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Next Hit Delay & Last Collide

Last Updated: May 24th 2023

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Next Hit Delay (NHD) and Last Collide (LC) are 2 mechanics that are introduced to the game to prevent any target from taking unreasonable amounts of damage. While NHD effects a specific set of Skills, Last Collide effects every Skill or Attack that potentially can hit a target twice while traveling through it.

Next Hit Delay

In Patch 2.7, NHD was overhauled and its functionality is different now. Check our video guide below on what you need to know for the NHD changes! This article is also updated to properly reflect the changes.

Next Hit Delay (NHD), also known as "Next Delay", is a mechanic that is limited to a set of Skills (see list below). When a target is hit by any of these Skills, an internal timer starts. While this timer is active, the target cannot be affected or damaged by that same missile again. This does not stop other skills from applying their damage or effect, whether it's from the same caster or a different caster. The timer starts on the Frame the missile successful collides with the target. The NHD-timers range from 4 Frames (0.16 seconds) up to 25 Frames (1 second).

Skills with Next Hit Delay

4-Frames NHD (0.16 seconds)

  • Multiple Shot
  • Strafe
  • Lightning Strike
  • Chain Lightning
  • Nova
  • Frost Nova
  • Poison Nova
  • Shock Wave
  • Wake of Fire
  • Claws of Thunder (Only with 2 or 3 charges)
  • Phoenix Strike (Only with 2 or 3 charges)
  • teeth
  • Battle Cry
  • Battle Command
  • Battle Orders

Special Note: Each Martial Arts Charge trigger is considered its own "cast" for NHD purposes. This allows each ability to successfully hit the target, regardless of Kick speed or how many NHD charges are active on the Assassin.

5-Frames NHD (0.20 seconds)

  • Fissure
  • Volcano (the small Fireballs)

6-Frames NHD (0.24 seconds)

  • War Cry

10-Frames NHD (0.40 seconds)

  • Volcano (initial eruption)

25-Frames NHD (1.00 second)

  • Shock Web
  • Blade Sentinel
  • Twister
  • Tornado (the collision damage portion)

Last Collide

Last Collide is a property of Missiles which stops a target from being hit multiple times by the same instance of the Missile. The Missile checks which target was hit most recently, as it collides with its next target. A good example would be lightning which pierces and continues traveling to potentially hit other targets. It also does not have Next Hit Delay. Under normal circumstances, the lightning bolt hits the target once and then fail to hit a second time because of the Last Collide check.
If there are 2 targets in a line that lightning pierces through, the Last Collide check alternates between the two. If the two targets are still in the path of the lightning bolt, they are hit multiple times because of the alternating Last Collide check.
Unlike Next Hit Delay, Last Collide is specific to the Missile and does not interfere with any other Missile's ability to successfully hit and deal damage.

Video Guide

Video Guide by MacroBioBoi

Credits

Written by Teo1904 & MacroBioBoi
Reviewed by Teo1904 & MacroBioBoi

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