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Velocity Damage

Velocity damage lets players increase damage to entities by attacking them at a high enough velocity. This works very well with other Zephyr features such as dashing and grappling to land an attack.

info

All settings mentioned on this page can be adjusted in-game. Use /zephyrsettings to configure them.

How It Works

When you're moving above minSpeedThreshold (default 6.5) and collide with an entity, you deal damage based on your current velocity. The faster you're going, the more damage you deal — scaling from minDamageMultiplier (default 2.0x) up to maxDamageMultiplier (default 5.0x) at maxSpeedForBonus (default 25.0).

This creates natural synergy with every movement mechanic in Zephyr:

Movement MechanicUse Case
Dashingdash directly into an enemy for a quick hit
Grapplinggrapple toward an enemy and land a hit a peak velocity

Damage Scaling

Damage scales with your velocity between the threshold and the cap:

  • Below minSpeedThreshold (6.5): weapon's base damage is dealt
  • At the threshold: minDamageMultiplier (2.0x) is applied
  • At maxSpeedForBonus (25.0): maxDamageMultiplier (5.0x) is applied

Vertical speed contributes to the calculation at a reduced rate via verticalSpeedScale (default 0.75).

Momentum for All Attacks

By default, velocity damage only applies the Karambit's basic primaries. Enable enableMomentumForAllAttacks to also apply the momentum bonus to all attacks while moving at high speed. This is disabled by default as it is not balanced for all weapons.

Configuration

See Velocity Damage Settings for all configurable options.