There are many ways to cut down lag. I assume that you can try using the microprofiler to identify the issue.
Physics stress - these are part-, mesh- and union-related, make sure nothing gets too dense or overkilled in detail
Script stress - you’re probably running on troublesome and expensive loops, there might be a fix on this
If the outputs are on client, there is a problem from LocalScripts. Some errors are fine; only causes visual bugs(textures, sounds, etc.).
Unfortunately, I cannot outline what errors there are as I currently do not have access to my primary device. Can you forward a screenshot of the entire output on client and/or server?
This is what happens as a delay: (It might look like the hitbox is the error but it’s not, when I’m trying it in roblox studio, it hits well) https://streamable.com/z0ovs
Those errors look worrying. They increase rapidly in a quick succession. Perhaps you can reduce the stress by triggering the changes through events rather than relying on loops.
I just found the error, it’s the Enemy NPCs respawn in my training dummy that causes the error and made the ping 12,000 ms. and it’s already fixed, the errors also have something to do with this as it got fixed as well and reduced the ping.