In the thread
about Arcane Specs I asked if stopcasting arcane blasts could result into casting the next AB before the debuff of the finished but stopcasted AB is applied and if that could result in a slower casttime.
I set up the following test-scenario:
Dr. Boom, no passive haste-rating, no items with haste-rating procs, blizzard-reported lag about 100ms, Quartz lag something like 100-300ms
modified Quartz to include a debugmessage when it receives "UNIT_SPELLCAST_START" which looks like this:
"casting <Spellname> time <castlength>, start: <startTime>, lag: <lag>"
with castlength=endTime-startTime, lag=startTime-lastt and lastt=endTime(of last cast)
how it should look like (and often does, but see below):
No Stop-Casting, results are okay:
Now it comes, these screenshots are also done while NOT using stopcasting, but sometimes the debuff-information arrives at the client to late.
2 different examples:
I did 20 ramp-ups doing a scorch followed by 4 ABs (no stopcasting), these are the results:
2x 2.5 casts: 5 times
2x 2.1 casts: 4 times
2x 1.8 casts: 3 times
2x 1.4 casts: 8 times (<- this ist the 'correct' behaviour)
Now i tried it with stopcasting...
missing 2 debuffs in one rampup:

or like this
my results:
1. casttimes for Arcane Blast are 2.5, 2.166, 1.832, 1.498 seconds
2. rampup is broken about 50% of the time resulting in losing 0.334 seconds
3. rampup with stopcasting is even more broken resulting in a lot slower casttimes
Did I have some wrong assumptions? Could the tests somehow be improved? How do these results map to normal bossfights (most likely more lag)?
And what about conclusions? Should we wait something like 0.1 seconds longer while rampup-time to make sure that the debuff arrives (and not bashing the key to start the cast as fast as possible)? Can we model these problems for arcane rotations like 3xAB 1xAM 1xScorch?
How much dps are we losing here (assuming no lag the rotation is something like 13 seconds long, so losing 0.3 seconds means 2.5% less dps?