1 second seems like a long delay, but I should mention, your health counter doesn't actually change the instant you get hit, but only the instant you PERCIEVE yourself to have been hit. For instance, if you're 400ms behind the server, your health counter goes down 400ms after you get hit, but on your end, you don't see yourself get hit until 400ms after you actually get hit, because your client didn't see the projectile get fired until 400ms after it actually got fired - so basically, everything is delayed some, but because it's pretty much EVERYTHING that gets delayed, and pretty much everything gets delayed by the same amount, it doesn't FEEL delayed.
Of course, as Mychaeel said, variables aren't necessarily sent as soon as they change - but usually there shouldn't be much delay on top of the transmission delay (which everything experiences) unless you are severely short on bandwidth.