The problem with Violent Momentum is that, by nature, it’s harder to aim the faster you move. If you’re shooting while you’re sliding with a slide speed relic and all your speed boosts going, you’ll likely be missing with a substantial number of your shots.
If Violent Momentum were your only damage bonus, they’d balance each other out, but it isn’t, and missing doesn’t just reduce your bonus from VM, it hurts you everywhere.
So, because difficulty aiming at speed scales exponentially, VM also needs to scale exponentially, to not only give a bonus, but to counteract the downsides of reduced accuracy.
The current bonus for VM looks like this:
Or, Y=X/5. As you can see, at 100% speed, you get 20% damage. At 200% speed, you get 40% damage. And so on.
What it needs to look like is this:
As you can see, while at 100% speed you still get the same 20% bonus damage, past that it scales reasonably rapidly upwards. At 150% speed, you have 45% bonus damage, and by 200% speed, you’re looking at 80%. The player is heavily rewarded for moving quickly, because moving quickly and remaining accurate is difficult, and difficulty should be rewarded.
This way, the player is no longer best served by moving as slowly as possible and maintaining accuracy, but rather by trying to achieve as high a speed they can maintain and still not utterly fail to hit. It encourages fun, rather than actively working against itself, and I think it would improve the skill a lot.