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.
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 Mechanic | Use Case |
|---|---|
| Dashing | dash directly into an enemy for a quick hit |
| Grappling | grapple 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.