Quote Originally Posted by Shurrikhan View Post
We're trying to fit two .5s animation periods, each with an additional uptime cost of roundtrip ping, right? So, we'd just need to be under 300 ms roundtrip ping, or what the game would call 150 ms, I'd imagine.

Perhaps that should be a bit lower than 150ms, for safety, if there's any need to account for time between the query's actual start and that of the server query check.

But... honestly, seems like there are a fair few of us who'd still fall above that.

The game quite simply shouldn't charge us twice our ping's worth of potential uptime after each animation. Once I could understand, but there's no reason for the game to then reset the animation timer on server confirmation of the action.
Quote Originally Posted by Shurrikhan View Post
The GCD itself has an animation lock. If it were a double-weave, there'd be 3, which means you'd need literally 0 ping to do so within the 1.5s seconds.
i'm very confused by these statements. you're saying you're double weaving ricochet and gauss between your heat blasts? because if so, that's why you're having issues. you're supposed to single weave / alternate as Seraphor said. and im not sure what you mean by there being an animation lock? heat blast, or wild fire, or anything like that doesnt have an animation lock. flame thrower (sort of) does, but i dont recall anything else having one