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Revision as of 05:07, 16 February 2025 by Raw Salad (talk | contribs) (Created page with "'''Windup''' = Time before attack's start '''Second Windup''' = Time between hit and second hit. '''Hit''' / '''Second Hit''' = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period. '''Recover''' = Time before the attack transitions to animation of the ''next'' attack of the given weapon. '''Alternate Recover''' = Time before the attack transitions to the ''next'' attack animation of the alternate weapon. This a...")
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Windup = Time before attack's start

Second Windup = Time between hit and second hit.

Hit / Second Hit = Attack duration, this is where the swing, thrust etc. happens. Damage to enemies occurs only in this period.

Recover = Time before the attack transitions to animation of the next attack of the given weapon.

Alternate Recover = Time before the attack transitions to the next attack animation of the alternate weapon. This applies for both transitioning from primary weapon to secondary weapon and transitioning from secondary weapon to primary weapon.

Finish = Time it takes the animation to reset back to default position

Animations' collision turns on before Hit 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.


It is important to note that Recover, Alternate Recover, and Finish each begin immediately after hit and wait for specific input events, if no input is received the period simply expires and defaults to Finish.

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If you input the combo continuation, Recover is used. After the Recover period, use the animation timings from the weapon's next attack.

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If you input the alternate combo continuation, Alternate Recover is used. After the Alternate Recover period, use the animation timings from the continued alternate combo.

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If neither weapon continuations are activated, Finish is used. The character plays out the animation for returning to idle.

Combo continuation: for primary attack combos you input the primary attack, and for secondary/special attack combos you input the secondary attack.

Continued alternate combo: switch between primary and secondary/special to the next attack of that sequence. If you'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.

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.


These times are calculated for 0% Action Speed, attack speed will change according to player's stats.