You can put your skill point into two categories for assault rifles: Damage and Healing. Putting points in Damage gives you the Explosive Rounds skill and improves it. Putting the points in Healing gives you the Combat Medic skill and improves it.
Explosive Rounds: Your Assault Rifle abilities apply the Explosive Rounds effect to your enemies. Each additional hit from Assault Rifle abilities increase the number of charges on the target. After 3 seconds, the charges detonate dealing "x" physical damage per charge applied. Your talismans and the weapon power of a weapon of this type (if you are wielding one, other weapons are not included) will be included in the formula.
Combat Medic: Your Assault Rifle Leech effects are "x"% more powerful and last "x"% longer.
Assault Rifle Skill Points Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
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Damage | | | | | | | | | |
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Healing (effect, length) | 2.85%, 10% | | | | | | | | | 6.3%, 20% |
This page last modified 2012-09-13 17:00:06.