Tree Chopping Memory Mechanics
Finding: The game can only remember the 10 most recently-struck trees at a time. After the 11th tree is hit, the 1st tree's state is wiped from the memory and can be harvested again. However, if a previously harvested tree is struck again BEFORE this, it will be moved back into the sequence as the most recently updated item. Therefore, a loop in the following order where each number represents a specific tree will generate no wood on the second partial loop: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11. This is because trees 2-11 have become the recently updated set in memory, and only 1 has been dropped and reverted to "harvestable" state. In a typical 11 tree loop, hitting tree 1 again would provide wood, then remove the most recent last tree (tree 2 in this case) from memory. Partial harvests also count the same as full harvest or re-harvest.
Evidence:
Partial harvest evidence & 11 tree loop
Hitting tree 2 before 1 on second loop proves minimum loop is 11, only the 11th tree is reset, and updating mechanics.
Significance: There is no quick method to reset tree resources beyond hitting an 11th tree and removing the 10th-previously-harvested tree from the memory. Aside from logging out of the game, these mechanics are key to quick farming of a targeted type of tree. Fast traveling has no effect, nor does entering a domain, nor does waiting several minutes. To keep farming trees efficiently, the loop must avoid all 10 trees already in memory. Adding a buffer of an additional 1 or 2 trees into the loop can help prevent accidentally updating depleted trees in memory and wasting time. Additionally, if your loop contains mixed tree types, you can exploit the partial harvest finding to farm one type faster by only striking the less-desired trees one time each before moving on.(edited)