Originally Posted by
Shurrikhan
Not really, no.
Each animation has a 0.6s animation lock, and each GCD skill can query the server up to 0.5 seconds in advance, meaning it can effectively ignore up to 250 ms of ping (though with some further possible loss based on server packeting and specific additional lag from your ISP). The problems we most often face are simply because oGCDs after the first per gap, apparently, cannot be queued, which then causes uptime costs equal to twice one's ping at that moment (and again worsened by other small factors).
The "transforming buttons", however, would transform at the moment the prior skill is actuated, as soon as the client receives confirmation of an upcoming successful attempt. That wouldn't add any additional hoops; it'd just be part of the same confirmation process we're used to.
That was simply because the random example from before had to do with building and spending the consumable portions of certain buffs generated within a given button path. Call said buffs "Seals" or "Sen" and, well, the similarities become pretty clear, even if SAM at the moment uses only 3 rather than 4. DRK felt like it could be pretty close to that, but I wanted a bit more of a momentum and proc component.