Exhibit D)
https://www.youtube.com/watch?v=iTq1PsHSzJM
This is video footage again recorded by Kai Leonte, this time on the Aether Data Center.
It displays a similar situation as in Exhibit C on a higher latency connection (~147ms ping).
At 0:21, it shows the same Heat Blast sequence - this time, Gauss Round and Ricochet take longer to fully execute than in the previous video, long enough to that the next use of Heat Blast is now delayed past its fixed 1.5s cooldown.
Exhibit E)
https://www.youtube.com/watch?v=zUB64Q8KG_Y
This is video footage I recorded on the same connection as in Exhibit A.
It displays the stock opener used by many DNC players in Savage raids.
At various times, off-GCD instant actions delay the use of the next GCD action.
In particular, I'd like to point at two prominent examples:
1. At 1:11, the sequence of Technical Finish -> Devilment -> Starfall Dance
2. At 1:15, the sequence of Tillana -> Fan Dance IV -> Fountainfall
In both these sequences, the last action is delayed past the global cooldown.
Exhibit G)
https://www.youtube.com/watch?v=LUDxKFhT3Z4
This is an example of a similar opener to the one used in Exhibit E, performed on a connection with lower latency. As you can see, the issues from Exhibit E do not occur here.
At 0:26, the player is able to perform the sequence of Technical Finish -> Devilment -> Tillana -> Flourish -> Starfall Dance, without the GCD being delayed at any point.
Also notably, slightly later at 0:33, the player is able to perform the following sequence: Reverse Cascade -> Fan Dance -> Fan Dance III -> Saber Dance
...without any of the clipping issues seen in Exhibit A Step 2.
Exhibit H)
https://www.youtube.com/watch?v=sdeO6brmRCk
This is video footage recorded by my friend, Ryosen Gyoji.
It repeats the scenario of Exhibit A Step 3 on a lower latency connection.
In the bottom right of the screen, the Windows Resource Monitor displays the current latency.
As you can see, repeated uses of Heat Blast are not delayed at all by the interspersed uses of Gauss Round and Ricochet at this latency. The animation lock of Gauss Round and Ricochet ends significantly earlier after use.
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The main conclusions drawn from this are that actions take a longer time to execute, from start to finish, depending on latency, as the animation lock is applied in the erroneous fashion described in the forum thread - the duration does not correctly compensate for the timing of the server response.
In many of these examples, that difference grows big enough to render seamless dual-weaving, and even single-weaving in situations where the job calls for it (such as between MCH's Heat Blast casts), completely impossible depending on latency. But while players with higher latency are noticeably more affected by this issue, regardless of latency, every single action by every single player is subject to this to some degree.)