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Spells/Cornu Charge

Cornu Charge

RageBlunt

Press to cast. Charge in the target direction, dealing Blunt Damage to the first monster hit and releasing a shockwave that damages and Interrupts nearby enemies. Damage increases with distance travelled.

In the game

On the skill tree

Starting spell of

Requirements

Numbers

ElementRage
Damage2.05
Damage typeBlunt
Stamina20
Cooldown12 s
Cast time0.6 s
TagsDamage, Race, Axe Arts

Hits and scaling

The damage depends on how far you charge.

What it scales with

  • Blunt hits use Physical Power.
  • Damage bonus: Blunt Damage and Physical Damage from gear and the tree, added together into one bonus.
  • Physical Power = Strength x1, Adventure x0.5, Agility x0.5, plus flat Physical Power from gear and the tree. Archetype passives add: Wild Strider Adventure x0.25.
  • One hit = power x (1 + bonus / 100) x (1 - the target's defence share) x the hit multiplier, rounded up. A critical hit then adds your Critical Damage.

How the game works out a hit

What each upgrade changes

Bloodscent Charge
WithoutWith
Cooldown refunded
Target is Bleeding
none35%
Charge Stun Amplification
WithoutWith
Damage multiplier
Target is Stunned
x1x1.5
Cornu Charge Cost Reduction
Nodes taken0123
Stamina cost20181614
Cornu Charge Range Increase
Nodes taken0123
Charge distance8 m8.4 m8.8 m9.2 m

Damage grows with distance travelled (distance / 4), so a longer charge can hit harder.

Cornu Shockwave

Replaces the single hit with a shockwave that hits every enemy in its area, with the same damage formula. The size of the area is not in the files we read.

Cornu Shockwave Size Increase
Nodes taken0123
Shockwave size multiplier
With Cornu Shockwave
x1x1.1x1.2x1.3
Enraging Charge
WithoutWith
Rage gained
When it hits an enemy
none5
Enraging Charge Increase
Nodes taken0123
Rage gained
With Enraging Charge
5678
Harvesting Charge
WithoutWith
Stun damage per Bleeding consumed, share of hit damage
Per Bleeding stack consumed
none5%
Maximum stun sharenone50%

The game sends a separate Stun hit worth this share of the charge damage, not a stun build-up bonus on the main hit.

Harvesting Charge Increase
Nodes taken0123
Stun damage per Bleeding consumed, share of hit damage
With Harvesting Charge
5%7%9%11%
Maximum stun share
With Harvesting Charge
50%56%62%68%
Raging Charge
WithoutWith
Damage per Rage spent
Per Rage stack spent
none5%
Maximum damage bonusnone50%

Spends up to 10 Rage.

Raging Charge Increase
Nodes taken0123
Damage per Rage spent
With Raging Charge
5%7%9%11%
Maximum damage bonus
With Raging Charge
50%58%66%74%

The game raises the maximum by 8% per point, so it reaches 74% at 3 points.

Rending Charge
WithoutWith
Bleeding appliednone3
Extra Bleeding near max distance
Distance at least 70% of the charge range
none2
Rending Charge Increase
Nodes taken0123
Bleeding applied
With Rending Charge
3456
Extra Bleeding near max distance
Distance at least 70% of the charge range
2345

Each point adds 1 to both parts, so 2 in total near max distance.

Rank it

Compare it with every other damaging spell on the spell ranking.

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