I'm trying to answer the question I posted here a couple days ago(Is there any way to build a circuit that acts identically to a redstone repeater?), and I'm attempting to use hoppers to simulate the configurable delay that repeaters allow. However, I'm finding it difficult to come up with a set of hoppers comparable to a repeater. Currently I have a line of four sequential hoppers with a comparator at the end, and when I place an item in the first hopper with the /replaceitem command, there's apparently eight ticks of delay before the comparator at the end powers the redstone lamp following it. I have verified this delay using a repeater setup as detailed in the attached screenshot. My question is, how much delay does each component in the hopper setup, including the command block, the hoppers, and the comparator, contribute to the circuit?
After reading over the wiki page on hoppers again, I discovered that the three tick cool down also applies to hoppers that receive an item regardless of whether or not it initiated the item transfer. I suppose that would put a three tick delay for each transfer except the first one(because of the item being placed into the first hopper by a command). So that makes six ticks for the hopper transfers, one tick for the command, and one tick for the comparator so that it totals out to the target eight ticks.