I definitely agree that the AF is not "at the end", because I've noticed it horribly during my duels as a slow dagger necro
for example I'd slow someone down so that their melee attack took 5+ seconds to finish from holy freeze + slow + clay + decrep, yet I'd die seemingly in the middle of their animation, which looks incredibly odd for some animations.
I imagine that IAS should have the exact same effect in terms of making an action frame jump while the total animation does not for at least *some* attacks, probably not applicable to say full speed 4 FPA swings.
But it would certainly make a difference, no? But given the way animations are calculated it would be very implausible for them to have somehow tied the action frame onto the same breakpoints if its just floored like everything else
So don't be surprised if looking this sort of stuff up gives new and more meaningful melee breakpoint info for gear selection.
Getting WSG to cancel attacks isn't something I've tried yet. But I've managed to get it to cancel animations, but its rather unreliable and takes a specific hoop jumping that I only can pull it off on my trangs fastnec (and I still accidentally fail and cancel it in the first 5 frames wayyyy too often).
If I ever find a method to hammer it out reliably then maybe I'll revil sekrets
