Normal rounds of combat apply their damages after the combat animations have played and the next round is calculated. As should abilities.
However, there are some abilities that have their damage actually applied as their animation begins.
This raises a couple of serious issues:
Think this could get a looking at?
K, so the more i think about this the weirder it becomes... So lets say an attack is set to apply a certain status effect for 4 seconds (basically a way of saying 'the next round of combat' and the damage (and thus status) is applied at the start. That effect is effecitivly usless because it will run dry during it's own attack's animation. In the same way if it's applied at the end of the animation it won't effect the intended round's calculation and will run dry during that, again, invalidating the status effect. Things'll get more complicated as you move into longer lasting ones. Theres also the philosophy of CR2 itself whereas 'a combat round will last exactly 4 seconds', while that may (or may not according to kellner) be true, damage on the other hand is not being applied at set balanced intevals. Surely this isn't good for the calculation system... heck, it might even have something more to do with the extra round bug. Bah, the whole things rather silly. Have a set damage period of 2 seconds into another animation, nice and in the middle.
Theres also the philosophy of CR2 itself whereas 'a combat round will last exactly 4 seconds', while that may (or may not according to kellner) be true, damage on the other hand is not being applied at set balanced intevals.
SOE didnt take the animator he chose to move on to other endeavors. He was a great guy and I was sorry to see him go but life, responsibilities, and desires of others we really dont have control over.