Strong Straight
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
Strong Straight (Brawler)
Requirements
- Class:
Brawler
Numbers
Hits and scaling
| Hit | Type | Multiplier | How often |
|---|---|---|---|
| Punch Fully charged | Blunt | x5.9 | 1 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.
Upgraded by
24 nodes on the skill tree upgrade it.
Auto Strike (Brawler)
Enraging Straight (Brawler)
Enraging Straight Increase I (Brawler),
Enraging Straight Increase II (Brawler),
Enraging Straight Increase III (Brawler)
Harvesting Straight (Brawler)
Harvesting Straight Increase I (Brawler),
Harvesting Straight Increase II (Brawler),
Harvesting Straight Increase III (Brawler)
Punishing Straight (Brawler)
Raging Straight (Brawler)
Raging Straight Increase I (Brawler),
Raging Straight Increase II (Brawler),
Raging Straight Increase III (Brawler)
Steady Straight (Brawler)
Straight Lunge (Brawler)
Strong Straight Charge Speed Increase I (Brawler),
Strong Straight Charge Speed Increase II (Brawler)
Strong Straight Cooldown Reduction I (Brawler),
Strong Straight Cooldown Reduction II (Brawler)
Strong Straight Cost Reduction I (Brawler)
Strong Straight Damage Increase I (Brawler),
Strong Straight Damage Increase II (Brawler),
Strong Straight Damage Increase III (Brawler)
What each upgrade changes
Auto Strike
| Without | With | |
|---|---|---|
| Cast time | none | 0.2 s |
No holding: the punch charges by itself and fires at full charge.
Enraging Straight
| Without | With | |
|---|---|---|
| Rage gained per enemy hit | none | 2 |
| Extra Rage on full charge Released at full charge | none | 4 |
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 taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Rage gained per enemy hit | 2 | 3 | 4 | 5 |
| Extra Rage on full charge Released at full charge | 4 | 5 | 6 | 7 |
Each point adds 1 to both Rage gains, so up to 2 more Rage per cast on one enemy.
Harvesting Straight
| Without | With | |
|---|---|---|
| Damage bonus per Bleeding consumed Not when Raging Straight spent Rage | none | 6% |
| Most damage bonus from Bleeding Not when Raging Straight spent Rage | none | 60% |
| Most Bleeding consumed | none | 11 |
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 taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Damage bonus per Bleeding consumed | 6% | 8% | 10% | 12% |
| Most damage bonus from Bleeding | 60% | 66% | 72% | 78% |
Most Bleeding consumed is the maximum divided by the per-Bleeding bonus, rounded up: 11, 9, 8, 7.
Punishing Straight
| Without | With | |
|---|---|---|
| Damage bonus Target is Stunned | none | 30% |
| Damage multiplier Target is not Stunned | x1 | x0.75 |
The 30% adds to the other bonuses; the 0.75 multiplies the total.
Raging Straight
| Without | With | |
|---|---|---|
| Damage bonus per Rage spent | none | 8% |
| Most damage bonus from Rage | none | 80% |
| Stun build-up bonus per Rage spent | 3% | 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 taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Damage bonus per Rage spent | 8% | 10% | 12% | 14% |
| Most damage bonus from Rage | 80% | 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
| Without | With | |
|---|---|---|
| Longest charge time Number from the current node text. | 1.5 s | 2.25 s |
| Charge time for base damage | 1.5 s | 1.8 s |
Straight Lunge
| Without | With | |
|---|---|---|
| Dash distance Fully charged; 2 + 4 x charge share | 2 m | 6 m |
Without the node the punch still steps 2 m forward.
Strong Straight Charge Speed Increase
| Nodes taken | 0 | 1 | 2 |
|---|---|---|---|
| Full charge time | 1.5 s | 1.275 s | 1.05 s |
Strong Straight Cooldown Reduction
| Nodes taken | 0 | 1 | 2 |
|---|---|---|---|
| Cooldown | 12 s | 10.8 s | 9.6 s |
Strong Straight Cost Reduction
| Without | With | |
|---|---|---|
| Stamina cost | 25 | 21 |
Strong Straight Damage Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Punch damage Fully charged | x5.9 | x6.372 | x6.844 | x7.316 |
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.