Pistols
Pistols | |
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Type | Combat Passive |
Base stats | +2% Pistol Damage |
Description | |
Improves sidearm training for pistols (including submachine guns). Pistols are designed largely for short to mid-range combat and shooting on the move. |
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This article is about the combat skill. For the weapon type, see Pistol. |
Pistols is a passive combat skill.
Ranks[edit | edit source]
Rank 4 Weight ![]() | Rank 5 Reload ![]() | Rank 6 Unassisted Targeting ![]() | |||||||||||||||||||||||||||||||||||||||||||
Rank 1 Pistols ![]() | Rank 2 Accuracy ![]() | Rank 3 Mobility ![]() | |||||||||||||||||||||||||||||||||||||||||||
Rank 4 Spare Ammo ![]() | Rank 5 Clip Size ![]() | Rank 6 Augmented Targeting Assistance ![]() | |||||||||||||||||||||||||||||||||||||||||||
Rank | Icon | Description | Bonus |
---|---|---|---|
1 - Pistols | ![]() |
Increases pistol damage with each skill point invested in the Combat Skill Group. | +2% Pistol Damage |
2 - Accuracy | ![]() |
Increases pistol accuracy with each skill point invested in the Combat Skill Group. | +2% Pistol Accuracy |
3 - Mobility | ![]() |
Reduces the accuracy penalty when firing pistols while moving with each skill point invested in the Combat Skill Group. | +5% Movement Pistol Accuracy |
4 - Weight | ![]() |
-30% Pistol Weight | |
4 - Spare Ammo | ![]() |
+20% Pistol Spare Ammo | |
5 - Reload | ![]() |
+15% Pistol Reload Speed | |
5 - Clip Size | ![]() |
+20% Pistol Clip Size | |
6 - Unassisted Targeting | ![]() |
Increases pistol damage, and also increases accuracy and stability by 20% when firing without using the aim function. | +20% Pistol Damage |
6 - Augmented Targeting Assistance | ![]() |
Increases pistol damage, and also increases accuracy and weak point bonus damage by 20% when using the aim function to shoot. | +20% Pistol Damage |
Notes[edit | edit source]
Rank 4A is incorrect and is not a 30% decrease but a 23-24% decrease (depending upon the exact pistol and weapon rank). For a detailed investigation of weapon weight mechanics, see Weapon Weight Strategy.
Ranks 1, 2, & 3 do not increase by +2%/+5% 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% Pistol Damage
- Rank 2 +40% Pistol Accuracy
- Rank 3 +43% Movement Pistol Accuracy
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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