Oh, to be clear I know how to make an effective Glare macro; that was just my guess as to what the macro SaltedXIV was using probably looked like based on the video they provided.
This is definitely something players can try if they really love button-mashing but want to use macros; that said, /mlock wouldn't be my first suggestion to solve this specific problem due to the fact that it locks you out of running further instances of macros. Because of this, if the number of frames in your macro isn't a multiple of the number of frames between each of your button presses, there's the risk of a greater loss of frames with the /mlock than without it. Which isn't to say it's bad — if this gives you the results you want, then that's all that matters! — but it wouldn't be my first suggestion.
Instead, I'd suggest a macro like this:
/ac "Stone"This way even if you're mashing, the first frame will cast the spell you want. And if you're not mashing, then you'll get some queuing behavior. Depending on the cadence of your mashing, you might want to move /micon to different locations in the macro, and if I remember correctly a macro like this won't even benefit from /macroerror off so you could probably replace that with another Stone.
/micon "Stone
/macroerror off
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
/ac "Stone"
Alternatively, you could try the technique I just learned from that Macrology link and do a macro like this:/ac "Stone"When set up properly, this will give you a Stone macro that tries to cast Stone on frame one, and then continues to replace the button containing this macro with the normal button for Stone for 1 second, which is long enough for you to press it if you're mashing. In this way, you can take advantage of both the benefits of macros and the extended queue duration of normal actions.
/mlock
/hotbar copy WHM 10 WHM 1
/hotbar set "Stone" 1 5
/wait 1
/hotbar copy WHM 10 WHM 1
/micon "Stone"
This is difficult to truly confirm or deny without actually getting an inside look at both the frontend and backend code. Personally, the evidence I've seen suggests that if there is a difference, it doesn't produce any meaningfully different results. For example, the execution of actions — whether via macro or non-macros — seems to be restricted based on the player's framerate, which suggests to me that for all intents and purposes, the way that a queued normal action functions is that it tries to execute itself once-per-frame, just like a macro that tries the same action on several lines in a row.
So as long as a player can write a macro that queues in the way they want, and as long as they can reliably press said macro within the appropriate window, I don't think there will be an issue. And that's what the test I did at the beginning of this thread suggest as well.
I'm curious, how are you clipping with a non-GCD action? In my personal experience, I find that with oGCD's I generally don't even need the repeated lines because the timing of when you can press them without action loss is a lot more flexible than GCD's. So especially with a 10 frame window for this macro, I'm confused about how it would result in any kind of clipping, unless I'm misunderstanding what you're saying somehow?