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Melee Weapons

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Melee Weapons
Melee WeaponsMeleeWeapons
Fallout perk image (left), Fallout 3 version to the right
Fallout, Fallout 2, Fallout Tactics
modifiesAccuracy with Melee Weapons
governed byStrength
initial value55% + (1% x (Strength + Agility)/2)
related traitsBruiser
Fallout 3
modifiesDamage done by Melee Weapons
governed byStrength
initial value2 + (Strength x 2) + ceil (Luck / 2)
related perksLittle Leaguer, Ninja
Fallout: New Vegas
modifiesDamage done by Melee Weapons
governed byStrength
initial value2 + (Strength x 2) + ceil (Luck / 2)
related perksCowboy, Super Slam, Unstoppable Force, Ninja
related traitsGood Natured
Van Buren, J.E. Sawyer's Fallout RPG
modifiesAccuracy with Melee Weapons
governed byStrength
 ... 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VB
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VBGametitle-JES

Using non-ranged weapons in hand-to-hand or melee combat - knives, sledgehammers, spears, clubs and so on.

— In-game description, Fallout, Fallout 2 and Fallout Tactics

The Melee Weapons skill determines your effectiveness with melee weapons, from the simple lead pipe all the way up to the high-tech super sledge.

— In-game description, Fallout 3 and Fallout: New Vegas

Melee weapons is a Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout Tactics, Van Buren and J.E. Sawyer's Fallout Role-Playing Game skill (in Van Buren and J.E. Sawyer's Fallout Role-Playing Game, it was renamed to simply "Melee").

This skill determines your combat effectiveness with all melee weapons. In Fallout: New Vegas, it also determines your combat effectiveness with non-explosive throwing weapons.

Contents

Fallout, Fallout 2 and Fallout TacticsEdit

\text{Initial level}\%=55+(.5\times\text{Strength})+(.5\times\text{Agility})

Example: A starting Strength of 5 and Agility of 5.

55+(.5\times5)+(.5\times5)=60\%

In Fallout 2, you start out with only a spear, making melee weapons a highly valuable skill from the beginning.

Affected weaponsEdit

Fallout
Fallout 2
Fallout Tactics

Fallout 3Edit

Bobblehead Melee Weapons
"It's important to do business up close and personal."
\text{Initial level}=2+(2\times\text{Strength})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Strength of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

As this skill increases, so does the damage inflicted with all of these weapons, both in and out of V.A.T.S. mode. The melee weapons skill also allows you to use a melee weapon to block an attack; the higher the skill, the more damage is absorbed.

In choosing a melee weapon, don't focus too heavily on which weapon has the highest damage. A fast weapon like a combat knife or Ripper can make more attacks in a given length of time than a heavy sledgehammer, potentially generating more damage in a shorter amount of time. More attacks also means more chances to stagger an opponent so they can't attack back as quickly, reducing the damage you take. The Shishkebab is generally considered the best melee weapon available as it has the highest base DPS, which is only improved further when combined with Pyromaniac. However, Jack can, depending on whether or not you have a high base critical chance and/or the Ninja, Better Criticals or Finesse perks, deal an astounding amount of damage far superior to that of the Shishkebab in a damage-per-second sense. Jack is especially effective when performing a sneak attack critical hit, since these are known to instantly splatter most enemies.

Ways to increase Melee WeaponsEdit

Permanent
Temporary
Note: Only items adding +5 or more are included.

Affected weaponsEdit

Perks that require Melee Weapons skillEdit

Perk Requirement Level Additional Requirements
Ninja 80 20 Sneak 80

Fallout: New VegasEdit

\text{Initial level}=2+(2\times\text{Strength})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Strength of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

As this skill increases, so does the damage inflicted with all of these weapons, both in and out of V.A.T.S. mode.

Special AttacksEdit

When the player has 50 Melee skill points, they have access to special melee moves which consume a certain amount of AP for a variety of effects in V.A.T.S.

  • Most one-handed edged weapons (such as combat knives) have the Back Slash special attack.
  • Most one-handed blunt weapons (such as the lead pipe) have the Lights Out special attack.
  • Most two-handed melee weapons (such as the sledgehammer) have the Mauler special attack.
  • Staff-like weapons (such as baseball bats) have the Grand Slam special attack.
  • There are a variety of other attacks, some unique. Only thrown melee weapons and the Broad machete have no special attack.

V.A.T.S. vs. real-timeEdit

It's possible to execute all special melee moves outside of V.A.T.S., although the animation can look different in first person view than in third person view. It is not required to have 50 points of the skill to perform the moves. To perform any special move described above, initiate a power attack (hold attack button) while moving forward. However, executed outside of V.A.T.S. they don't have any special properties, but have a benefit of a standard power attack: doubling weapon base damage.

Unlike in Fallout 3, you can take a potentially significant amount of damage in V.A.T.S., heightening the danger of using melee in V.A.T.S., as you can not dodge or block while in V.A.T.S. However, all melee weapons, except thrown, do twice as much base damage.

Ways to increase Melee WeaponsEdit

Permanent
Temporary
Note: Only permanent gains or items adding +5 or more are included.

Affected weaponsEdit

Perks that require Melee Weapons skillEdit

Perk Requirement Level Additional Requirements
Cowboy 45 8 Guns 45
Super Slam 45 8 Strength 6
Unstoppable Force 90 12 Strength 7
Ninja 80 20 Sneak 80

Notable Melee Weapons skilled charactersEdit

FalloutEdit

  • Lasher, high elder of the Children of Cathedral.

Fallout 2Edit

  • Frank Horrigan, secret service agent of Enclave and president bodyguard.
  • Lil' Jesus Mordino, son and right hand of Big Jesus Mordino.
  • Sulik, tribal warrior of the Primitive Tribe and a possible companion of the Chosen One.

Fallout 3Edit

  • Cross, star paladin of the Capital Wasteland Brotherhood of Steel and a possible companion of the Lone Wanderer.
  • Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
  • Jackson, founder and leader of the Point Lookout tribals.
  • Jingwei, Chinese Army general who commanded the Chinese troops during the Invasion of Alaska.
  • Toshiro Kago, an old samurai of the Azuchi-Momoyama period.
  • Vance, leader of the Family.

Fallout: New VegasEdit

Fallout: Brotherhood of SteelEdit

  • Attis, former commander in the Master's army and founder and general of the Attis Army.
  • Blake, founder and high priest of the Church of the Lost.

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