The EverQuest II servers send a lot of data to the game client, especially when a player is grouped with 23 others, all decked out in top end gear, adornments, and running potions, all triggering and multiplying heals, damage, and so forth. Years ago, this came to a head with Procs (built-in effects on items). They were critting, magnifying each other, and just creating a cascading mess of combat events which put a strain on servers and player’s computers alike. Fast forward to 2013 and while Procs have still been largely kept in check, the addition of more AAs,...