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Moderatrix
Very {very very very} basically, most if not all classes run on a priority system. This means if all of your spells are available, SpellA is your best choice, followed by SpellB, etc. The higher on the list, the more important it is.
What Mosq2 uses with the manifesto is the concept that
1. The game will not allow more than one action to process no matter how many keys we send at the same time
2. a castsequence will never account for everything when dealing with a priority-based class.
What we do instead is build around our priority system. Simply put, you lay out your spells in your prioritized order in game. For example, my Enhancement shaman's priority would be -
Lay down totems {Searing} > Unleash Elements > Instant Lighting Bolt > Flame Shock if it's not up > Stormstrike > Lava Lash > Earth Shock.
So, on my bars I have, in order, a castsequence for each of my totems {1}, Unleash Elements {2}, a castsequence for Flame Shock 4*Earth Shock {3}, Stormstrike {4}, Lava Lash {5} and /stopcasting /cast Lightning Bolt {6}. Lightning Bolt is at the end so the stopcasting doesn't keep seizing up my white hits, so that's an exception to the rule.
Then, in my broadcasting software, I set up my DPS key to send 1-6 all at once every time I press it. The game receives all those keys at the same time, casts the first thing it can and ignores everything else.
Unlike a step system where each subsequent press sends a different key, a priority system sends a bunch of keys at the same time, just like if you'd mashed several keys at once on your keyboard. The game will only process the first available action and ignore everything else. It won't process anything else until the Global Cooldown ends and another keypress occurs.
So, straight broadcasting would be you press 2, 2 is what is sent to your games.
Steps would be you press 2, the first time it sends 2 to your games. The next time it sends 3. Third press sends 2 again.
Priority would be you press 2 and it sends 1, 2, 3, 4, to your game all at once and the game says "1 is - not ready = ignore, 2 is - ready = cast 2, ignore 3, ignore 4." This way you don't have to build miles-long castsequences that require a physics professor to time out and build.
It's kind of like using a spray and pray technique or a shotgun in a shooter game, doesn't really matter how many bullets miss, it's the one that does hit and kills the other guy that counts, lol.
I'm sure some of the more technical guys would have a better explanation, but like I said, this is the basic concept.
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