DevNote 9: Hit Feedback and Rubberbanding
The September 24, 2026 developer note explains why visible hits and dodges can disagree with combat results.
Hit effects without damage
Section titled “Hit effects without damage”The server decides whether attacks hit. Client-Side Damage Prediction, enabled by default, plays hit effects before confirmation. An opponent may already be outside the attack’s reach or protected by dodge invincibility on the server.
Turning this setting off avoids those predicted hit effects, but feedback may feel delayed. It does not change the server’s hit decisions.
Why a dodge can snap back
Section titled “Why a dodge can snap back”A dodge or skill animation can start locally before the server receives the input. If the server has already registered an interrupting hit, it corrects the character’s position and action.
Changes already released
Section titled “Changes already released”The developers report stricter hit-effect prediction and fixes for dodge follow-ups, direction synchronization, and Breakaway. See the September 15 and September 23 patches for combat and stutter fixes.
Future plans
Section titled “Future plans”Further combat-performance work, stronger server hardware, and improvements to encounter stutters remain planned or under testing. The note does not confirm their completion or give release dates.
Source: Official DevNote 9.
