Different? Channeling and casting time

NooseCruz - Lost City
NooseCruz - Lost City Posts: 3 Arc User
edited July 2010 in Dungeons & Tactics
Are they the same or different, do they start at the same time or not?
Post edited by NooseCruz - Lost City on
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  • MoonUsagi - Heavens Tear
    MoonUsagi - Heavens Tear Posts: 4,377 Arc User
    edited July 2010
    Channel - The first bar show up
    Casting - After Channel finish
    Finish - Spell or Skill launched after casting finished
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  • Airyll - Dreamweaver
    Airyll - Dreamweaver Posts: 2,882 Arc User
    edited July 2010
    Pretty much what's been said.

    Channelling is the first bar to show up when you begin a skill.

    When that bar is full, channelling time is over and casting time begins. Casting time may as well be the animation of said skill, really. -shrug-

    Then naturally, you have cooldown.

    The three C's of PW.
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  • NooseCruz - Lost City
    NooseCruz - Lost City Posts: 3 Arc User
    edited July 2010
    Hmmm. I see, so actualling the channeling time is the amount of time for the skill to be activated which can be interrupted and casting time is the time where skill is casted, total time to successful cast a skill is the sum of both time?
  • MoonUsagi - Heavens Tear
    MoonUsagi - Heavens Tear Posts: 4,377 Arc User
    edited July 2010
    Yes
    That why people say -interval and -channeling is not same. (-int =/= -chan)
    -Channeling not give benefit as much as -Interval (minor on most caster with average speed spell)
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  • Aelric - Lost City
    Aelric - Lost City Posts: 1,031 Arc User
    edited July 2010
    okay so this would be almost pointless... lol but would it be possible with the combination of skills and gear to get plume shot (1.5s chan, 1s cast) to fire off instantly?
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  • CTRLotus - Sanctuary
    CTRLotus - Sanctuary Posts: 135 Arc User
    edited July 2010
    no. i heard -60% is the max.
    Cant make up my mind D:
    Maybe.. human guardian?
  • Loltank - Harshlands
    Loltank - Harshlands Posts: 747 Arc User
    edited July 2010
    okay so this would be almost pointless... lol but would it be possible with the combination of skills and gear to get plume shot (1.5s chan, 1s cast) to fire off instantly?

    Technically? Yes.

    Realistically? No. It would require incredible luck to cast multiple ornaments with 3 -6% channel adds.
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  • ArchAngel - Dreamweaver
    ArchAngel - Dreamweaver Posts: 172 Arc User
    edited July 2010
    okay so this would be almost pointless... lol but would it be possible with the combination of skills and gear to get plume shot (1.5s chan, 1s cast) to fire off instantly?

    not really.. there are currently no gears that reduce casting speed(yet).

    Casting time is the time between the 'filled' bar and the instant target gets hit. Spells cannot miss; at most they get resisted.
  • Futurelord - Dreamweaver
    Futurelord - Dreamweaver Posts: 450 Arc User
    edited July 2010
    not really.. there are currently no gears that reduce casting speed(yet).

    Casting time is the time between the 'filled' bar and the instant target gets hit. Spells cannot miss; at most they get resisted.

    That would be wrong, on rare occasions when a person knocksback a mob at the same time you casted a traveling spell aka plumeshot, the spell can not make a full 360% turn and causes the spell to miss.
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  • Michael_Dark - Lost City
    Michael_Dark - Lost City Posts: 9,091 Arc User
    edited July 2010
    not really.. there are currently no gears that reduce casting speed(yet).

    The confusing thing is that PWMY ornaments call the items -x% casting, not channeling. Since I'm not a caster I never really cared, but I'm curious to see if anyone has actually tested what speed is actually reduced.
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  • Kupuntu - Sanctuary
    Kupuntu - Sanctuary Posts: 3,008 Arc User
    edited July 2010
    okay so this would be almost pointless... lol but would it be possible with the combination of skills and gear to get plume shot (1.5s chan, 1s cast) to fire off instantly?

    You can reduce the channeling by 90% (or in some cases, by 99%; after that it goes down to 90%) but as far as I know the zero casting time bug has been fixed already.
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  • Allynna_ - Dreamweaver
    Allynna_ - Dreamweaver Posts: 254 Arc User
    edited July 2010
    Channeling can be interupted, and can also be reduced by -channeling gear. The cool down of abilities spells starts after the channeling (during cast time) not after cast time.
  • Longknife - Harshlands
    Longknife - Harshlands Posts: 4,843 Arc User
    edited July 2010
    Channel - The first bar show up
    Casting - After Channel finish
    Finish - Spell or Skill launched after casting finished

    But keep in mind the spell's actual damage shows up once Channeling is finished.
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  • Lylfo - Dreamweaver
    Lylfo - Dreamweaver Posts: 1,166 Arc User
    edited July 2010
    Pretty much what's been said.

    Channelling is the first bar to show up when you begin a skill.

    When that bar is full, channelling time is over and casting time begins. Casting time may as well be the animation of said skill, really. -shrug-

    Then naturally, you have cooldown.

    The three C's of PW.

    Wrong. Cooldown and casting start at the same time.
    But keep in mind the spell's actual damage shows up once Channeling is finished.
    It comes up during casting and it depends on the spell. Usually towards the end of the casting time.
    You can reduce the channeling by 90% (or in some cases, by 99%; after that it goes down to 90%) but as far as I know the zero casting time bug has been fixed already.


    1 proof for this phenomenon is sutra town portal, in which it still takes about 1 sec to channel instead of 10 secs.
    not really.. there are currently no gears that reduce casting speed(yet).

    Casting time is the time between the 'filled' bar and the instant target gets hit. Spells cannot miss; at most they get resisted.
    This. Casting cannot be reduced at all currently, channeling can be reduced using gears, skills and apothecary.
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  • ArchAngel - Dreamweaver
    ArchAngel - Dreamweaver Posts: 172 Arc User
    edited July 2010
    That would be wrong, on rare occasions when a person knocksback a mob at the same time you casted a traveling spell aka plumeshot, the spell can not make a full 360% turn and causes the spell to miss.

    wow.. really? have never seen spells 'miss' before. b:puzzled
  • Aelric - Lost City
    Aelric - Lost City Posts: 1,031 Arc User
    edited July 2010
    Okay so we have no quicker casting equip, but how low will -chan gear let you go?
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  • Lylfo - Dreamweaver
    Lylfo - Dreamweaver Posts: 1,166 Arc User
    edited July 2010
    Okay so we have no quicker casting equip, but how low will -chan gear let you go?

    From the effect of sutra town portal, I would say about 90%. Better ask someone who go full channeling build with -18% chanelling gears (there is one in dreamweaver, sleeves)

    I think the instant channel apoth is also the same as the essential sutra. Anyone up for testing?
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  • Aelric - Lost City
    Aelric - Lost City Posts: 1,031 Arc User
    edited July 2010
    From the effect of sutra town portal, I would say about 90%. Better ask someone who go full channeling build with -18% chanelling gears (there is one in dreamweaver, sleeves)

    I think the instant channel apoth is also the same as the essential sutra. Anyone up for testing?

    but i mean will it let you go down to like a fraction of a second? or is 1s the minimum?
    with skills like plume shot that have a 1.5 sec channel, would it let you go to a .15s channel? b:shocked
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    Thanks XRipetidex for the awesome sig!
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  • Lylfo - Dreamweaver
    Lylfo - Dreamweaver Posts: 1,166 Arc User
    edited July 2010
    but i mean will it let you go down to like a fraction of a second? or is 1s the minimum?
    with skills like plume shot that have a 1.5 sec channel, would it let you go to a .15s channel? b:shocked

    No matter how low it can go, you are still limited by your casting time. A plume shot with 90% channeling reduction is like 1.65sec channel+cast time then. No mages can almost never reach even 2 magic per second....

    You are a wizard right? Time your essential sutra + gush/pyrogram/BIDS to get a feel of the "instant channel". (how long the bar stays on your screen)

    Edit: fail, Aelric is not a wizard....go make a wizard alt to test it...
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  • Aelric - Lost City
    Aelric - Lost City Posts: 1,031 Arc User
    edited July 2010
    No matter how low it can go, you are still limited by your casting time. A plume shot with 90% channeling reduction is like 1.65sec channel+cast time then. No mages can almost never reach even 2 magic per second....

    You are a wizard right? Time your essential sutra + gush/pyrogram/BIDS to get a feel of the "instant channel". (how long the bar stays on your screen)

    Edit: fail, Aelric is not a wizard....go make a wizard alt to test it...

    xD well I was thinking that a cleric without any channeling time would be epic haha. imo if a cleric could get more attacks off then they could be much more effective damage wise, and even in healing, but what I wasn't thinking about was the cooldown... Even if you could get rid of plume shot's channeling time, to recast it you would still have to wait for it to recharge to cast it again. however, if you chain it with our cyclone spell with no channeling, then it would be 1s cast plume, 1s cast cyclone+recharged plume, 1s plume, 1s recharge of plume and cyclone+1s cast ironheart?, repeat. In a matter of 4 seconds you could get off 2 plume shots, 1 cyclone, and 1 ironheart < sounds good to me xDD
    [SIGPIC][/SIGPIC]
    Thanks XRipetidex for the awesome sig!
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  • Lylfo - Dreamweaver
    Lylfo - Dreamweaver Posts: 1,166 Arc User
    edited July 2010
    xD well I was thinking that a cleric without any channeling time would be epic haha. imo if a cleric could get more attacks off then they could be much more effective damage wise, and even in healing, but what I wasn't thinking about was the cooldown... Even if you could get rid of plume shot's channeling time, to recast it you would still have to wait for it to recharge to cast it again. however, if you chain it with our cyclone spell with no channeling, then it would be 1s cast plume, 1s cast cyclone+recharged plume, 1s plume, 1s recharge of plume and cyclone+1s cast ironheart?, repeat. In a matter of 4 seconds you could get off 2 plume shots, 1 cyclone, and 1 ironheart < sounds good to me xDD

    This build might sound good on paper, but in reality, you might have to compromise alot of other things liek survivability or magic attack to get as much channeling as you want.
    And i think most high channel builds would include demon spark so it is technically doable but not even close in practice.

    Weapon -18-(6)=-24 channel
    Sleeves -18channel
    rings -18channel * 2
    belt -18 channel
    necklace -18channel
    = 90 channel
    ( other possible source of channel
    -6 from cape
    -6 on chest
    -3 on hat?(mirage moonwear, warsoul helm)
    none from boots
    -3 from 2pieces of tt99(tt99 set bonus)
    demon spark
    )

    I've only seen 1 -18 channel item so far, and that is on some lvl 60-ish sleeves? ...

    Good luck if you are aiming for a high channel build. Its quite doable if you aim for something lower, but expect to sacrifice some other things like crit/magic attack or even def/hp.
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  • Aelric - Lost City
    Aelric - Lost City Posts: 1,031 Arc User
    edited July 2010
    This build might sound good on paper, but in reality, you might have to compromise alot of other things liek survivability or magic attack to get as much channeling as you want.
    And i think most high channel builds would include demon spark so it is technically doable but not even close in practice.

    Weapon -18-(6)=-24 channel
    Sleeves -18channel
    rings -18channel * 2
    belt -18 channel
    necklace -18channel
    = 90 channel
    ( other possible source of channel
    -6 from cape
    -6 on chest
    -3 on hat?(mirage moonwear, warsoul helm)
    none from boots
    -3 from 2pieces of tt99(tt99 set bonus)
    demon spark
    )

    I've only seen 1 -18 channel item so far, and that is on some lvl 60-ish sleeves? ...

    Good luck if you are aiming for a high channel build. Its quite doable if you aim for something lower, but expect to sacrifice some other things like crit/magic attack or even def/hp.

    Well what sacrifices you have to make can possibly be overcome with refining and sharding correctly (and slightly over-doing it also), but really it depends on what all the channeling gear is. The main problem though is that there is no decent database that has all the gear and that you can sort according to special things, like -chan. So it would take a ton of digging to find everything.
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  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited July 2010
    Here is the sequence of events.

    1) Spell is channeled (spell must not be in cooldown, can be interrupted)
    2) Damage is delivered (this is when damage appears in damage log though you may not see the floating number till the animation finishes)
    3) Cooldown timer starts
    4) Casting animation starts
    5) Casting delay starts (you cant start channeling anything till this is over)
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  • Kupuntu - Sanctuary
    Kupuntu - Sanctuary Posts: 3,008 Arc User
    edited July 2010
    Well what sacrifices you have to make can possibly be overcome with refining and sharding correctly (and slightly over-doing it also), but really it depends on what all the channeling gear is. The main problem though is that there is no decent database that has all the gear and that you can sort according to special things, like -chan. So it would take a ton of digging to find everything.

    Basic thing is, all the gear that has -chan as a guaranteed add can only have -6% chan. It's not that hard to check what things have -chan.
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  • Aelric - Lost City
    Aelric - Lost City Posts: 1,031 Arc User
    edited July 2010
    Here is the sequence of events.

    1) Spell is channeled (spell must not be in cooldown, can be interrupted)
    2) Damage is delivered (this is when damage appears in damage log though you may not see the floating number till the animation finishes)
    3) Cooldown timer starts
    4) Casting animation starts
    5) Casting delay starts (you cant start channeling anything till this is over)

    Yeah so with -chan gear you should, theoretically, be able to almost eliminate #1 (or at least get it under a second where the bar will just shoot full).

    1 - Channel
    2 - Cast & Cooldown begins & Damage in log
    3 - Spell Hits (Animation) & Damage floats up
    4 - Cooldown finishes/Cast delay
    Basic thing is, all the gear that has -chan as a guaranteed add can only have -6% chan. It's not that hard to check what things have -chan.

    Could you show me where to find a list of just -chan gear? Easiest place to get a complete(?) list of gear would be the AH I guess, then the TT/Legendary manufacture pots. Not sure if the AH will have all of the molded gear or the quest gear or the gear from PQ/things like that. (not saying that any of these things have -chan on it, just saying they are more ways of getting gear that may not be represented in the AH)
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  • MoonUsagi - Heavens Tear
    MoonUsagi - Heavens Tear Posts: 4,377 Arc User
    edited July 2010
    These thread unofficially become channel & casting discussion. b:surrender
    Keep going guys, these will become pretty good information. b:chuckle
    And it's also on beginner's guide, these will help a lot. Good Job.
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  • Aelric - Lost City
    Aelric - Lost City Posts: 1,031 Arc User
    edited July 2010
    These thread unofficially become channel & casting discussion. b:surrender Sorry xD
    Keep going guys, these will become pretty good information. b:chuckle
    And it's also on beginner's guide, these will help a lot. Good Job. meh it will die now cuz no1 goes to that forums section xD

    comments in red :3
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  • MoonUsagi - Heavens Tear
    MoonUsagi - Heavens Tear Posts: 4,377 Arc User
    edited July 2010
    Don't worry if discussion still active it won't died soon . . b:chuckle
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  • Paramedic - Dreamweaver
    Paramedic - Dreamweaver Posts: 1,801 Arc User
    edited July 2010
    Here is the sequence of events.

    1) Spell is channeled (spell must not be in cooldown, can be interrupted)
    2) Damage is delivered (this is when damage appears in damage log though you may not see the floating number till the animation finishes)
    3) Cooldown timer starts
    4) Casting animation starts
    5) Casting delay starts (you cant start channeling anything till this is over)

    not sure about that tbh

    that would mean that i should see dmg just after one second from plumeshot channel start, but i feel like it s 2s+ actually (channnel+ cast).


    did you tested that or i just have lags?
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  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited July 2010
    not sure about that tbh

    that would mean that i should see dmg just after one second from plumeshot channel start, but i feel like it s 2s+ actually (channnel+ cast).


    did you tested that or i just have lags?

    It takes time for the plume shot to travel across the screen and the mob to fall down but that is all just client side animation, as far as game mechanics are concerned the mob actually dies at the start of the animation.
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