your cast right after you get hit, to my amazement it stuck and i had time to back off, debuff it, DOT it and DD it, i continued on to solo it no problems.

Next time it happened i wasn't too worried and tried the same procedure, much to my dissapointment it just would not complete the cast:

lilspawn hits for ** dmg
You start casting tangling creepers
....(1 second pause)
Your spell has been interupted by lilspawn
....(2 second pause)
lillspwan hits for ** dmg
....(rinse repeat, until i died)


I could visually see (in text and anim) that i started to cast the root directly after the strike but for no reason i could find i was still getting interupted a clear 2 secs before it struck again.

And? I hear you ask.

So, my point is, i know for a fact it is possible as i have pulled it off before, so....
Is their a logical explaination for why i was being interupted even without being hit?
Is there a specific time to start the cast so i don't get interupted? or....
Was it just fluke that i did it to start with?

Any help would be appreciated.
 
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old.willowywicca

Guest
it was luck that you cast it the first time,
when you are being meleed by someone you have a small chance of successfully casting a spell. the rate at which they are attacking (ie if they hit every 6 seconds and you cast at 2 seconds) doesn't affect interupt rate because from the attackers perspective, if they hit every 6 seconds their attacks have an interupt length of 6 seconds, if they attack every 2 seconds they have an interupt length of 2 seconds (from a casters point of view tho, it means anyone in melee with you will be interuptting you all of the time (altho you have as I said a small chance based on relative lvls of you and attacker, to succeessfully cast anyway)
 
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Danya

Guest
To quote Sanya:
"You press attack, it goes tick, tick, tick"
Welcome to the world of mythics screwed interrupt code. When attacked in melee combat you can be interrupted for the entire duration of the swing of the weapon (i.e. hit plus recovery time). This is presumably so that people with 6 second polearms aren't at a huge disadvantage compaired to people with 2s daggers. You have a chance to not be interrupted based on the level difference between you and the target. It's very very hard to cast on a yellow when it's meleeing you, in fact it's not really feasible for anything above greens. Caster classes have quickcast to get around this, healers have to rely on sprinting away or melee.
 
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Danya

Guest
And of course, no interrupt code thread is complete without:

tickticktick.gif
 
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old.Tohtori

Guest
Danyan, the 3l33t master of coding and photoshop fun.
 
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Worm

Guest
Thanx for your replies, it's cleared a few things up :).

One more question, does the above interuption still apply when the attacker misses?
 
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Danya

Guest
Originally posted by old.Tohtori
Danyan, the 3l33t master of coding and photoshop fun.
I didn't make the pic... :p

Worm, yes it applies to misses as well as hits.
 

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