Those aren't addresses used for the game...Canadian servers start with 199, Japan 124. If you want to test to the actual network segments used by the game, either lookup the address your client uses when in game, or use the lobby server addresses: neolobby01.ffxiv.com through neolobby06.ffxiv.com. Odd numbers are Japan, even are Canada.
The issue is indeed your latency and not your bandwidth. A 100Mbit plan is technically not your speed--that is more your allowed throughput, or bandwidth. The electrons run the same speed over the wire/fiber optic cables regardless of your plan. Your bandwidth plan determines how many electrons are bundled together in one transmit cycle, and the duration/number of cycles per second to get you to that cap of 100Mbit/s (typically it goes in anywhere up to about a 5-38Mbit bursted cycles). This game actually only requires about a DSL-lite level of bandwidth to run normally (just over 64Kbit/sec of actual data is sent/received per second during most game play). The added bandwidth really only comes into play in isolated moments like zone loads, updates, and maybe hunts (all that extra character data--depends on your clipping settings).
The game is programmed to function on roughly a 300ms boundary. If your latency and/or your packet loss/retransmit frequency is too high, it can cause things to get out of synch. Symptoms can range from a rhythmic stutter (sort of a skipped heart beat sort of thing), to skipping (tele-walk like we used to see in XI), to out right pausing and fast-forward rubber-banding caused by the delay and sudden catchup of the data stream. If things get too far out of hand, the session can timeout completely and you get dropped from the server.
It is a tricky situation for the Oceana region unfortunately...as you guys are dependent on a limited set of undersea lines to get either to the US or Japan. And it is further compounded by the language barriers... Japan is likely a better candidate in terms of latency, but then you may have issues integrating into their community. Until the higher tier ISP's (level3, Telstra, etc.) that manage the undersea lines and the exchanges along the West Coast of the US that you guys are forced to use can manage to reduce congestion and improve latency, your only viable choice to improve stability might be a premium VPN service, which can get pricey for some of them.
Buyer beware though---some VPN's are very overpriced. Research your options...some computer/gaming magazine sites have comparisons up at their websites, or you should be able to find a list via Google. Test them out thoroughly under their free trial agreements to find the one that best suits your needs---you may find that some provide enough usage for you to actually stay within their free trial agreements (some cap at a set data usage level per month, or so many hours a day/week/month). For example, my Tunnel Bear account gives me 500MB a month free--if you promote them on social media you can get an extra GB added--was more than enough to use for isolated instances and troubleshooting and such during Beta4/early launch of ARR. Keep in mind that some VPN's don't always select the best tunnel for you, so you may need to manually choose where you connect to. I found that sometimes I faired better connecting to a tunnel in the midwest than I did connecting in Montreal--you can still hit congested nodes through a VPN. But, that is the hidden benefit of a VPN--you can change your route on demand to try to get around those bad nodes.