NoClippy has this comment in the code:
https://github.com/UnknownX7/NoClipp...ompensation.cs
Code:
// ALL INFO BELOW IS BASED ON MY FINDINGS AND I RESERVE THE RIGHT TO HAVE MISINTERPRETED SOMETHING, THANKS
// The typical time range that passes for the client is never equal to ping, it always seems to be at least ping + server delay
// The server delay is usually around 40-60 ms in the overworld, but falls to 30-40 ms inside of instances
// Additionally, your FPS will add more time because one frame MUST pass for you to receive the new animation lock
// Therefore, most players will never receive a response within 40 ms at any ping
// Another interesting fact is that the delay from the server will spike if you send multiple packets at the same time
// This seems to imply that the server will not process more than one packet from you per tick
// You can see this if you sheathe your weapon before using an ability, you will notice delays that are around 50 ms higher than usual
// This explains the phenomenon where moving seems to make it harder to weave
// For these reasons, I do not believe it is possible to triple weave on any ping without clipping even the slightest amount as that would require 25 ms response times for a 2.5 GCD triple
XivAlex has this bit in read more:
https://github.com/Soreepeong/XivAle...ncy-mitigation
And this is a twitter thread about the animation lock subject:
https://twitter.com/perchbird_/statu...780186120?s=20
It's already a known issue, with different approaches from the community to try and minimize the problem, and it's been known for a while. Even the problem solving part is mostly done, but the players have to resort to 3rd party tools that are pretty invasive (they need to attach to the game process) and are just asking for an official response to the issue.
Many players don't want to depend on ToS breaking tools just to have a proper experience, but there's no official answer to it yet, and apparently not even acknowledgement.