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Spells/Strong Straight

Strong Straight

Blunt

Hold to charge. Release to throw a heavy straight punch, dealing Blunt Damage and Interrupting enemies in front of you. Damage increases with charge time. Strong Straight spends up to 10 Rage on release, increasing its Stun Build-up by 3% per Rage spent, up to 30%.

In the game

On the skill tree

Requirements

Numbers

Damage5.9
Damage typeBlunt
Stamina25
Cooldown12 s
Charge time1.5
TagsDamage, Class

Hits and scaling

HitTypeMultiplierHow often
Punch
Fully charged
Bluntx5.91 time per cast

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

Auto Strike
WithoutWith
Cast timenone0.2 s

No holding: the punch charges by itself and fires at full charge.

Enraging Straight
WithoutWith
Rage gained per enemy hitnone2
Extra Rage on full charge
Released at full charge
none4

No Rage is spent, so the Rage Stun build-up bonus is lost. The full-charge Rage is once per cast; the hit Rage is per enemy hit.

Enraging Straight Increase
Nodes taken0123
Rage gained per enemy hit2345
Extra Rage on full charge
Released at full charge
4567

Each point adds 1 to both Rage gains, so up to 2 more Rage per cast on one enemy.

Harvesting Straight
WithoutWith
Damage bonus per Bleeding consumed
Not when Raging Straight spent Rage
none6%
Most damage bonus from Bleeding
Not when Raging Straight spent Rage
none60%
Most Bleeding consumednone11

Up to 11 Bleeding are consumed (0.6 / 0.06 rounds up to 11 in the game), but the bonus stops at 60% (10 Bleeding).

Harvesting Straight Increase
Nodes taken0123
Damage bonus per Bleeding consumed6%8%10%12%
Most damage bonus from Bleeding60%66%72%78%

Most Bleeding consumed is the maximum divided by the per-Bleeding bonus, rounded up: 11, 9, 8, 7.

Punishing Straight
WithoutWith
Damage bonus
Target is Stunned
none30%
Damage multiplier
Target is not Stunned
x1x0.75

The 30% adds to the other bonuses; the 0.75 multiplies the total.

Raging Straight
WithoutWith
Damage bonus per Rage spentnone8%
Most damage bonus from Ragenone80%
Stun build-up bonus per Rage spent3%0%

Without this node Strong Straight still spends up to 10 Rage for 3% Stun build-up each, up to 30%.

Raging Straight Increase
Nodes taken0123
Damage bonus per Rage spent8%10%12%14%
Most damage bonus from Rage80%86%92%98%

Most Rage spent is the maximum divided by the per-Rage bonus, rounded up, capped at 10: 10, 9, 8, 7.

Steady Straight
WithoutWith
Longest charge time
Number from the current node text.
1.5 s2.25 s
Charge time for base damage1.5 s1.8 s
Straight Lunge
WithoutWith
Dash distance
Fully charged; 2 + 4 x charge share
2 m6 m

Without the node the punch still steps 2 m forward.

Strong Straight Charge Speed Increase
Nodes taken012
Full charge time1.5 s1.275 s1.05 s
Strong Straight Cooldown Reduction
Nodes taken012
Cooldown12 s10.8 s9.6 s
Strong Straight Cost Reduction
WithoutWith
Stamina cost2521
Strong Straight Damage Increase
Nodes taken0123
Punch damage
Fully charged
x5.9x6.372x6.844x7.316

Adds to the Rage, Bleeding and Punishing bonuses, it does not multiply them.

Rank it

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

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