@CaptainQuantum:
The damage of projectile also depends on the projectile speed. In the module.ini file there is also a switch that determines if this speed bonus scales linearly or quadratically. It has a significant effect on the damage, especially if it scales with power of 2. The bigger bows have a higher shot speed.
Oh god, no. The ingame speed-damage relation is only there to dermine damage gain or loss if the impact damage differs from the starting damage. That means if the projectile is fired point blank and does not alter its speed on the way, the damage is not related at all to the "shot speed".
However if a projectile is fired over a bigger distance or uphill it loses speed and thus damage. On the other side shooting at a lower target might increase the damage, especially if the initial shot speed is low like it is the case for a throwing weapon.
The ingame calc is based on the concept of kinetic energy(Ekin = 1/2 * m * v^2), that means the damage-speed relation is almost a square(^1.9) one.
Here some examples to make it clear. I'm using the square relation.
impact_speed = k * starting_speed
impact_damage = k^2 * normal_damage
1.
A crossbow is fired point blank at a target. The air friction can't lower the projectile speed significantly. Furthermore there is no height difference between shooter and victim.
k=1
impact_speed = starting_speed
impact_damage = normal_damage
2.
An arrow is fired at a far away target and scores a lucky hit. However the projectile velocity is lowered to 60% by the air friction during the flight.
k=0.6
impact_speed = 0.6 * starting_speed
impact_damage = 0.36 * normal_damage
3. A slow shot speed throwing weapon is thrown down a high wall and hits. The air friction can be neclected because of the short distance but gravity increases the speed greatly compared to the starting speed. It is 80% faster on impact.
k=1.8
impact_speed = 1.8 * starting_speed
impact_damage = 3.24 * normal_damage
4. From the same wall a heavy crossbow is fired. Again, the friction can be neclected but because of the initial high shooting speed of the crossbow, the fall can only increase the projectile speed by a small percentive(1%).
k=1.01
impact_speed = 1.01 * starting_speed
impact_damage = 1.02 * normal_damage