Quote Originally Posted by Jeeqbit View Post
All the other issues with snapshotting and movement, I just don't find to be a big deal to me at all and don't cause me any problems even at 200 ping.

Now let's say this is the case and it affects casts. Someone said they have to move by 75% of the cast bar. A refresh rate of 300 ms out of an average cast of 3 seconds (3000ms) is 10%, not 25%. You would have to have 450 ping to need to move by 75% of the cast bar. Even so, that's normally plenty of time with legacy movement.

Let's apply this logic to an interrupt. If a cast is 3 seconds (3000ms), you would have to use the interrupt by 90% of the cast bar in order to guarantee it registers, which isn't much of a problem. But that isn't the only factor, because there is ping (let's assume the ping is 200ms) and an animation delay (let's assume this is 300ms because I don't know the delay for this specifically). Now you have to use it by 75% of the cast bar. Which is tighter but still doable.
I has little to do with anyone having problems with it, you can get used to it. I said that in my post. But why do i have to get used to something like that in 2023.

And your example with the interupt is essentially how it works. Or have you ever seen someone kick at 90% and it still going off. And iirc interupt is near instant animation.

but it's a bit different still. There is likely systems and "queues" of sorts that optimize and try to compensate for ping related inputs likely by asking when your client sent this input independent and in relation to the refreshrate of other informations like AOE circles, Cast bars, position query etc.