Originally Posted by
Kevee
I can't offer any real input on the topic, besides the fact that I agree with Alcyon_Densetsu about casting and client-side issues.
What may be happening, that was recently brought it, is that SE is using some over-complicated system. Perhaps when you press the key, on the client, it defaults to start a cast. The client assumes the server is going to get the command, and it's "correct". However, the cast completion and time is brought on by the server. So, until the server tells the client, "No, you're moving. Cast canceled." So it checks 2 different things for a single cast? I may have worded this wrong, or said the example wrong, but what I mean is that for a single action it can be using both live-states.