Originally Posted by Zakalwe
I don't think this is so odd - it can be easily explained by assuming there's a short delay between the cast ending and the spell actually leaving your hands.
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Regression analysis of the data gives the following equation:
Time To Hit = 0.0381 * RANGE + 0.2995 with R^2 = 0.9819
That means that the travel time is 1/0,0381 = 26,2 yard/sec and the time it needs to leave your hands is 0.2995 sec.
I think the difference is based on when the cast starts server side AND ends server side PLUS some additional lag:
UNIT_SPELLCAST_SENT-Event
Between this events the spell starts server side.
UNIT_SPELLCAST_START-Event
UNIT_SPELLCAST_SUCCEEDED-Event
Spell travels to the target.
Spell hits the target server side.
DAMAGE-Event occured
You can eliminate the network lag by queue the spell, but you can not get rid of the additional lag, which, I believe, is
some kind of serverlag. Perhaps it is caused by some priorisation of events on the server side.
The same mechanic overestimates the damage done by dots inside simulationcraft, since this additional lag occures with the SPELL_AURA_APPLIED- and SPELL_AURA_REMOVED-events as well. You are able to queue direct damage casts, but can not recast dots earlier, because you may loose the last tick.