Also in other news, it seems that animations are faster and weapons degrade quicker when hitting corpses when you're on 60 FPS compared to 30 FPS. This gives people that play on 30 FPS an advantage, which is quite worrying (at least for PvP) :/
So, each frame that the weapon is "active" inside a dead enemy will cause a tick of damage. I can't see why they would have repeated checks each frame, I suppose they could change it to have a variable flag so once per animation it will check, if they really want bodies to cause weapon degradation. I can only think that they didn't want another check each time an attack is started & completed, although viably they might be able to just use the "hit box" one.
I know nothing of game creation by the way, I'm just thinking while typing. On another note, would that mean that a 60fps attack would have more active frames too, if the animation length is still the same, just split into more frames..? I remember going all the way back to CoD 2, there was a jump that you could make if you were on 125fps or higher, simply because the input checks happened more frequently, so my thinking here is that if you damage your weapon more often, presumably because of more active frame checks, on a corpse, you'd have a better chance of hitting an enemy successfully, particularly with multiple hit type weapons (channellers's staff).
I'm probably just talking out of my arse though.