Speed
Scalar quantity representing the rate at which something moves, typically referred to in pixels per frame (px/f), or pixels per second (px/s) (where a second is defined to mean 60 frames).[1] Speed in a particular direction is a Vector quantity Velocity, and the change in Velocity over time is Acceleration.
Wands
Wands have a hidden Speed stat, which can change the base Speed Multiplier. Most wands have this set to the default of 1.
Projectiles
Projectiles are created with either a fixed initial speed, or one picked at random from a range between a minimum and maximum value. Variation in initial speed translates into a variation in range. Most projectiles are capped to the default Terminal Velocity of 1,000px/s, and if spawned with a higher initial speed will instead travel at this limit. Lightning Bolt is a notable exception to this (having terminal velocity disabled) and can move a lot faster - up to the upper limit of 61,440 px/s.
The initial speed of a projectile can be changed by other spells (see spells that modify speed for a list) and some perks, notably Faster Projectiles. Some modifiers also alter projectile speed over time, e.g. Accelerating Shot/Decelerating Shot. Projectile top speed is still capped by Terminal Velocity, although a projectile with high acceleration will reach top speed again more quickly after being slowed down. The multiplier for initial speed usually caps at 20×, but Fly Upwards/Fly Downwards can be used to raise the multiplier beyond this.
Slow moving projectiles can be hard to aim, the target has usually moved by the time they arrive and you need to, at the least, lead your target (i.e. shoot at the point you predict they will be when the projectile gets there). Enemies in the game are pretty good at this, so try not to move too predictably.
Homing modifiers also help avoid misses - they all work slightly differently making them suit different projectiles better. Very slow moving projectiles like Pollen can be useful for doing damage over time using modifiers like Damage Field - hitting the target directly isn't necessary.
Along with lifetime, speed also determines the maximum range of a projectile. It's often not possible to increase projectile range by increasing speed (due to the Terminal Velocity cap), in which case try increasing lifetime instead.
Some projectiles also have a speed below which they die immediately, both when initially spawned, and each game frame after any acceleration is applied. Some projectiles do more damage if their speed when they hit an enemy is higher than their initial speed when fired.
Notes
- ↑ The real-world time taken to render 60 frames will vary - almost all references to time made on this wiki likely mean in-game time.