Nightmare of Decay

Nightmare of Decay

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NIGHTMARE OF DECAY IN-DEPTH STATS GUIDE
By Koblasco
All the numerical values and stuff for weapons and enemies.
   
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General
Player/Enemies
The player has 100 HP.
Health drink heals 30 HP.
First aid kit heals 80 HP.
If your current HP is above 1, any attack that would drop your HP to 0 will drop it to 1 instead, next attack is fatal.
Resets after healing.
Chainsaw psycho is an exception as he ignores this mechanic.

Melee weapons "power attacks" do 2x damage.

Your crosshair slowly reduces in size (exact time depends on the weapon) when you are standing still (you can still move the camera though).
Moving, getting hit, switching weapons, reloading and attacking immediately expand the crosshair to the maximum size.
The only exception is the submachine gun where shooting one bullet at a time only partially expands the crosshair, it takes 8 submachine gun bullets to fully expand its crosshair.

If an enemy grabs you, you can break free by either staggering (more on that later) or killing your enemy. Cutting off a limb counts as a stagger, too.
Tearing up limbs resets stagger since it also counts as a stagger.
Bosses can't be dismembered, not even on death. (Plus some blow up anyway on death like Meat Golem and Monstruous beast).

Movement
Base movement speed is 3 (1x) while moving forward, 1.8 (0.6x) while moving sideways, 1.33 (0.44x) while moving backwards, 4.2 (1.4x) while sprinting and 5 (1.66x) while dashing forward during a melee power attack.

In order to sprint you must be moving forward, you can sprint sideways as long as you're also moving forward but you can't sprint backward.

Dropping down to 65 HP puts you in the caution state which reduces your movement speed by 10% and dropping down to 30 HP puts you in the danger state reducing it by another 10% (for a total of 20% movement speed penalty).

Forward/backward and sideways movement speed are calculated indipendently so if you move diagonally (forward/backward and sideways at the same time) you can move faster than intended.
You can see this strategy used in speedruns.

Stamina
You have 100 stamina.

Running depletes about 25% stamina per second so you can run for 4 seconds.
Stamina normally replenishes at about 33% per second so it takes 3 seconds to recharge fully.
Stamina regeneration is 4x slower while reloading weapons and shooting the submachine gun (about 8.75% stamina per sec).
Entering a room immediately replenishes all stamina.

Movement speed penalties
There are various actions in the game that slow down your movement speed and stop your stamina regeneration.

When you run out of stamina you get exhausted.
Exhaustion lasts 3 seconds, it cuts your movement speed in half and stops stamina regeneration while it's active.

Getting hit cuts your movement speed in half, keeps your chrosshair expanded to the maximum size, prevents you from sprinting and stops stamina regeneration for 1 second.

You can't interact with objects or move while in a grab and your stamina regeneration is halted.

Stamina regeneration is 4x slower while reloading weapons and shooting the submachine gun (about 8.75% stamina per sec) and your movement speed is cut in half.

Actually, attacking with any weapon cuts your speed in half (with exception of moving forward during a power attack, the windup still cuts your movement in half though) and stops your stamina regeneration.

Also, the shotgun pump at the end of your reload animation completely halts your stamina instead of slowing it down for some reason, it's the only weapon that does this.

Switching weapons stops your stamina regeneration but doesn't slow you down.

All these movement speed penalties stack.
An example is reloading while exhausted which puts your movement speed to 0.25x or getting webbed by the giant enemy spider makes you 4x slower, plus the 1 second hit penalty since it counts as a hit even though it does no damage therefore putting you to 0.125x speed.

Enemies
Most enemies have fixed HP (i.e. dogs always spawn with 30 HP) except for zombies and cultists which have 50-70 HP and 30-40 HP respectively.
Exiting and re-entering a room fully replenishes non-boss enemies HP and even regenerates lost body parts.
Zombies and cultists change HP each time you re-enter.

Enemies have a hidden stagger meter which, once full, stuns the enemy for a brief time (usually for about a second) and (usually) puts them in a cooldown.
This meter is increased by hitting enemies and changes depending on the enemy you're facing and weapon you're using.
If you have played God of War (2018) picture the stun meter, only hidden.

Enemies usually charge directly at the player (since they have nothing else to do) with the exception of some enemies such as zombies, dogs and the monstrous beast which turn around from time to time unless they're in cooldown.
Enemies have a cooldown after attacking or after a stagger where they either stand still or move sideways and backward (depending on the enemy) for a brief time (usually a second or two).
Be wary that the cooldown after a stagger is inconsistent though and sometimes won't proc.
Staggers themselves are also a bit inconsistent and sometimes won't trigger if you stagger an enemy JUST as the enemy starts an attack animation, major culprits are the cultists and it's likely an animation bug. The mimic is an exception as the stagger immunity during its attack looks intended.

Shooting galleries
Shooting galleries both last 60 seconds.
In the first shooting gallery:
2 points target spawns every 2.5 seconds and stays up for about 4 seconds.
3 points target spawns every 3 seconds and stays up indefinitely.
5 points target spawns every 10 seconds and stays up for about 2 seconds.
10 seconds target spawns every 12 seconds and stays up for indefinitely.

In the second shooting gallery:
2/4 points target spawns every 2 seconds and stays up for about 4 seconds.
3/6 points target spawns every 5 seconds and stays up indefinitely.
5/10 points target spawns every 8 seconds and stays up indefinitely.
10 seconds target spawns every 12 seconds and stays up indefinitely.

Here's some theoretical calculations for fun.

Let's take the first shooting gallery in consideration.
You can extend the time 24 times theoretically for a total of 300 seconds.
Theoretical most shots yo can achieve is 200 since the pellet gun shoots every 1.5s if you let the crosshair adjust.
Not counting the time it takes to aim and shoot the targets there should be 274 available targets throughout a shooting session (24+30+100+120=274).
Since you can only shoot 200 targets (remember that 24 targets are for extending time and don't give any points), if you aim for the most valuable targets, the highest possible theoretical score should be 542 (5*30+3*100+2*46=542).
However, this is impossible in practice since multiple targets can appear at the same and the longer the targets are up the longer their respawn time is delayed so therefore we can conclude roughly that it should be impossible to go beyond 500.

As for the second shooting gallery the same calculations apply:
There should be 271 available targets throughout a shooting session (24+37+60+150=271).
You can only shoot 200 targets (minus the 24 extending time) so the highest theoretical score is 1046 (10*37+6*60+4*79).
Once again, we can conclude that highest actual score would be a bit lower and therefore it likely won't go beyond 1000.

My high score is 227 in the first shooting gallery and 330 in the second shooting gallery.
If you got any higher, post it in the comments so we can see what the highest score in the community is. :D
Weapons
Weapon
Damage
Stagger
Speed(s)
DPS
Pellet gun
0 DMG
0
Draw 1.2s
Aim 0.4s
Shot 1.1s
0 DPS
Knife
6 DMG
1-2
Draw 1.25s
Stab 0.85s (0.25s windup-0.3s attack-0.3s recovery)
7.05 DPS
Crowbar
8/16 DMG
5/12
Draw 1.2s
Bash 1.6s (0.55s windup-0.3s attack-0.75s recovery)
Power bash 3.05s (0.55s+1.3s windup-0.3s attack-0.9s recovery)
5/5.25 DPS
Pistol
8 DMG
2-5
Draw 1s
Aim 0.6s
Shot 0.36s
Reload 2.5s-2.8s
8.33-22.22 DPS
Shotgun
8*8 (64) DMG
2-3*8
(16-24)
Draw 1.2s
Aim 0.8s
Shot 1.34s
Reload 1.35s-4.1s (0.8s raise+0.55s each shell)+1.8s pump
3.73/29.9-5.97/47.76 DPS
Magnum
100 DMG
50
Draw 1.2s
Aim 0.8s
Windup 0.7s
Shot 1.1s
Reload 2s-3.1s
38.46-55.5 DPS
Dynamite
100 DMG
100-150
Draw 1.1s
Charge 1s
Throw 0.9s
Restock 0.55s
Detonation 3s
40.81-69 DPS
Holy water
500 DMG
100-150
Draw 1.5s
Charge 1s
Throw 0.5s
Restock 0.9s
208.33-357.14 DPS
Machete
15/30 DMG
5/12
Draw 1.2s
Slash 1.5s (0.4s windup+0.3s attack+0.8s recovery)
Power slash 2.45s (0.4s+0.9s windup+0.25s attack+0.9s recovery)
10/12.25 DPS
Submachine gun
10 DMG
2-3
Draw 1.2s
Aim 0.6s
Spray 0.1s (10 bullets per second)
Reload 3.5s-4.2s
50-100 DPS
Rocket launcher
250 DMG
100-150
Draw 1.75s
Aim 1.75s
Rocket 0.9s
Reload 3s-3.75s
39-53.76 DPS

Note that the stagger inflicted by most weapons is completely random within their range.
The knife, for eample, could do 1.15 stagger with one stab then 1.76 stagger etc. completely at random.

Breakdown
Drawing a weapon takes between 1s-1.75s.
Aiming requires you to stand still for 0.4s-0.8s for most weapons.
Reloading takes on average 2-3s.
Speaking of reloading, the numbers I wrote down indicate the time it takes for the weapon to actually reload and the time it takes for the animation to end in case you want to animation cancel.
The pistol and submachine gun shoot 3-10 bullets per second while the other weapons take a second or more between shots.

Critical hits
Some weapons have a random chance of scoring a critical hit, these don't do any additional damage but rather dismember the enemies if possible (usually it's only the head).
The pellet gun, knife and crowbar can't deal critical hits.
The pistol has a low critical hit chance (probably around 5%).
The shotgun and submachine have a moderate critical hit chance.
The machete has a VERY HIGH critical hit chance (I'd say AT LEAST 50%).
The magnum, dynamite, holy water and rocket launcher are guaranteed to dismember enemies.

Pellet gun
Fastest aim in the game.
Only use outside of practice range is shooting electrical generators (to stun chainsaw psycho) and the red orbs thrown by the final boss. Useful in knife/melee only runs since it doesn't count as a gun.

Knife
Fastest melee weapon.
Not much use outside of knifing zombies to save ammo.

Crowbar
AKA the knife replacement.
This weapon is also mainly used to kill zombies as the power attack was specifically designed to stunlock zombies (or the other way around).
Not recommended with other enemies since it's the slowest melee weapon in the game.
NOTE: Deals more damage against skeletons as it's hinted in its description.
Basic attacks do 3x more damage (24 DMG instead of 8 DMG) and power attacks do 3.75x damage (60 DMG instead of 16 DMG).

Pistol
Fastest draw in the game.
Its high rate of fire and stagger makes it actually pretty useful against any threat as long as you're fighting one on one. Two enemies is also acceptable but if you're going against 3 or more it's recommended to switch to another weapon.

Shotgun
The upgrade to the pistol.
One taps most basic enemies if all 8 pellets connect.
Its higher damage and stagger is however balanced by its slow rate of fire and reload (which is the slowest in the game if you're reloading all 6 shells).
If all 8 pellets connect with an enemy it tends to deals 20 stagger VERY consistently.
That's a guaranteed stun for practically all non-boss enemies.

Magnum
The reliable boss killer.
Kills most basic enemies in one hit and it's a guaranteed stun for all bosses except the Lord of the Nightmare.
Pierces targets.
Very useful against the knights boss fight and shield skeletons.
It also one taps the insane woman if you aim for the head.

Dynamite
Most practical use is to blow up multiple zombies like the ones barricaded in the kitchen.
It just takes too long to detonate.

Holy water
Most powerful weapon in the game.
Although it's explosive it doesn't harm the player.
In horde mode it's very useful to quickly throw one of these on the ground if you are getting stunlocked by multiple zombies.
Saved me a couple times.

Machete
AKA the zombie killer.
If you aim for the head you can kill em with 2 power attacks, a lot of the time just 1 if you get a lucky decapitation.
On top of being a stronger counterpart to the crowbar it's also faster.

Submachine gun
The ultimate weapon, it's so incredibly versatile.
High damage, forgiving aim since you can spray with it, no cooldown between shots and it doesn't halt your stamina regeneration.
The only thing that keeps it in check is the slowest reload in the game (other than an empty shotgun).
It's ammo is not even too expensive so be sure to stock up.

Rocket launcher
The worst rocket launcher I've ever seen in a videogame.
Due to how incredibly slow it is, it suffers in the damage department since it takes too much time between shots not mention that it's not even the most damaging weapon in the game (which is the Holy Water).
Use it only for fun.
Enemies (part 1)
Enemy
HP/Stagger
Damage
Movement speed(s)
Head multiplier
Dismemberments
Zombie
50-70 HP/12
First zombie has 30 HP
Standing/Crawling grab 20*2 DMG
No arms grab 20 DMG
No arms and crawling bite 20 DMG
Walking forward 0.84 (1x)
Walking forward (arms raised) 1.09 (1.3x)
Crawling 0.52 (0.62x)
Flaming head zombies have 1.5x movement speed
1.2x DMG and 1.5x stagger
Can be fully dismembered
Dog
30 HP/1
Bite 15 DMG
Running 4.5
1.5x DMG and stagger
Head only.
Arms and legs on death
Cultist
30-40 HP/3
Pistol 15 DMG
Shotgun 10*5 DMG
Running 3.5*
2x DMG and stagger
Head only.
Arms on death.
Legs are indestructible.
Skeleton
40 HP/5
Armor 80 HP/8
1-handed weapon 10 DMG
2-handed weapon 20 DMG
Walking forward 2 (1x)
Walking sideways 2 (1x)
Walking back (1x)
Running 4 (2x)
1.5x DMG and stagger
Dismembers itself on death
Spider
80 HP/5
Bite 10 DMG
Venom 10*3 DMG
Walking forward 2 (1x)
Running 4 (2x)
No weak spots
All 8 legs on death.
Caveman
35 HP/3
Swipe 10 DMG
Walking backward 1.76 (0.8x)
Walking sideways 1.57 (0.71x)
Walking forward 2.2 (1x)
Running 5.5 (2.5x)
1.5x DMG and stagger
Head only.
Arms and legs on death.
Satyr (axe)
125 HP/10
Axe 15 DMG
Charged overhead 22 DMG
Ram 5 DMG
Walking backward 1.4 (0.7x)
Walking sideways 1.4 (0.7x)
Walking forward 2 (1x)
Running 4 (2x)
2x DMG and stagger
Head only.
Arms and legs on death.
Head can't be blown off by machete, submachine gun and magnum.
Satyr (spear)
63 HP/10
Spear 10 DMG
Walking backward 1.4 (0.7x)
Walking sideways 1.4 (0.7x)
Walking forward 2 (1x)
Running 4 (2x)
2x DMG and stagger
Head only.
Arms and legs on death.
Head can't be blown off by machete, submachine gun and magnum.
Imp
50 HP/3
Slash 10 DMG
Walking backward 1
Walking sideways 1.8
Walking forward 1
Running 2
1.5x DMG and stagger
Head only.
Arms and legs on death.
Mimic
150HP/10
Bite 15 DMG
Running 3.5
No weak spots
No appendages
Insane woman
150 HP/8
Stab 15 DMG
Walking 2.5 (1x)
Running 5 (2x)
1.5x DMG and stagger
N/A (well technically you CAN chop off her head)
Regenerator
500 HP/20
Grab 20*2 DMG
Swipe 20 DMG
Standing/Crawling bite 20 DMG
Walking 1.5 (1x)
Faster walking 2.25 (1.5x)
Crawling 1 (0.66x)
1.5x DMG and stagger
YES.
Regenerates body parts in 5 seconds.
Explodes on death.
Meat Golem
500 HP/50
Cleaver 30 DMG
Arm 20 DMG
Running 3.5
2x DMG and stagger
N/A.
Explodes on death.
Knight (melee)
300 HP/20
Axe 30 DMG
Sword 20 DMG
Walking backward 1.25 (0.5x)
Walking sideways 1.25 (0.5x)
Walking forward 2.5 (1x)
Running 3.75 (1.5x)
1.5x DMG and 2x stagger
N/A
Knight (ranged)
200 HP/15
Arrow 15 DMG
Walking backward 1.25 (0.5x)
Walking sideways 1.25 (0.5x)
Walking forward 2.5 (1x)
Running 3.75 (1.5x)
1.5x DMG and 2x stagger
N/A
Chainsaw psycho
2000 HP/50
Chainsaw 10*50 DMG (60 DPS)
Walking forward 3 (1x)
Running 4.5 (1.5x)
Head 1.5x DMG and stagger
Weak spot 9x DMG
N/A
Giant (enemy) spider
600 HP/25
Web 0 DMG
Bite 20 DMG
Venom 10*4 DMG
Walking forward 4
No weak point to deal MASSIVE damage :(
N/A
Monstrous beast
400 HP/0
Bite 15 DMG
Running 4.5s
No weak spots
N/A
Explodes on death
Lord of the Nightmare
1400 HP/250
Dungeon escape 2500 HP/250
Sword 20 DMG
Red orb 15 DMG
Ground blast 20 DMG
Running 4.2
1.5x DMG and stagger
N/A
Executioner
1000 HP/50
Slash 20 DMG
Charged overhead 30 DMG
Hatchet 15 DMG
Walking forward 2.5 (1x)
Running 3.75 (1.5x)
1.5x DMG and stagger
N/A
Demon Lord
1000 HP/50
Scythe 15 DMG
Fireball 15 DMG
Fire breath 10*6 DMG
Walking forward 2.5 (1x)
Running 5 (2x)
1.5x DMG and stagger
N/A

*the cultist actually moves faster since he can move diagonally like the player.
Since he's slightly faster than a sprinting player, his actual movement speed is likely between 4.2 and 5.
Enemies (part 2)
This is where I'm dumping all the animation speeds and other stuff cause I couldn't fit them all in the previous section.
Note that these values were collected by watching recorded footage frame-by-frame so take it with a grain of salt.
I wrote down how long an animation lasts (where enemies are essentially stuck in place) and how long an attack takes to hit point blank (to get a feel for how much time you got to either dodge or interrupt).

Zombie
Stagger lasts 1.5s.
Grab 2.7s.
(Point blank 0.1s to grab, 0.85s for the first bite, 1s for the second bite and stuck in place for 0.85s)
No arms grab 1.35s.
(Point blank 0.55s to grab, 1.25s to bite, and you're stuck for 0.15s)
Whiff (with or without arms) 1.95s.
Crawling grab 2.1s.
(Point blank 0.5s to grab, first bite 0.8s, second bite 0.85s, stuck 0.45s)
Crawling whiff 1.45s.
Crawling with no arms 1.3s, point blank 0.35s.
Stands still during cooldown.
Cooldown lasts for 0.5s-2s.

Dog
Stagger lasts 0.55s.
Bite point blank 0.3s to bite, 0.95s complete animation.
No cooldown after an attack or a normal stun and sometimes after a greater stun too.
Shooting it while it's attacking causes a greater stun of about 1.65s.
Stands still during cooldown.
Greater stun cooldown 0.1s-0.5s.

Cultist
Stagger lasts 1s.
Pistol takes 0.85s between shots.
Shotgun takes 1.2s between shots.
Can shoot multiple times in a row.
Highest I've seen is 5 times.
Drops their pistol/shotgun on death which can be picked up.
If you already have a pistol/shotgun it will give you 8 pistol ammo/ 3 shotgun ammo instead.
No cooldown.

Skeleton
Stagger lasts 0.4s.
1-handed weapon attack lasts 1.4s, point blank 0.5s.
Lunge (sword only) 1.65s, point blank 0.55s.
2-handed weapon attack (forehand) 1.8s, point blank 0.75s.
(Backhand) 2.05s, point blank 0.95s.
Lunge (sword only) 2.1s, point blank 0.85s.
Can randomly spawn with shield, armor or both.
1-handed weapons are mace, axe and sword.
Attacks are a slash (forehand or backhand) and a lunge (sword only).
2-handed weapons are longsword and hammer.
Attacks are slash (forehand or backhand) and a lunge (longsword only).
Can't wield a shield if it's wielding a 2 handed weapon like a longsword or hammer as it takes both hands.
Armor grants additional 40 HP and 3 stagger.
The shield is made of 9 pieces.
Exterior shield pieces take 10 DMG to break.
Central shield piece takes 50 DMG to break and will break entire shield.
Skeletons with shield won't run in order to cover themselves with the shield.
Can attack twice in a row.
Can move sideways and backward during cooldown.
Spawn animation (that one barrel and the Lord of the Nghtmare summon) lasts 1.15s.
Cooldown lasts 0.5s-2s.

Spider
Stagger lasts 0.65s.
Venom 2.65s, point blank 1.85s.
Bite 0.7s, point blank 0.3s.
Stands still during cooldown.
Cooldown lasts 0.5s-2s.

Caveman
Stagger lasts 0.8s.
Swipe 1.4s, point blank 0.55s.
Leap 1.6s, point blank 0.8s.
Can attack twice in a row.
Spawn animation (Lord of the Nightmare summon) 0.95s.
Can move sideways and backward during cooldown.
Cooldown lasts 0.5s-2s.

Satyr (axe)
Stagger lasts 0.95s.
Axe (swing and overhead) 1.85s, hit point blank 0.75s.
Charged overhead 2.35s, point blank 1.25s.
Ram 1.85s, point blank 0.45s.
Will only ram if it's far from the player.
Can attack twice in a row.
Spawn animation (Lord of the Nightmare summon) 1.25s
Can move sideways and backward during cooldown.
Cooldown lasts 0.5s-2s.

Satyr (spear)
Stagger lasts 0.95s.
Spear 1.95s, point blank 0.85s.
Spawn animation (Lord of the Nightmare summon) 1.25s.
Can move sideways and backward during cooldown.
Cooldown lasts 0.5s-2s.

Imp
Stagger lasts 1s.
Slash 1.4s, point blank 0.55s
Can attack up to 3 times in a row.
Can move sideways and backward during cooldown.
Cooldown lasts 1s-2s.

Mimic
Stagger lasts 0.95s
Bite 1.85s, point blank 0.55s.
Can't be staggered while it's attacking.
Stands still during cooldown.
Cooldown lasts 0.5s-2s.

Insane woman
Stagger lasts 0.85s.
Stab/Slash 1.5s, point blank 0.45s.
Can attack 2-4 times in a row.
Stands still during cooldown.
Cooldown lasts 0.1s-1s.

Regenerator
Stagger lasts 1.2s.
Swipe 1.85s, point blank 0.9s.
Grab 2.75s (point blank 0.65s, then 0.95s first bite, 0.7s second bite and then last 1.1s you are stuck in place).
Bite (at least one leg cut off) 0.7s, point blank 0.5s.
Bite (both arms cut off) 2.75s, point blank 1.1s.
Whiff 1.2s
With one arm cut off it always swipes, with both arms cut off or at least one leg cut off it goes for a quick bite.
Stands still during cooldown.
Cooldown lasts 0.5s-2s.

Meat Golem
Stagger lasts 0.95s.
Cleaver 2s, point blank 0-85s.
Arm 0.9s, point blank 0.7s.
Can attack up to 3 times in a row if he's attacking with his left arm but will never attack after attacking with the cleaver.
Spawn animation lasts 5.1s, take advantage of it.
Stands still during cooldown.
Cooldown lasts 0.1s-1.0s.

Knight (melee)
Stagger lasts 1.1s.
Sword (Downward slash) 1.15s, point blank 0.7s.
(Upward slash) 1.25s, point blank 0.85s.
(Overhead) 3.15s, point blank 1.55s.
Axe (Overhead) 2.85s, point blank 1.2s.
(Slash) 2.3s, point blank 0.85s.
Can move sideways and backward during cooldown.
Cooldown lasts 1.5s-4s.

Largest cooldown and slowest attacks in the game to account for the fact you have to deal 3-4 enemies at the same time.

Knight (ranged)
Stagger lasts 1.1s.
Arrow 3s, point blank 2.4s.
Can move sideways and backward during cooldown.
Cooldown lasts 1.5s-4s.

Largest cooldown and slowest attacks in the game to account for the fact you have to deal 3-4 enemies at the same time.

Chainsaw psycho
Stagger lasts 9.1s.
Weak spot appears after 1.9s and fully emerges in 0.3s.
It stays exposed for 3.1s and retreats in 0.9s and then 0.5s are left for the animation before the cooldown kicks in.
(Staggering Chainsaw psycho is quite important as it exposes his weak point on the back).
Whiff 2.2s.
Chainsaw "grab" 5s, point blank 0.8s.
BARELY enough time to charge a magnum shot to stagger him.
Stands still during cooldown.
Cooldown lasts 0.5s-2s.

Giant (enemy) spider
Stagger lasts 0.7s.
Venom 10x4 2.65s, point blank 1.8s.
Bite 20 1.4s, point blank 0.5s.
Web 2.2s,point blank 0.9s.
Spawn animation lasts 1.7 s.
Web lasts 8.5s.
Using a melee weapon cuts down web time by 4.25s therefore 2 melee attacks instantly free yourself.
Attacking during the webbing aniamtion won't reduce the web timer yet.
Stands still during cooldown.
Cooldown lasts 0.5s-2s.

Monstrous beast
Stagger lasts 0.65s.
Bite 1.15s, point blank 0.25s.
If hit while attacking it suffer a greater stun.
No cooldown after an attack or a normal stun and sometimes after a greater stun too.
Hitting it while it's attacking causes a greater stun of about 1.9s.
Greater stun cooldown 0.1s-0.5s.
Enemies (part 3)
Turns out even part 2 wasn't enough...

Lord of the Nightmare
Stagger lasts 1.15s.
Sword 2.75s, point blank 1.05s.
Red orb (you can shoot it to destroy it btw) 2.35s, point blank 1.15s.
Ground blast 4.05s, point blank 1.25s.
Summon 3.75s, enemy spawns after 2.25s.
Spawn animation lasts 2.75s, and you CAN damage him during this time so don't wait around.
Cooldown lasts 0.5s-2s.

Normal mode
Above 50% HP, he summons a skeleton and then a shield skeleton.
Below 50% HP, he summons a caveman and then an axe satyr.

Hard mode
Above 50% HP, he summons an armored skeleton and then 2 armored skeleton with shields.
Below 50% HP, he summons 2 cavemen and then an axe satyr.

Dungeon escape mode
Above 50% HP, he summons an armored skeleton+armored skeleton with shield and then axe satyr+spear satyr.
Below 50% HP he summons a Bow Knight and thenan Axe Knight.

Executioner
Stagger lasts 0.95s.
Slash 2.65s, point blank 0.9s.
Overhead 2.65s, point blank 1.05s,
Charged overhead slash 3.3s, point blank 1.65s.
Hatchet 2.45s, point blank 1.35s.
Can attack twice in a row.
Can move sideways while in cooldown (super rare) but usually just stands still.
Cooldown lasts 0.1s-1.5s.

Demon Lord
Stagger lasts 1.15s.
Fireball 1s, point blank 0.8s.
Fire breath 3.2s, point blank 1.35s.
Scythe 1.85s, point blank 0.75s.
Overhead 1.2s, point blank 0.9s.
Can attack up to 3 times in a row (melee only).
Stands still during cooldown.
Cooldown lasts 0.1-1s.

Breakdown
A typical stagger lasts about 1s with some aggressive enemies like dogs and cavemen taking about 0.5s instead.
The zombies are the only enemies that get staggered for 1.5s to reflect their slow nature.

After the stagger (and attacks, we'll get to it), most enemies stay in cooldown for about 1-2s to give you time to either adjust your aim or make some space and, again, some enemies are more aggressive staying in cooldown for only 0.1-1s in order to put pressure on you.
Examples are the insane woman and Meat Golem.
Only the knights stay in cooldown for more than 2s to balance the fact that you're dealing with multiple opponents, as previously mentioned, otherwise knife only runs would be practically impossible.

An attack animation can be considered of average speed when it lasts for about 1-2s and/or hits at point blank in about 0.5-1s which mostly consists of generic swings by enemies such as skeletons, cavemen and satyrs.
Attacks can be considered fast when they last less than 1s and/or hit at point blank in less than 0.5s such as bites from dogs and spiders and most importantly grabs from zombies which take a speedy 0.1s to latch onto the player, nothing else comes even colse.
Lastly, the slow attacks are either hard hitting charged attacks that you want to avoid such as the Meat Golem's cleaver and the axe satyr/Executioner's charged overhead or ranged attacks in order to make them less frustrating/BS such as the ranged knight's arrows and spider/Giant (enemy) spider's venom.
These last more than 2s and/or hit in more thank 1s which is usually ample time to react.
Personal thoughts
Something to add while I'm at it.

Zombie
Slowest enemy in the game.
To compensate, it's moderately bulky and it grabs you FAST, leaving you exposed to grabs from other zombies for quite for some time which is especially dangerous in horde mode where they're plentiful.
Best enemy to use pistol ammo and dynamite on since its weakness is range/mobility until you find a crowbar/machete which can stunlock it with power attacks.
Don't be afraid to pull out the shotgun if you see yourself about to get surrounded.

Dog
One of the fastest enemies in the game, escpecially early on.
Melee is impractical due to their low position and fast movement.
To compensate, it has the least HP in the game.
Best to use a shotgun when they're in groups.
If you're fighting one on one, a pistol is fine since literally ANYTHING can stunlock a dog.

Cultist
Fast, hits hard and from almost anywhere.
To compensate, he has the second lowest HP in the game.
The only reliable strategy I found to use the shotgun and colse the distance by either moving to a cover close to them or let them come you and then one shot them which is is quite to do since you only need to land about half a the pellets of a shot.
Aiming with the pistol can be quite finnicky since getting shot messes up your aim and he can keep hitting you which leads you to never landing a shot.

Skeleton
Most fun enemy since in can come in so many variants.
1-handed weapons don't do much damage so don't panic and just stunlock it with the pistol.
If they're in a group, whip out the shotgun.
If there are multiple skeletons and some of them have shields, prioritize those without it since shield skeletons are quite slow and you can easily dispatch them later without the other skeletons running at you.
If you're feeling bold, you can also use the crowbar to get rid of them in 1.2 hits...

Spider
One the bulkiest enemies due to its large health pool and lack of weak spots.
Its weaknesses are not immediately apparent but they're quite exploitable.
The melee attack hits very fast but deals little damage while the venom hits quite hard but takes a very long time to charge.
For all these reasons I think it's smarter to just straight up run past this enemy since by doing so you'll avoid wasting tons of resources, you should hope they go for a venom spit since this will get them stuck in place and put even more distance but if they go for a quick bite you'll only take minimal damage so the cowardly option is a win/win in my opinion.

Caveman
Fastest enemy in the game.
As usual, this is compensated by low hp and damage.
Unlike dogs, however, they're easier to hit since they're taller and always run in a straight line.
Even a pistol is enough to deal with them, just shoot them once to stop them in their tracks and then take time to aim for the head for a swift kill.
Even in groups, they're not too much of a threat which is a bit odd for such a late game enemy.

Satyr (axe)
Toughest enemy in the game, you'll mostly encounter it in randomizer and dungeon escape mode.
Using big weapons such as the submachine and magnum can be worth it due to their large health pool, shotgun is fine too but you have to rely on scoring critical headshots which can be inconsistent.
The ram attack can get you by surprise and cause you to miss a shot but don't panic even if it hits you since it's least damaging attack in the game.
Just sit there and wait for the perfect shotgun/magnum one tap headshot.

Satyr (spear)
A bit weaker than its axe counterpart and more reliable to kill with a shotgun blast (if you land all 8 pellets). Plus it deals very little damage to balance its ranged nature.
Not much to say honestly, just say in cover to kill other threats first and then dispatch it fast.

Imp
Second slowest enemy in the game.
It's basically a weaker zombie, it has less health and damage than a zombie in exchange for slightly faster movement speed.
Just stunlock it with a pistol and move on.

Mimic
First uncommon enemy.
Its high health pool and lack of weak spots, plus its stagger immunity during attacks and sursprise factor almost guarantees you're gonna get hit once.
After that, it's most likely guaranteed to die before it attacks a second time if you're using weapons such as the shotgun, so all in all just an annoying enemy due to its unavoidable hit.

Insane woman
Second uncommon enemy.
She's fast, aggressive and you fight her in a tight space.
Quite threatening if not for the fact you can easily sneak up on her and plant a magnum bullet before she even notices.
Feels kinda cheesy but you gotta do what you gotta do to survive.

Regenerator
Last uncommon enemy and clearly ripped straight from RE4.
It's necessarily advantageous to confront it since it takes a lot of resources to kill it plus it's moderately slow but if you have to I suggest ripping off a leg with a magnum shot to further slow it down and shoot it before it regenerates.
If it DOES regenerate just repeat the magnum amputation until it's dead.

Meat Golem
The introductory boss, therefore quite simple simple in design.
He hits hard but slowly and is quite easy due to its CHONKY model.
Remember to aim for the head for that juicy DOUBLE damage.

Knights
A step up in complexity, testing your capability to fight multiple foes at once.
Honestly the easiest strategy is to stand behind cover from the bow knight(s), line up the melee knights and thenk kill them the magnum since it pierces targets.
After that you can calmly use the knife/pistol to dispatch the remaining target(s).

Chainsaw psycho
The gimmick boss.
Quite intimidating at first until you realize you can stun him with the electrical boxes and finish him with 2 magnum shots and a shotgun blast.
In horde mode, it's a different story though.
Have a magnum or holy water ready to stagger him and finish him off IMMEDIATELY before other enemies close in on you.

Giant (enemy) spider
A spider but giant, that's it.
Ok fine, it hits slightly harder, its bite is almost unavoidable due to the spider's humongous size and it can immobilize you with a web (but honestly you're better off if you shooting instead of freeing yourself since it takes a long time anyway) but seriously that's it.
Just mow it down with a combination of shotgun, magnum or holy water.

Monstrous beast
The most annoying enemy in the game, basically a dog on steroids.
The game recommend you to run from it and for a good reason, he's WAY too hard to hit.
The magnum takes too much time to aim, the shotgun will miss some of its pellets due to the slow size and the pistol takes too long.
The only feasible option is usually to just use a holy water flask since it kills the boss and you'll get it refunded (plus other goodies) anyway.

Lord of the Nightmare
The final boss in the gameand a bit disappointing to be honest.
Its red orb is slow and wasy to shoot down while his sword attacks can literally be dodged by walking sideways, not even running...
Due to this any approach is viable even just using the knife.

Executioner
The side content boss and clearly ripped straight from SH2.
Due to the nature fo Dungeon escape mode, he functions more like a tougher enemy than a proper boss.
Sports a ranged attack and a couple melee attacks plus moderate speed.
Just bait his attacks and attack him during his cooldown.

Demon Lord
The upgraded Executioner.
Same HP but faster and with a deadly multi-hit attack.
Other than that the strategy doesn't change much.
Conclusions
Thanks for reading!
Hopefully this guide helps you with understanding the mechanics of the game and better face the harder challenges, especially randomizer and horde mode.

Any feedback is appreciated since I want to make my guides as helpful as possible and if you have any questions, leave it in the comments.

Fingers crossed to a sequel to this amazing game!