Durations are a lie we tell interfaces. Nothing in the physical world takes exactly 300 milliseconds. Things have mass, they resist, they settle. Everything that moves on this site runs on three numbers instead.
Grab the ball and throw it. The dashed line is you loading the spring. Everything after you let go is physics.
Stiffness is how hard the spring pulls. Damping is how hard the world pushes back. Mass is how much of you there is to move. That's the whole model, integrated sixty times a second. Your drag velocity carries into the throw, which is why a flick feels different from a drop.
One number is worth memorising. Critical damping is 2 * sqrt(stiffness * mass). Below it, things bounce. Above it, things drag. Most of this site sits just below it, because a little bounce is how an interface tells you it heard you.
Try the presets. Then try to make something horrible. Knowing where horrible lives is most of the taste.