If being out of range does not consume the auto-attack after all (hey, I don't know the mechanics) then actually your only choice for an attempt at synchronization is to go after the combat bubbles. For that you'd need to be able to visually distinguish your own auto-attack bubbles from all other damage types, including your auto-attack misses, and that for each weapon separately (assuming they don't always miss at the same time and assuming that a miss will still consume the auto-attack for that weapon). Again, no clue about that either. Your timing will be off though by the time it takes for auto-attack to be performed on the server, the damage being calculated on the server and sent back to the client and finally it being displayed in the UI.
Talking about combat bubbles, I tried ages ago to make an ingame real time dps monitor from them but as soon as there were too many bubbles on screen it would choke (data was just dropped, I'm not sure if it never appeared on screen or whether the code entered a race condition). And of course it wasn't terribly useful because I took the raw data without any normalization over time. Someone should try it today. /end derail.
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