While you may be experiencing something in game and wish to use that to disprove someone else, providing logs is sort of necessary for that. Posts like this don't contribute to the argument in any way when presented how you have.
fe: also, it's 'lose' not 'loose'
Originally Posted by evanmartyr
I've been doing "ES [very slight delay] ES CS(if not near cap) ES" or "ES [very slight delay] ES AS (if near cap) ES".
I'm not 100% certain this is right, but I've managed to reset the first ES dot with the second shot without losing ticks consistently, which puts it at or near 3 seconds, so the "filler" after those two is just to let it tick down and not lose ticks. The shot sequence you gave (ES ES CS AS ES) delays the third ES unnecessarily, barring a bloodlust/rapid fire/absurd haste on your gear.
Of course, this is just what simulation is doing, not what is ideal, and I haven't enough experience to tell you how to fix it, just what it probably should look like.
There is something I do not understand about all those calculations. I tried many many times on a dummy the following shot sequence during an TnT proc :
ES - slight delay (few ms) - ES - ES and I always (I mean 100% of times) have 9 tics of ES during each TnT. So I loose nothing.