Quote Originally Posted by Valence View Post
First I'd like to say that I totally agree that the server responsiveness in this game is beyond terrible, and if you play pvp you'll feel it even more than in pve.

But can I ask where you got the idea that the server tick rate runs on a 0.3s clock interval? I have a hard time believing it, else if you just look at how animation delays work in the game, cast times and effeect resolutions at the server side, they would all fall into 0.3s multiples, which they don't (server delays seem to be about 40ms iirc which is in line with your WoW example but I could be wrong on that).

The real problem is how the whole delays and resolution of everything is coded and processed rather than the server tick rate itself, which I think is fine.
IN GENERAL (but not always), a mechanic decides who it hits the moment the castbar ends or the moment the aoe marker disappears, offset by your ping divided by two in milliseconds. There are a few cases where this isn't true, but this is almost always the case. The big issue is people don't understand this. Spreads can be a bit goofy because It becomes something like (Your Ping / 2) + (Their Ping / 2) at the moment the mechanic resolves unless one of you is standing still in which case the standing still player is removed from the equation, which can really make it feel mismatches.

The animation of a mechanic is not when the game decides you got hit. Once you understand this, dodging most things becomes VERY predictable in most cases.