Vel0city and its counterpart Accelerate have a familiar effect on weapons : increased bullet speed.
- Accelerate grants 4% per level for a maximum of 44% at 11/5
- Vel0city grants 20% per level for a maximum of 220% at 11/5
For this reason, only Vel0city will be addressed - one can easily infer Accelerate’s results.
Salvador’s rocket launcher glitch ( an empty RL in the right hand ) will also affect certain off-hand guns ( typically the Pimpernel ).
- if the rocket launcher has abnormally slow rockets ( the Duurp ), it will actually have the opposite effect : a decrease in bullet speed , which is beneficial to the Pimpernel.
- if the launcher has abnormally fast rockets ( those with a Vladof or Maliwan barrel , Maliwan exhaust and/or sight , or either of the missile speed accessories ), it will increase bullet speed , which is detrimental to the Pimp.
Refer to this guide to see which parts will increase rocket speed.
There are three dynamics that need to be considered with increased bullet speed :
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Bullet splitting : In all cases ( that I’m aware of ), this is based on time rather than distance. This is relevant because at 10/5 (200%), bullets will theoretically split at triple the distance, which potentially limits usage to mid- to long-range. Examples are Harold, Lyuda, Sawbar, Creamer, Pyrophobia, Bekah. In the case of the Godfinger, its already limited usage is reduced to zero.
- a sub-category is guns that create new pellets after striking a target. Examples are Pimpernel and Thunderball Fists. The Pimp is the gun that seems the most negatively affected by increased bullet speed.
- Trajectory : Several guns have bullets that travel in an arc. In this case the bullet is actually given more “lift” with increased bullet speed and will increase the trajectory’s total height and distance. Examples are Lead Storm, Hail and the Pimp’s flowering pellets.
- Effects on B0re : Slow moving pellets will generally have more opportunity to pass through multiple hit-boxes thereby maximizing damage. The best example of this is the Twister.
The following videos will demonstrate the various effects.
In the case of the Pimpernel and Hail, it has been my personal experience that ~20% is just acceptable, which means 1/5 in Vel0city and 6/5 with Accelerate.
In the case of the Interfacer, the converge distance without adjustment is around 15 meters. The child projectiles evaporate once they converge - so any damage beyond this point will be significantly reduced. This means you should definitely have at least three points in Velocity for raids such as Terramorphous. Five points ideally (unboosted by COM that is).
In Sal’s case, the Duurp is a clear winner when compared against RL’s such as the Ahab even though their card damage is significantly higher. A tighter flower means a higher chance that each additional pellet will strike.
Please let me know if I’ve missed something or have gotten something horribly wrong.
Thanks @nat_zero_six for prodding me into getting this done.