Quote (Goomshill @ May 22 2019 11:08pm)
Its important to note that nextdelay is a timer for each unit, not for each missile/spell or whatever. If an enemy gets struck by a 25 frame delay tornado, it can't be hit by any other nextdelay projectiles for those 25 frames. And the list above doesn't list them all, there are many 'piercing projectiles' in the game- all the zon bow skills, normal bow attacks, thrown weapons and the primary projectiles on javelin skills like lightning fury / plague (not the aoe or secondary projectiles), bone spear, lightning, lightning sentry, etc.
This means that nextdelay skills work quite badly in multiplayer games and have greatly reduced dps. If a trapper and windy are both trying to dps down baal, they'll do massively reduced damage output because the tornados stop the traps from hitting at all
it also means certain effects can limit your damage output, like if your merc has chance to cast tornado
the low nextdelay spells might have very little noticeable effect on each other since the window is so short. In fact, lightning can easily hit targets twice when cast alone by 1 player, because it can overlap monsters more than 5 frames.
however, even when that's the case, spells tend to have both nextdelay and lasthit enabled, so they remember the last unit struck and won't strike that same unit again- lightning will only hit enemies twice when its overlapping two enemies for 5+ frames, so if they're stacked next to each other and you're shooting at a diagonal it can do it. And when that's the case, you effectively double your damage output
there are many skills that don't use nextdelay however. Any projectiles that can't pierce or that deal their damage on every frame. And they all work in multiplayer without clashing with each other
firewall, lightning, firestorm, etc deal their damage each frame
frozen orb, charged strike, fireball, etc are destroyed on collision
there are a few skills I'm uncertain about, like blizzard and lightning fury (the secondary projectiles). They might only have lasthit and not nextdelay, I'm not sure. I think its pretty clear fury can explode enormous amounts of damage on its primary target from all the overlapping projectiles so it can't use nextdelay, but it has to have a means to not deal that damage every frame, right?
Yes, I should have been more specific and said that the NextDelay timer is attached to the unit - sadly, it's too late to edit the post.
I was being a bit lazy regarding "piercing projectiles" - The list there just points out the not-so-obvious things that have the NextDelay property like warcries - but it goes without saying that arrows, throwing weapons etc. fall under the "piercing projectiles" category.
Regarding abilities such as firewall and firestorm and how their missles work, that'll be a separate guide
(too messy - have to explain bit rate damage/static missles etc.)