Hybrid hit detection here refers to a architecture where client sends a hit claim to server and server verifies it with a tolerable error limit to confirm the hit or deny it.
This technique may work well with hit scan or instant hit weapons because you only have to check it for one frame/tick. But in case its a physics projectile I.e where an actual projectile flies to the target like a real bullet, the hit is the result of flight over more than one frames and varying physics state. As such verifying the hit could be very cumbersome and resource intensive.
So how would one go for server client hybrid approach in this scenario?