Verb:CHANNEL: Difference between revisions

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(Updated for bolt spells.)
(→‎Warding: change half of section to template)
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*Channeling garners additional benefit when used from an aggressive [[stance]]. The more aggressive the stance, the bigger the benefit.
*Channeling garners additional benefit when used from an aggressive [[stance]]. The more aggressive the stance, the bigger the benefit.


{{channel-damage}}
Channeling provides additional damage by boosting the effective [[warding margin]] of a spell. Thus a channeled spell with bonuses of 25 and a warding roll of 101 would do the same damage as a cast spell with a warding roll of 126. Stance gives a bonus of 5 at guarded and 20 at offensive which is multiplied by the number of open hands. Casters wielding two-handed weapons, such as [[runestaves]], are considered to have one open hand (as long as they are not also holding another item).

{| {{prettytable}}
|-style = "background:#DDD; color: blue"
!'''STANCE'''
!'''<center>OFF</center>'''
!'''<center>ADV</center>'''
!'''<center>FOR</center>'''
!'''<center>NEU</center>'''
!'''<center>GUA</center>'''
|-
!One Open Hand
|<center>+20</center>
|<center>+16</center>
|<center>+12</center>
|<center>+8</center>
|<center>+5</center>
|-
!Two Open Hands
|<center>+40</center>
|<center>+32</center>
|<center>+24</center>
|<center>+16</center>
|<center>+10</center>
|}

This bonus is added on top of any other applicable warding margin bonuses, such as an incapacitated target (+15 for most spells), or the charge-up effect of Fervent Reproach.


== Special cases ==
== Special cases ==

Revision as of 13:40, 19 January 2016

CHANNEL is an alternate method of casting various prepared spells, generally enhancing the potency of attack spells at the cost of "hard" roundtime that prevents the caster from moving or changing stance.

Usage

  • PREPARE {spell}, CHANNEL {target}
  • INCANT SET CHANNEL {spell}, INCANT {spell} (This sets INCANT to channel a spell by default.)
  • INCANT {spell} CHANNEL

Bolt

Channeling a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The roundtime imposed by channeling cannot be mitigated by any haste effect.

Warding

Most channel-enabled warding spells behave similarly.

For these spells:

  • Channeling incurs 3 seconds of hard roundtime, which runs concurrent with the 3 second cast roundtime. The hard roundtime portion can be modified by haste/slow effects.
  • Channeling gives a benefit if at least one hand is open, but extra benefit is garnered by having both open.
  • Channeling garners additional benefit when used from an aggressive stance. The more aggressive the stance, the bigger the benefit.

Channeling adds to the effective warding margin on a successful cast based on the caster's stance and number of open hands. Casters wielding two-handed weapons such as runestaves are considered to have one open hand (as long as they are not also holding another item).

STANCE OFF ADV FOR NEU GUA
One Open Hand +20 +16 +12 +8 +4
Two Open Hands +40 +32 +24 +16 +8

Special cases

Other uses

Certain non-attack spells also have a Channel option, which usually exists to differentiate between varying modes of the spell.

See Also