FPS is not equal to Lag.
Frames per second is the number of frames of an animation displayed every second, also called Frame Rate.
The higher the FPS, the smoother the animation. If the FPS is too low, you will most likely freeze or have lowered gameplay speed, but that is not lag, it is simply slow graphic procession which depends on your system power.
Latency is the right definition for lag. Latency is a communication issue between devices (the Server and your Personal Computer). It is the transmission delay between sending and receiving data, which causes your character to port back to a previous location during walking, skill delays etc.
It has been described numerous times and I do not know why people still do not get it.
Actually, we have here a matter of equivocation due to a word with multiple meanings.
"Latency" is vague and ambiguous, because what Flip is describing as "latency" is actually more precisely known as "communication latency" (sometimes called "ping"), or "synchronization latency" (which is slightly different from ping). However, when we speak of "latency," we generally mean "server latency." Neither of these is identical
to "lag," but lag is one symptom of server
latency, and synchronization issues as well as ping can simulate
lag. FPS is something else, which has been defined accurately in Flip's previous post.
So, to sum up, we have several different things here which the average person will confuse.
1. FPS -- Frames per second, or framerate -- which is user-side (but in the case of DKO, the issue is with the program itself, not the user's machine -- it is still user-side, though, because the program is on
the user's machine, but nevertheless, since the program is the source of the issue, the responsibility for fixing it lies with the program's developers).
2. "Lag" -- a symptom of Server Latency -- which is server-side.
3. Communication Latency -- the round-trip time of a "packet" (chunk of data) -- which is "Ping" -- allegedly
affected by distance of player's computer from server (although this is a vast oversimplification and omits other factors involved, including issues with routing nodes and other intermediate devices such as bridges and switches, the medium of transmission, efficiency of data buffers, etc).
4. Synchronization -- This is your computer, the server, and the computers of others in your immediate vicinity in-game trying to synchronize -- which is a combination of server-side, user-side, and other-user-side.
5. SERVER LATENCY -- essentially, "server response time," that is, how long it takes the server to respond to data that has been input by users -- this is server-side and is affected by a variety of things, including strain (a large amount of users sending a large number of packets of whatever size in a short time and in a specific game zone) -- one of the symptoms of Server Latency is "lag," but there are other symptoms (including disconnections, "account already in use" messages, etc). Server Latency is often resolved by a server restart.
I hope this clarifies things, rather than further muddying the waters.