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, using the same edge for both entities. I.e. distance will be calculated using an NPC's closest edge to the player, and the player's furthest edge from the NPC. 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 north or east.
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.
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:
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:
The first projectile follows the standard bow projectile delay formula:
The second projectile follows a formula very similar to the magic formula:
Chinchompas and thrown category weapons[edit | edit source]
- 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]
This gives this likely formula:
Shield specials[edit | edit source]
This gives the likely formula:
|Damage per second|