Let me explain this "hes going through my swords" dilemma once more. First, lets start off by saying Player A has 300ms, while player B has 50.
Player A is wall sparring, he is sending out swings randomly (since you're probably warping on his screen too) and he isn't hitting anything on HIS SCREEN. Player B is frantically trying to hit him too, running towards him but seemingly getting hit every time he charges in. Once he gets close enough, he swings, but player A walks right through it. Why is this?
When player A swings, since he is at 300 ms, the server receives this data significantly late, then regurgitates it back at player B. If player B gets hit by the sword hit, player A did NOT just swing in real time, in fact that was probably 1-2 seconds ago. If player A seemingly swings at player B and it goes right through him, that's because player B receives the data far too late and his character is most likely far away from that spot. Also, player A may be swinging directly at player B, but because of his delay, none of the hits register in real time, similar to the other case.
Solution: You learn to adjust to their delay, and predict a few seconds ahead on where they're going to move. Its quite easy to predict where someone is going to go when they have that much delay, they won't be able to see where you're striking, vice versa. Both parties have disadvantages, however the delayer might have a slight advantage because Player B might be more focused on crying and complaining, rather than adjusting.
This is an extreme case, as many delayers don't do this intentionally, rather live far away from the servers. The largest ping gap I can think of would be someone at ~200.
tl;dr You're getting hit not because of the delayers lag, but because the serer is regurgitating it too late. You are not missing the delayer, rather the server is.
P.S.Delayers may survive until the end of a guildspar because most have to react to their lag by playing a more passive strategy of spar, allowing them to surivive longer.