Assault Rifles | |
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Type | Combat Passive |
Base stats | +2% Assault Rifle Damage |
Description | |
Advanced training improves facility with assault rifles for dedicated combatants. Assault rifles offer moderate accuracy, range, and stopping power. |
This article is about the combat skill. For the weapon type, see assault rifle. |
Assault Rifles is a passive combat skill.
Ranks[]
Rank 4 Weight | Rank 5 Reload | Rank 6 Shatter Defenses | |||||||||||||||||||||||||||||||||||||||||||
Rank 1 Assault Rifles | Rank 2 Accuracy | Rank 3 Stability | |||||||||||||||||||||||||||||||||||||||||||
Rank 4 Spare Ammo | Rank 5 Clip Size | Rank 6 Critical Hits | |||||||||||||||||||||||||||||||||||||||||||
Rank | Icon | Description | Bonus |
---|---|---|---|
1 - Assault Rifles | Increases assault rifle damage with each skill point invested in the Combat Skill Group. | +2% Assault Rifle Damage | |
2 - Accuracy | Increases assault rifle accuracy with each skill point invested in the Combat Skill Group. | +2% Assault Rifle Accuracy | |
3 - Stability | Increases assault rifle stability, reducing recoil with each skill point invested in the Combat Skill Group. | +2% Assault Rifle Stability | |
4 - Weight | -25% Assault Rifle Weight | ||
4 - Spare Ammo | +15% Assault Rifle Spare Ammo | ||
5 - Reload | +15% Assault Rifle Reload Speed | ||
5 - Clip Size | +25% Assault Rifle Clip Size | ||
6 - Shatter Defenses | Enemies hit by assault rifle fire take increased damage from all sources by 2% per assault rifle hit, to a maximum of 24%. Resets when the rifle user has not hit the target for 2 sec. | ||
6 - Critical Hits | Increases headshot and other weak point damage from assault rifles, in addition to improved aiming. | +25% Assault Rifle Headshot/Weak Point Bonus +15% Assault Rifle Accuracy +15% Assault Rifle Stability |
Notes[]
Rank 4A is incorrect and is not a 25% decrease but a 20% decrease. For a detailed investigation of weapon weight mechanics, see Weapon Weight Strategy.
Ranks 1, 2, & 3 do not increase by +2% for each point invested.
The base values listed in the table above are the starting values with no points spent on any combat skill. This is a cumulative value that increases with each point spent on a combat skill. It takes 252 points to fully fill the combat skill tree. Any points spent in combat skills - active () or passive () - will increase the value.
The maximum values available for spending all 252 points are listed below:
- Rank 1 +40% Assault Rifle Damage
- Rank 2 +40% Assault Rifle Accuracy
- Rank 3 +40% Assault Rifle Stability
The maximum values listed are with no points spent on any other tech skills or biotic skills. A full set of Rank I Initiative Armor with no augmentations or fusion mods was worn to ensure that there is no influence by the armor.
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