Tests by whom? I certainly don't recall any of the sorts from us, especially not Theoryjerks beyond prior work from Orinx, Alo and I.
However, we since know animation locks with absolute certainty from more recent, current discoveries.
Anim lock is sent with the Effects message from the server as a float, which requires rtt ms (ping ms * 2) or round trip time since ActionStart sends out a request and the server acknowledges, then sends a reply back with the anim lock in Effects that the client then processes.
Instant weapon skills/spells, and most oGCDs are 600ms. If you haven't, read my previously posted link:
Divide the difference of gcd - 1800ms by 6 and that's the threshold.Originally Posted by Nemekh @ Akhmorning.com
How they execute after the fact is subject to such a myriad of factors that it's not even just up to latency.
But your numbers are incorrect for how things process it most definitely is not ms * 3. If it were I certainly wouldn't take 3s to double weave! We have done the research for the timings at various levels of latency.