OnPlayerTouch fires about once every 250 milliseconds, so if you have an ontouch event that has a higher delay than that, multiple instances of that event will queue up before the first one hits.
I didn't understand a thing you just said.
The onplayertouch event is checked every 250 milliseconds. If you have two of these events (one with a higher delay, and one with none) the delayed event's effect will be multiplied and happen before the nondelayed event.