Old School RuneScape Wiki
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#REDIRECT[[Spade]]
'''Hit delay''' is the time between performing an attack (the animation starting) and the hit splat showing up (the attack dealing damage). Hit delay is measured in game ticks (one game tick being 0.6 seconds).
 
 
==Player Identification (PID) effect on the delay==
 
All the hit delays in this page assumes that the target is an [[NPC]] or another player that has PID on you.
 
 
If you have PID on your target the hit delay will be 1 tick lower than the listed numbers/formulas say. This should also apply if an NPC targets a player (or another NPC it has "PID" on).
 
 
(Having "PID" on another player means that the server processes your character before his/hers)
 
 
==Melee==
 
When attacking using a melee weapon, the hit delay is normally 1 game tick.
 
 
==Ranged and Magic==
 
When attacking using a [[ranged]] or [[magic]] attack the hit delay depends on the distance between the player and the target, and on the speed of the projectile. The distance is measured in squares (and is easily calculated by determining the minimum amount of steps your character has to walk to reach the target's square).
 
 
===Ranged===
 
Ranged projectiles follow this table:
 
{| class="article-table"
 
!Distance (squares)
 
!Hit delay (game ticks)
 
|-
 
|1
 
|2
 
|-
 
|2
 
|2
 
|-
 
|3
 
|3
 
|-
 
|4
 
|3
 
|-
 
|5
 
|3
 
|-
 
|6
 
|3
 
|-
 
|7
 
|3
 
|-
 
|8
 
|3
 
|-
 
|9
 
|4
 
|-
 
|10
 
|4
 
|}
 
It's likely that the delay follows this formula:
 
Delay = 2 + floor((3 + Distance) / 6)
 
 
===Magic===
 
Magic projectiles are a bit slower and follow this table.
 
{| class="article-table"
 
!Distance (squares)
 
!Hit delay (game ticks)
 
|-
 
|1
 
|2
 
|-
 
|2
 
|3
 
|-
 
|3
 
|3
 
|-
 
|4
 
|3
 
|-
 
|5
 
|4
 
|-
 
|6
 
|4
 
|-
 
|7
 
|4
 
|-
 
|8
 
|5
 
|-
 
|9
 
|5
 
|-
 
|10
 
|5
 
|}
 
This gives this likely formula:
 
Delay = 2 + floor((1 + Distance) / 3)
 
[[Category:Mechanics]]
 

Revision as of 10:27, 16 February 2019

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