Raging Force (inherited)

Raging Force is the Martial Artist in Xenoblade Chronicles 3. The user hits the target with a double-fisted punch, consuming the recharge of every other fully-recharged Art and dealing more damage for each recharge consumed.
==Overview==
The amount of bonus damage is (normally) equal to 100log8-x(50)% at minimum level and 100log8-x(70)% at maximum level, where x is the number of recharges consumed. With one recharge consumed, this equals 201% and 218% respectively; with the maximum of 6 recharges consumed, it's 564% and 613% respectively. The equation is nonzero for zero recharges consumed, but Raging Force has a special bypass of the formula to give no bonus at zero recharges.
The amount of bonus damage is nonlinear in the recharges consumed; the difference between 1 and 2 recharges is significantly less than the difference between 5 and 6 recharges. Therefore, to make the most of this Art, it is generally worth waiting for all other Arts to be recharged before using it, unless the player is recharging Raging Force far more often than they recharge other Arts. For the same reason, it is best to only have low-recharge Arts with this Talent Art.
The damage bonus is part of multiplier group 2, unlike most other Arts with damage bonuses. This is, in very large part, a good thing; it means that consuming 6 recharges will always make the Art deal about 7x the damage of no recharges, regardless of how many other damage bonuses apply. The one downside is that multiplier group 2 also includes the damage bonus from Power Charge. This means that Power Charge will provide far less of a relative boost to damage than normal — only a 7% bonus (with Raging Force at max level, with 6 recharges consumed, and with no buff-strength-increasing effects).
Raging Force is best-in-class for blitz damage. While its peak is not as powerful as that of a full or optimised damage, it requires much less time setup than the former and much less party setup than the latter. It is therefore the best option for speedkills; equipping 4 party members with Raging Force, plus one Soulhacker buffing the party and one character with , can end most fights in seconds. Such setups benefit greatly from Capable Hands, allowing characters to use their Talent Arts immediately. The Art works best for this situation on the Flash Fencer class due to its abundance of damage-increasing skills, as well as the ability to make free use of a Master Skill slot that other classes would be forced to spend on Capable Hands. Another class that yields higher damage at the cost of a more elaborate setup is , owed to Bullet Symphony's trait of maintaining its damage bonus between battles.
For more general use in extended fights, Raging Force's extremely low cooldown is a boon, but users are also limited by the cooldown of their other Arts to make the most of the damage bonus. As stated above, only using low-recharge Arts may be beneficial. The Art also benefits hugely from Glittering Melody, which bypasses the step of waiting for the other Arts to recharge. Stacking large amounts of additive damage bonuses is more effective than usual, due to the damage bonus being part of multiplier group 2.
While it is possible to hit the damage cap of 9,999,999 with Raging Force, doing so generally requires lengthy setup, which does not play into the Art's strengths. It is typically more effective to use it as often as one can do so while consuming 6 recharges. Alternatively, with a total of 100% bonus to Art recharge, it is possible to very quickly and continually cancel one role-action-granting Art into a 5-recharge-consuming Raging Force, as long as the other Arts can be recharged in the meantime (likely with Glittering Melody). Depending upon circumstances, this may result in higher DPS than waiting for all 6 Arts to recharge.
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