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Spells/Flaming Strike

Flaming Strike

Fire

Hold to charge. Release to strike, dealing split (AT) and Fire Damage, applying up to 5 Burning, and Interrupting enemies hit. Attacking after a fully charged strike initiates a Final Attack.

In the game

Requirements

  • Memory 7, Adventure 8, Energy 7

You need these to read the spellbook and to put the spell on your bar. Plan the XP

Numbers

Damage3.05
Damage typeFire
Stamina15
Concentration8
Cooldown3 s
Charge time1.5
TagsDamage, Effect, Attributes

Hits and scaling

HitTypeMultiplierHow often
Basic part
Fully charged
Basic attack typex1.5251 time per cast
Fire part
Fully charged
Firex1.5251 time per cast

What it scales with

  • Hits of your basic attack type (Strike, Thrust or Blunt) use Physical Power.
  • Fire hits use Magic Power.
  • Damage bonus: Fire Damage and Magic Damage from gear and the tree, added together into one bonus.
  • Magic Power = Intelligence x1, Charisma x0.5, Adventure x0.5, plus flat Magic Power from gear and the tree. Archetype passives add: Elemental Ranger Adventure x0.25, Earthshaker Strength x0.5, Echo Weaver Agility x0.5.
  • 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

Rank it

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

Spells
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