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The corrosive glove is a weapon in the Fallout: New Vegas add-on Old World Blues.

Characteristics[]

The corrosive glove has a unique secondary effect that inflicts poison damage on a successful Critical Hit that will drain -2 HP for 10 seconds. Unlike normal poisons, which can only affect organic enemies, the damage inflicted by the corrosive glove will harm both organic and robotic enemies.

Compared to the standard scientist glove, it also deals a similar amount of normal damage per strike, albeit at a lower attack speed, the lowest of all unarmed weapons along with the ballistic fist and its unique variant Two-Step Goodbye Gun Runners' Arsenal, the bear trap fist Dead Money, and the power fist. It also deals the third-lowest amount of critical hit damage along with its other variants, at a 1x critical chance multiplier (lower than 1.5x for the standard variant and 2x for Dr. Mobius' glove). It has the highest AP cost of all its variants along with the standard variant and the sterilizer glove as well as the second-highest durability (below the sterilizer glove) and the third-highest caps value. Like all scientist glove variants, it is considered an improved holdout weapon. It requires a 55 Unarmed skill level and 2 Strength to use effectively.

Visually, the weapon is similar in appearance to the standard variant except for being a sickly green color instead of teal-blue and being covered with an unknown green acidic liquid on the fingers.

V.A.T.S. Special Attacks[]

Legend
Type of attack- Type of attackSkill required- Skill required
Damage per attack in V.A.T.S.- Damage per attack in V.A.T.S.Action point cost- Action point cost
Damage per action point- Damage per action pointAdditional effects- Additional effects
Type of attackSkill requiredDamage per attack in V.A.T.S.Action point costDamage per action pointAdditional effects
Normal042281.5
Stomp5084204.2Only on knocked down enemies
Uppercut5048.3202.42
Cross7546.2202.312.5x damage to limbs
Note: Unarmed weapons do double normal damage in V.A.T.S.

Durability[]

The corrosive glove can successfully strike about 745 times from full condition before breaking.

Variants[]

Comparison[]

Legend 
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageCritical effect damage and durationAction Point costDamage per action pointDurability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Scientist glove 21
28.61.36x1.55281.52452500250252
Corrosive glove 21
22.91.09x15+2Acid/5s281.574541500375552
Dr. Klein's glove 34
46.4-5 EW/30s
-2 ST/30s
1.36x35-1 ST/30s
-1 DT/60s
183.849542500625453
Dr. Mobius' glove 28
38.2-5 EW/30s
-2 PER/30s
1.36x25Knockback
Frenzy
153.7495335001166.7352
Sterilizer glove 21
28.61.36x15+2Fire/5s281.599531500500552
Note: Unarmed damage is doubled in V.A.T.S.

Locations[]

Notes[]

  • Taking the instance of the weapon in Z-43 will cause two to three Y-17 trauma override harnesses to appear in the main room.
  • The weapon is one of the rarest non-unique weapons in the game, with a total of two being obtainable.

Gallery[]

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