Hit delay

From Old School RuneScape Wiki
Jump to: navigation, search

Hit delay is measured in game ticks and is the amount of time an attack will be queued to an entity (player or NPC) without doing damage. Specifically, hit delay measures the amount of ticks an attack is processed on an entity without damaging it. Melee attacks damage an entity the very first tick that they are processed, and as such, are defined to have a hit delay of 0.

The hit delay of distance attacks is typically variable based on the Chebyshev distance between the entity dealing the attack and the entity receiving the attack. The distance is typically measured edge-to-edge in game squares, i.e. the distance between the closest edges of the two entities. However, barrage spells are a notable exception in that they calculate distance from the player to an NPC's southwest tile, which causes abnormally long hit delay when attacking a large NPC from the northeast.

Processing order delay[edit | edit source]

Attacks will hit on different ticks depending on whether the attacking or defending entity is processed first in a tick. If the entity receiving the hit is processed earlier than the entity dealing the hit, then the hit will be delayed by an additional one tick.

NPCs are processed earlier than players each tick, so this effect will make all hits on NPCs delayed by an additional one tick compared to the numbers listed in this article.

In the case of PvP, PID will be the determining factor whether or not processing order delay will delay attacks by one tick.

Melee[edit | edit source]

When attacking using a melee weapon, with few exceptions such as the dragon claws special attack, the hit delay is 0 game ticks.

Ranged[edit | edit source]

Bows and crossbows[edit | edit source]

Bow and crossbow projectiles, with the exception of the dark bow's second projectile, follow this table:

Distance
(squares)
Hit delay
(game ticks)
1 1
2 1
3 2
4 2
5 2
6 2
7 2
8 2
9 3
10 3

This delay follows this formula:

Dark bow[edit | edit source]

The dark bow has a unique hit delay defined for its second projectile, and its two projectiles follow this table:

Distance
Hit delay
(1st projectile)
Hit delay

(2nd projectile)

1 1 2
2 1 2
3 2 2
4 2 3
5 2 3
6 2 3
7 2 4
8 2 4
9 3 4
10 3 5

The first projectile follows the standard bow projectile delay formula:

The second projectile follows a formula very similar to the magic formula:

Chinchompas, thrown weapons and toxic blowpipe[edit | edit source]

Chinchompas and thrown weapons (knives, darts, thrownaxes, and the toxic blowpipe) have the following hit delay:

Distance
(squares)
Hit delay
(game ticks)
1 1
2 1
3 1
4 1[1]
5 1[1]
6 2
7 2
8 2
9 2
10 2
  1. 1.0 1.1 The toxic blowpipe special attack has a hit delay of 2 ticks when distance is 4 or 5.

This delay follows the formula:

Dwarf multicannon[edit | edit source]

The dwarf multicannon, despite being able to attack targets at distances as far away as 19 tiles, does not have any hit delay.

Magic[edit | edit source]

Magic projectiles, including spells and projectiles from self-powered staves, follow this table.

Distance
(squares)
Hit delay
(game ticks)
1 1
2 2
3 2
4 2
5 3
6 3
7 3
8 4
9 4
10 4
11[1] 5
12[1] 5
13[1] 5
14[1] 6
15[1] 6
  1. 1.0 1.1 1.2 1.3 1.4 Barrage spells calculate hit delay using the distance from an NPC's southwest tile, therefore hit delay can be observed for distances greater than 10 tiles on large NPCs such as Scorpia.

This gives this likely formula:

Shield specials[edit | edit source]

Shield special attacks such as the dragonfire shield, dragonfire ward, and ancient wyvern shield follow this table.

Distance
(squares)
Hit delay
(game ticks)
1 2
2 3
3 3
4 3
5 3
6 3
7 3
8 4
9 4
10 4

This gives the likely formula: