Err... I said it's not a latency for the plumes myself. It's tied to the way the server calculates your position and I'm sure the devs get it too.

Your fix won't going to work simply because of the large overhead produced by it. The servers are overloaded atm already, making them apply the offset for each player online would increase the load even more.

Also, the latency depends on the time of the day and network load, which means you would have to recalibrate before every fight which is too much hassle.

It's easier to just take the delay into account, follow the chatlog (successful actions by enemies) and not look at the graphic effects (cracks), since that's what lags behind.

What I suggested in my post above was an example that could work, but would introduce unfair advantage to people with less latency.