Originally Posted by Shandara
Whereas a macro will have to wait for the server to tell your client the shot has fired before it will start the next shot in the sequence, thus incurring _twice_ the latency. Not a problem if you play with very low latency of course.
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I see this a lot and I think it is worth noting that we currently don't know exactly what the latency shown by the WoW client is. If it is the standard use of the word then it is the round-trip-time of a command to the server. Time from when I send the server a command, till the server sends me back a response responding to that command. This includes time for the command to traverse the internet, be processed and acknowledged. I'm pretty sure this is the case since when the server is overloaded latency shoots up. This has nothing to do with the internet itself, just the limited processing power of the server, it cannot do all the things it needs to (including responding to incoming commands).
If that is correct then a castsequence macro won't incur a double latency penalty.
Example with 200ms latency (round-trip-time), 90ms one way travel time
000ms - press button
005ms - command sent to server
095ms - server gets command and queues it
105ms - server processes command
110ms - server sends response
200ms - client gets response
So anything that is processed entirely on the server, you should incur half of your total latency to get the results.
000ms - auto shot timer finishes
005ms - server processes auto shot
010ms - server sends results
100ms - client gets results
If you want to perform an action immediately after that, you will incur your latency + reaction/macro mashing delay. If I am hitting it 10 times a second (100ms macro delay).
200ms - client hits macro
205ms - command sent to server
295ms - server gets command and queues it