This would be exploited to HELL, though. It would completely redefine the way ninjas are played.
Mudra lag is a problem but it's not one with an easy fix since latency is a monster with no weak points to hit for massive damage.
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How exactly would this be exploited 'to Hell'? It would be slightly more efficient that what is currently possible, yes, but the duration of a mudra is 5 seconds so you'd only be able to weave in 1 skill. It seems pretty reasonable to me since the alternative seems to be 'just sit there for a moment and wait so that you can confirm everything registered properly'.
The timing is already designed to theoretically allow you to perform all mudras and execute the ninjutsu without extra downtime. It just doesn't actually work all the time in practice.
You could also weave in your cooldowns while doing your ninjutsu. NIN already did so much DPS they had to be nerfed without a huge safety net like this. It would basically be the same as PLD, WAR, MNK or DRG being able to weave all of their attack chains together at the same time. NIN get the mudra restriction for the same reason you have to combo to get Greased Lightning.
Otherwise, and this is just spitballing, NIN would be able to create macros that handle all their ninjutsu for them without penalty while they focus on their attack chain. SE anticipated this and added the rabbit.
Latency is not the real issue of the mudra lag, but how the network of the game handles the information that is sent, and apparently, according to the devs it has to do with how the OS sends it, and that the fix is complicated.
While I'm no programmer wizard, I have my own observation skills and with them I make my own theories with a lil bit of imagination.
The way I see it, the game gives priority to some OS packets that are sent and puts the others on a slight queue, hence many people get the lag, and few don't.
There is one exception were the game will ignore that priority it gives, and thats when "big" battles happen. Test your ninjutsu speed when fighting Odin, Behe or any S Rank hunt when there's a lot of people also fighting in that battle. You'll see that your speed has increased and it's because the game decides to open wide the "flood" gates to let all the info go through without "checking", avoiding that way that many during te fight would get a very noticeable delay on their actions.
So then only have a single ability be exempt from causing a failed Mudra combo. Add in the effect to Enhanced Wasp Venom and Enhanced Viper Venom so that the linked ability will not cancel a Mudra cast. You would only be able to weave in Mug or Jugulate to a Mudra combo without failing and would need to have Kiss of the Wasp or Kiss of the Viper active to do so. This would allow you to manually weave in the ability with success but macros would still be just as inefficient as they are now.
This is why this game needs to be client side.
Just bumping this topic. Can we get an update on when we can expect this to be fixed, or improved please?
The Mudra mechanics is interesting in itself, however the whole concept of having fast, smooth flowing Mudra casts isn't really helped much by the game's bad latency issues. Especially for us Australians who have something like 200-ish Ping (even with WTFast).