and one step was sending the sequence bits to execute the animation for the attack, which is what we do when we execute a MOV, or alternatively if you're using the dev version when we send sequence bits, like so: /seqbits COMBAT WEAPON DUAL ATTACK FIERCE (that's the Dual Blade tier
9).
The server sends a mov index, the equivalent of a MOV command in a demorecord or Icon.
What /seqbits does is closer to the processing that happens serverside in order to determine which MOV to send.
This is confusing somewhat in that the client has a sequencer of its own, and uses it for local movement prediction for the player. It doesn't normally process any bits other than that, however, but it's fully functional and capable of doing everything the sever sequencer can. /seqbits taps into that.
The power customization screen also takes advantage of the client-side sequencer, but in actual gameplay it just uses the MOV indices sent from the server. From what I understand of the power customization screen, it's a bastardized copy and paste of how powers animate, but stripped down and modified with all sorts of special case conditions to make them look okay without a real target..
With all rules there are exceptions, and there are a few rare and special sequencer bits that the server does have control over and get sent to the client. These show up as the extra number after MOV commands in demorecords, as the current state comes in the same network packet as MOVs. They control weapon state, shield state, and a few miscellaneous bits like HOVER that the client needs for accurate movement prediction. Out of the thousands of sequencer state bits, only 11 get this special treatment.
I could probably add a command to Icon to control those; though you might have to know the magic numbers to get it to work since there's no lookup table in the data files anywhere. Fairly basic binary OR though.