Yea it was distance from the target + armor soak being off causing the huge damage. Do you mean the target's running speed or the shooters running speed or both, Example: shotgunning a target up close where the shooter and target are both moving.
Arba projectile speed is 1.2*item_shot_speed= 72m/s I think. The exponent of the missile speed related damage calc has been changed to 1.0 in cRPG, thanks Tydeus. It's in the module.ini. That means it boils down to the rule of three:
damage_post_speed_calc = default_damage * impact_projectile_speed / default_projectile_speed
damage_post_speed_calc = (default_projectile_speed + shooter_speed
1 + victim_speed
1 - speed_loss
2 ) * default_damage / default_projectile_speed
1: assuming shooter and victim move towards each other
2: speed loss thorugh drag or gravity when shooting upwards, can add damage when shooting downwards
In this example we shoot point blank so speed loss is 0. Then lets assume both are on a courser with 6 riding(10m/s, yes we actually measured it at some point), playing chicken. So the extra speed is 20m/s.
We would then have:
damage_post_speed_calc(horse_arba_hacker) = default_damage * (72m/s + 20m/s) / (72m/s) = 1.28 *default_damage
So 28%damage increase.
For a bit more realistic example we have both moving towards each other on foot with maybe 2m/s. So:
damage_post_speed_calc(plebs) = default_damage * (72m/s + 4m/s) / (72m/s) = 1.06 *default_damage
6% more damage.
It's all in our head.