The issue/question that I have is with this change being done the way it is (ie. 85% of the way through the cast or whatever) then does that mean that your determination of whether or not you hit the target is being checked client side as opposed to server side? Or is that "roll" being done server side at the start of the cast.

Because here is my issue with this... the way this change was made has one, totally upset the way we regen mana. Bug or not, I am not trying to say the change shouldn't happen, just that it did change. To the degree that when you hit UI until the time you go back to AF is no longer "long enough" to let you guarentee that B3->T2->F3 gives you back full mana and 2 ticks. Before the patch, you had to have some absolute terrible timing (or have both an instant cast of thunder AND fire 3 up) in order to go "too fast" and not get all your mana back. Now, on almost every single cycle of B3->T2->F3 I have to add in an extra .5 to 1 second of "just stand there" in order to get the mana tick to be full.

Second, this change still does not affect a "miss". What I mean by that is, if you cast B3 and are not at hit cap, and therefore get a "miss" you still retain your AF3 stacks and consume the mana. So this brings up the second biggest peeve I have with this class, and that is when we find out if we have Firestarter. I assumed we had to wait until our attack hits the target it gets checked server side, and then returns back the result before we find out what happens. With this change it tells me at least on some level (no matter how this is being calculated) that they know the "result" of our attack before it hits the target. So then why can you not give us the firestarter proc when we finish the cast, as opposed to when it hits the target?