This permanent hit location data is provided by a improved memory LOD that contains 3-point data for each bone in the FIRE LOD. Using those points I am trilaterating the impact locations each frame, which provides a location that will continuously match the geometry (or it should, based on the hitPart location data).
When you shoot either person you will see a sideChat and a RPT message showing the trilaterated error, which is essentially 0, so these calculations are correct (especially when you consider a hit on the chest of the standing person is correct and the running person is not).
This is a clear demonstration of desynchronization of the two LODs mentioned above.