Combat Fitness | |
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Type | Combat Passive |
Base stats | +2% Max Health |
Requirements | Security Training - Unlocked Skill Scrapper Training - Unlocked Skill Operative Training - Unlocked Skill |
Description | |
Intense physical and survival training designed to improve a combatant's stamina and versatility in battle. |
This article is about the singleplayer version. For the multiplayer version, see Combat Fitness (multiplayer). |
Combat Fitness is a passive combat skill.
Ranks[]
Rank 4 Consumables | Rank 5 Extra Holster | Rank 6 Hold the Line | |||||||||||||||||||||||||||||||||||||||||||
Rank 1 Health | Rank 2 Shields | Rank 3 Extra Holster | |||||||||||||||||||||||||||||||||||||||||||
Rank 4 Regeneration | Rank 5 Heavy Lifting | Rank 6 In the Trenches | |||||||||||||||||||||||||||||||||||||||||||
Rank | Icon | Description | Bonus |
---|---|---|---|
1 - Health | Increases maximum health with each skill point invested in the Combat Skill Group. | +2% Max Health | |
2 - Shields | Increases maximum shield rating with each skill point invested in the Combat Skill Group. | +2% Max Shields | |
3 - Extra Holster | Up to three weapons can be equipped at once and carrying capacity is increased. | +1 Weapon Loadout Size +25% Weapon Weight Capacity | |
4 - Consumables | Improves the effectiveness of all consumables (such as overdrive packs and shield capacitors). | +30% Consumable Effectiveness | |
4 - Regeneration | Improves health and shield regeneration rates. | +20% Health Regeneration Cap +50% Health Regeneration +20% Shield Regeneration | |
5 - Extra Holster | Up to four weapons can be equipped at once and carrying capacity is increased. | +1 Weapon Loadout Size +25% Weapon Weight Capacity | |
5 - Heavy Lifting | Improves thermal clip size, and thermal clip and power cell carrying capacity. | +20% Weapon Clip Size +25% Weapon Spare Ammo +1 to all Combat Power Cell Capacities | |
6 - Hold the Line | Dramatically increases Damage resistance when below 30% health. | Low Health Damage Resistance: 200 | |
6 - In the Trenches | Improves Damage Resistance and reduces Shield Regeneration Delay while in cover. | Regen Delay Reduction In Cover: 50% Damage Resistance in Cover: 100 |
Notes[]
Ranks 3 & 5A are each a 25 point increase to weapon weight capacity and not percentage based. For a detailed investigation of weapon weight mechanics, see Weapon Weight Strategy.
Ranks 1 and 2 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 +59% Max Health
- Rank 2 +59% Max Shields
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.
Any weapons in the third and fourth loadout slots will be unequipped during a reset at the Skill Respec Station. If Extra Holsters are purchased again, Ryder will need to re-equip those weapons.
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