<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://darkanddarker.wiki.spellsandguns.com/index.php?action=history&amp;feed=atom&amp;title=Attack_Times</id>
	<title>Attack Times - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://darkanddarker.wiki.spellsandguns.com/index.php?action=history&amp;feed=atom&amp;title=Attack_Times"/>
	<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;action=history"/>
	<updated>2026-05-16T05:58:22Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=63311&amp;oldid=prev</id>
		<title>Raw Salad: Expanded a bit on hitstop and play rate mechanics.</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=63311&amp;oldid=prev"/>
		<updated>2025-04-28T23:40:33Z</updated>

		<summary type="html">&lt;p&gt;Expanded a bit on hitstop and play rate mechanics.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:40, 28 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies (or allies) occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies (or allies) occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If a hit lands on a valid target, the attack will be slowed for a small duration.  This is known as &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;The &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;duration &lt;/del&gt;is displayed after &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; character that follows the &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; duration. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It is important to note that action &lt;/del&gt;speed &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has no &lt;/del&gt;effect on the &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; period.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If a hit lands on a valid target, the attack will be slowed for a small duration.  This is known as &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;total effect of &lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, hitstop_duration * (1 - hitstop_play_rate), &lt;/ins&gt;is displayed after &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; character that follows the &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; duration. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Action &lt;/ins&gt;speed &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;can&amp;#039;&amp;#039; have a small &lt;/ins&gt;effect on the &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; period. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; For Daggers the play rate (i.e. scaling) is 0%, but on most other weapons the play rate is 7-9%.{{NeedsTesting|Action Speed is confirmed to have no effect on 0% play rate weapons.  It is only suspected to have an effect, as described, on weapons with non-zero play rate.&amp;lt;br&amp;gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key darkanddarkerwiki:diff::1.12:old-61381:rev-63311 --&gt;
&lt;/table&gt;</summary>
		<author><name>Raw Salad</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61381&amp;oldid=prev</id>
		<title>Raw Salad: AS has no effect on hitstop</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61381&amp;oldid=prev"/>
		<updated>2025-02-26T17:54:53Z</updated>

		<summary type="html">&lt;p&gt;AS has no effect on hitstop&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:54, 26 February 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies (or allies) occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies (or allies) occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If a hit lands on a valid target, the attack will be slowed for a small duration.  This is known as &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039;.  The &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; duration is displayed after &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; character that follows the &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; duration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If a hit lands on a valid target, the attack will be slowed for a small duration.  This is known as &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039;.  The &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; duration is displayed after &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; character that follows the &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; duration&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. It is important to note that action speed has no effect on the &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; period&lt;/ins&gt;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key darkanddarkerwiki:diff::1.12:old-61364:rev-61381 --&gt;
&lt;/table&gt;</summary>
		<author><name>Raw Salad</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61364&amp;oldid=prev</id>
		<title>Raw Salad at 23:17, 25 February 2025</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61364&amp;oldid=prev"/>
		<updated>2025-02-25T23:17:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:17, 25 February 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Second Windup&amp;#039;&amp;#039;&amp;#039; = Time between hit and second hit.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Second Windup&amp;#039;&amp;#039;&amp;#039; = Time between hit and second hit.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(or allies) &lt;/ins&gt;occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If a hit lands on a valid target, the attack will be slowed for a small duration.  This is known as &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039;.  The &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; duration is displayed after &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; character that follows the &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; duration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* If a hit lands on a valid target, the attack will be slowed for a small duration.  This is known as &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039;.  The &amp;#039;&amp;#039;&amp;#039;hitstop&amp;#039;&amp;#039;&amp;#039; duration is displayed after &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; character that follows the &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; duration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Raw Salad</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61363&amp;oldid=prev</id>
		<title>Raw Salad: Added a note mentioning hitstop.</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61363&amp;oldid=prev"/>
		<updated>2025-02-25T23:16:32Z</updated>

		<summary type="html">&lt;p&gt;Added a note mentioning hitstop.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:16, 25 February 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* If a hit lands on a valid target, the attack will be slowed for a small duration.  This is known as &#039;&#039;&#039;hitstop&#039;&#039;&#039;.  The &#039;&#039;&#039;hitstop&#039;&#039;&#039; duration is displayed after &#039;&#039;&#039;+&#039;&#039;&#039; character that follows the &#039;&#039;&#039;Hit&#039;&#039;&#039; duration.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Raw Salad</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61269&amp;oldid=prev</id>
		<title>Raw Salad: Created page with &quot;&#039;&#039;&#039;Windup&#039;&#039;&#039; = Time before attack&#039;s start  &#039;&#039;&#039;Second Windup&#039;&#039;&#039; = Time between hit and second hit.  &#039;&#039;&#039;Hit&#039;&#039;&#039; / &#039;&#039;&#039;Second Hit&#039;&#039;&#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period.  &#039;&#039;&#039;Recover&#039;&#039;&#039; = Time before the attack transitions to animation of the &#039;&#039;next&#039;&#039; attack of the given weapon.  &#039;&#039;&#039;Alternate Recover&#039;&#039;&#039; = Time before the attack transitions to the &#039;&#039;next&#039;&#039; attack animation of the alternate weapon.  This a...&quot;</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Attack_Times&amp;diff=61269&amp;oldid=prev"/>
		<updated>2025-02-16T05:07:59Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Windup&amp;#039;&amp;#039;&amp;#039; = Time before attack&amp;#039;s start  &amp;#039;&amp;#039;&amp;#039;Second Windup&amp;#039;&amp;#039;&amp;#039; = Time between hit and second hit.  &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period.  &amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.  &amp;#039;&amp;#039;&amp;#039;Alternate Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack animation of the alternate weapon.  This a...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Windup&amp;#039;&amp;#039;&amp;#039; = Time before attack&amp;#039;s start&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Second Windup&amp;#039;&amp;#039;&amp;#039; = Time between hit and second hit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;Second Hit&amp;#039;&amp;#039;&amp;#039; = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to animation of the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack of the given weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alternate Recover&amp;#039;&amp;#039;&amp;#039; = Time before the attack transitions to the &amp;#039;&amp;#039;next&amp;#039;&amp;#039; attack animation of the alternate weapon.  This applies for both transitioning from primary weapon to secondary weapon &amp;#039;&amp;#039;and&amp;#039;&amp;#039; transitioning from secondary weapon to primary weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Finish&amp;#039;&amp;#039;&amp;#039; = Time it takes the animation to reset back to default position&lt;br /&gt;
&lt;br /&gt;
Animations&amp;#039; collision turns on before &amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039; phase and can deal [[Impact Power]] during that time, but not damage. This is unlikely for most attacks as the weapon is usually over head or on the side, making it hard to hit that early. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is important to note that &amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Alternate Recover&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Finish&amp;#039;&amp;#039;&amp;#039; each begin immediately after hit and wait for specific input events, if no input is received the period simply expires and defaults to &amp;#039;&amp;#039;&amp;#039;Finish&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:20px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;#10551;&amp;lt;div style=&amp;quot;display:inline-block; margin: 5px 0px 10px 20px;&amp;quot;&amp;gt;If you input the combo continuation, &amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; is used.  After the &amp;#039;&amp;#039;&amp;#039;Recover&amp;#039;&amp;#039;&amp;#039; period, use the animation timings from the weapon&amp;#039;s next attack.&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;#10551;&amp;lt;div style=&amp;quot;display:inline-block; margin: 0px 0px 10px 20px;&amp;quot;&amp;gt;If you input the alternate combo continuation, &amp;#039;&amp;#039;&amp;#039;Alternate Recover&amp;#039;&amp;#039;&amp;#039; is used. After the &amp;#039;&amp;#039;&amp;#039;Alternate Recover&amp;#039;&amp;#039;&amp;#039; period, use the animation timings from the &amp;#039;&amp;#039;continued&amp;#039;&amp;#039; alternate combo.&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;#10551;&amp;lt;div style=&amp;quot;display:inline-block; margin: 0px 0px 5px 20px;&amp;quot;&amp;gt;If neither weapon continuations are activated, &amp;#039;&amp;#039;&amp;#039;Finish&amp;#039;&amp;#039;&amp;#039; is used. The character plays out the animation for returning to idle.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Combo continuation: for primary attack combos you input the primary attack, and for secondary/special attack combos you input the secondary attack.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Continued&amp;#039;&amp;#039; alternate combo: switch between primary and secondary/special to the next attack of that sequence. If you&amp;#039;ve previously used an attack in the alternate combo, use the values from the following attack in that combo. Example sequence: Arming Sword Attack 1, Short Sword Attack 1, Arming Sword Attack 2, Arming Sword Attack 3, Short Sword Attack 2, and Short Sword Attack 3.&lt;br /&gt;
&lt;br /&gt;
Note that if you input both primary and secondary attack, i.e. holding down both mouse buttons, it will default to the shorter of the two recover periods, if available.  This allows simple alternating combos like: Arming Sword Attack 1, Short Sword Attack 1, Arming Sword Attack 2, Short Sword Attack 2, Arming Sword Attack 3, and Short Sword Attack 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These times are calculated for &amp;#039;&amp;#039;&amp;#039;0% Action Speed&amp;#039;&amp;#039;&amp;#039;, attack speed will change according to player&amp;#039;s [[Stats#Action_Speed|stats]].&lt;/div&gt;</summary>
		<author><name>Raw Salad</name></author>
	</entry>
</feed>