Quote Originally Posted by Shurrikhan View Post
Given that the hit is calculated before the spell projectile's animation even begins, that delay is an arbitrary constraint, though. We see this with things like Rockbreaker, for instance, where GL is granted -- or not granted -- from the moment the animation begins; whether an enemy was in its cone or not is snapshotted from the skill's activation time, not its release.

Couldn't we just reduce the artificial delay to where it can easily be queued up to some .4 seconds before the GCD returns (assuming an 80% GCD cast time)? That, for instance, would allow us 200 ms of ping protection.
There's tons of ways it could happen.

The easiest and most direct while having the least implication on overall job balance in the current state of the game is just giving it a two stack limit.