- It's a client-side bug.
- It appears to be an actual combat logic bug, not just a stuck animation causing a delay or whatever it may have manifested as in the past.
Here's two packet logs of elf ranged combat, with most irrelevant packets filtered out. Red are outgoing (things your game tells the server), blue are incoming (things the server tells the game).
[spoiler="Normal"]
[Image: http://i.imgur.com/essbqiA.png]
[/spoiler]This is the log of firing an arrow normally. You tell the server you're going to start aiming at the target, then you tell the server you're going to attack. The server responds and the attack fires off (once you have the server response).[spoiler="Elf Lag"]
[Image: http://i.imgur.com/97tpQkx.png]
[/spoiler]This is the log of what I see when I hit the "elf lag" issue. Things look mostly the same, but for some reason when I went to attack my client just started spamming this unknown packet instead. After a bit of that, that's when it made and sent the proper attack packet.Anybody got any more info on this?