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Old 06/29/07, 4:53 PM   #110
Trohck
Piston Honda
 
Orc Hunter
 
Hyjal
Originally Posted by Lactose View Post
With a castsequence macro there's no way of pre-emptively starting a cast before a previous cast is finished client-side.
With a high latency, you can benefit from timing this manually, starting your next cast after the server knows the spell to be cast, but before the client has gotten this information. A castsequence macro waits for the server to confirm the action, then sends the next spell.
But is this true even if you're using a single-action castsequence? Ex.: /castsequence Steady Shot. To spell things out explicitly, here's the macro I'm talking about:

/cast Kill Command
/castsequence Steady Shot

This is what I weave between autos. If there is an improvement available for high-latency, that improvement should correspond to low-latency until your reaction time exceeds the latency gain, yes?

what I said was that my dps goes up when I time things manually
I guess what I'm saying is I don't see how this is possible. If it's another "I'll take a small DPS hit to enjoy playing more" like IAotH, I can understand. But why would your DPS go up when you time things manually? I must be misunderstanding a mechanic somewhere.

I absolutely prefer to play without macros and I do think that understanding the mechanics before you use them is crucial. But I live in the unfortunate world where latency has a severe impact on my DPS and as far as I can tell spamming macros is the best way to surmount that unless you can be accurate to the tenth of the second, which I think most people can't.
 
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