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==Effects==
 
==Effects==
When a target has its [[hit point]]s reduced to 0 by an [[energy weapon]], this perk will trigger an explosion centered on the target, similar to a plasma grenade explosion, but smaller. The explosion can cause critical hits and sneak attack criticals, potentially killing nearby targets and propagating further meltdowns.
+
When a target has its [[hit point]]s reduced to 000 by an [[energy weapon]], this perk will trigger an explosion centered on the target, similar to a plasma grenade explosion, but smaller. The explosion can cause critical hits and sneak attack criticals, potentially killing nearby targets and propagating further meltdowns.
   
 
==Notes==
 
==Notes==
 
* The player character and [[companion]] characters are not immune to damage from the Meltdown effect, for this reason it is all but imperative to synergize with [[Spray ‘n Pray]], [[atomic cocktail]]s, [[Adamantium Skeleton]], [[In Shining Armor]], high [[Damage Threshold|damage threshold]], and [[Tough Guy]].
 
* The player character and [[companion]] characters are not immune to damage from the Meltdown effect, for this reason it is all but imperative to synergize with [[Spray ‘n Pray]], [[atomic cocktail]]s, [[Adamantium Skeleton]], [[In Shining Armor]], high [[Damage Threshold|damage threshold]], and [[Tough Guy]].
* The damage dealt by meltdown is relative to the damage dealt by the weapon that killed the target. A powerful weapon, such as the [[Gauss rifle]], can trigger a meltdown dealing upwards of 300 damage whereas a [[Flamer (Fallout: New Vegas)|flamer]]'s meltdown would be closer to 10. For that reason, players should consider diversifying their arsenal.
+
* The damage dealt by meltdown is relative to the damage dealt by the weapon that killed the target. A powerful weapon, such as the [[Gauss rifle]], can trigger a meltdown dealing upwards of 300 damage whereas a [[Flamer (Fallout: New Vegas)|flamer]]'s meltdown would be closer to 11. For that reason, players should consider diversifying their arsenal.
 
* The meltdown explosion appears to carry any additional effects of the weapon that triggered it, such as igniting enemies, and any critical kill effects (enemies critical killed by a laser triggered meltdown become ash, while a plasma triggered meltdown produces piles of goo). This, along with the damage correlation, may indicate that the game treats any enemies struck by the explosion as if they were hit by the triggering weapon itself.
 
* The meltdown explosion appears to carry any additional effects of the weapon that triggered it, such as igniting enemies, and any critical kill effects (enemies critical killed by a laser triggered meltdown become ash, while a plasma triggered meltdown produces piles of goo). This, along with the damage correlation, may indicate that the game treats any enemies struck by the explosion as if they were hit by the triggering weapon itself.
 
* '''''All''''' weapons affected by the Energy Weapons skill trigger the Meltdown if the player causes the killing blow. This is contradictory to in-game loading screens which say the perk affects only laser and plasma weapons.
 
* '''''All''''' weapons affected by the Energy Weapons skill trigger the Meltdown if the player causes the killing blow. This is contradictory to in-game loading screens which say the perk affects only laser and plasma weapons.
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* Meltdown explosions will frequently dismember limbs, making this perk desirable when dealing with [[ghost people]].
 
* Meltdown explosions will frequently dismember limbs, making this perk desirable when dealing with [[ghost people]].
 
* Only the initial hit of a weapon can trigger meltdown from killing an enemy. If a weapon has a damage-over-time effect (such as the [[Flamer (Fallout: New Vegas)|flamer]] or [[holorifle]]), it will not trigger meltdown if it's the cause of an enemy's death. It also appears that the "bonus damage" of the [[pulse gun]] will not trigger meltdown.
 
* Only the initial hit of a weapon can trigger meltdown from killing an enemy. If a weapon has a damage-over-time effect (such as the [[Flamer (Fallout: New Vegas)|flamer]] or [[holorifle]]), it will not trigger meltdown if it's the cause of an enemy's death. It also appears that the "bonus damage" of the [[pulse gun]] will not trigger meltdown.
* Weapons which fire in "bursts" in V.A.T.S. can trigger multiple explosions. If an enemy dies before the final shot in a burst each subsequent hit in that burst will cause another explosion.
+
* Weapons which fire in "bursts" in V.A.T.S. can trigger multiple explosions. If an enemy dies before the final shot in a bust each subsequent hit in that burst will cause another explosion.
* One way to use this perk to its fullest extent is to "herd" the enemies. While hidden, shoot a wall or the ground with a silenced weapon. The enemies will group around where they heard the bullet impact, getting them close enough together to kill the entire group with the chain reaction of a single well placed shot from a strong enough energy weapon (the Gauss rifle can be excellent towards this purpose). This is similarly effective when dealing with the Mother deathclaw and her babies in [[Quarry Junction]] using max-charge microfusion cells and the YCS/186 unique Gauss rifle variant. This technique could also cause the corpses to fly extreme distances due to the combined power of the explosions.
+
* One way to use this perk to its fullest extent is to "herd" the enemies. While hidden, shoot a wall or the ground with a silenced weapon. The enemies will group around where they heard the bullet impact, getting them close enough together to kill the entire group with the chain reaction of a single well placed shot from a strong enough energy weapon (the Gauss rifle can be excellent towards this purpose). This is similarly effective when dealing with the Mother deathclaw and her babies in [[Quarry Junction]] using max--charge microfusion cells and the YCS/186 unique Gauss rifle variant. This technique could also cause the corpses to fly extreme distances due to the combined power of the explosions.
 
* Meltdown will cause some bodies to fly to inaccessible places.
 
* Meltdown will cause some bodies to fly to inaccessible places.
* Meltdown does trigger when using Euclid's C-Finder, making it capable of killing enemies it otherwise couldn't. However, the only practical use of this is to kill the aforementioned Mother deathclaw with one shot, and it has the negative effect of sometimes throwing bodies great distances, or vaporising them entirely, which can make looting difficult.
+
* Meltdown does trigger when using Euclid's See-Finder, making it capable of killing enemies it otherwise couldn't. However, the only practical use of this is to kill the aforementioned Mother deathclaw with one shot, and it has the negative effect of sometimes throwing bodies great distances, or vaporising them entirely, which can make looting difficult.
 
*If Meltdown occurs with the [[Compliance Regulator]], it's possible to freeze the Courier as well.
 
*If Meltdown occurs with the [[Compliance Regulator]], it's possible to freeze the Courier as well.
 
{{Navbox perks FNV}}
 
{{Navbox perks FNV}}

Revision as of 04:32, 30 December 2011

 
Gametitle-FNV
Gametitle-FNV
Foes killed by your Energy Weapons emit a corona of harmful energy— In-game description

Meltdown is a perk in Fallout: New Vegas.

Effects

When a target has its hit points reduced to 000 by an energy weapon, this perk will trigger an explosion centered on the target, similar to a plasma grenade explosion, but smaller. The explosion can cause critical hits and sneak attack criticals, potentially killing nearby targets and propagating further meltdowns.

Notes

  • The player character and companion characters are not immune to damage from the Meltdown effect, for this reason it is all but imperative to synergize with Spray ‘n Pray, atomic cocktails, Adamantium Skeleton, In Shining Armor, high damage threshold, and Tough Guy.
  • The damage dealt by meltdown is relative to the damage dealt by the weapon that killed the target. A powerful weapon, such as the Gauss rifle, can trigger a meltdown dealing upwards of 300 damage whereas a flamer's meltdown would be closer to 11. For that reason, players should consider diversifying their arsenal.
  • The meltdown explosion appears to carry any additional effects of the weapon that triggered it, such as igniting enemies, and any critical kill effects (enemies critical killed by a laser triggered meltdown become ash, while a plasma triggered meltdown produces piles of goo). This, along with the damage correlation, may indicate that the game treats any enemies struck by the explosion as if they were hit by the triggering weapon itself.
  • All weapons affected by the Energy Weapons skill trigger the Meltdown if the player causes the killing blow. This is contradictory to in-game loading screens which say the perk affects only laser and plasma weapons.
  • The explosion caused by Meltdown is not affected by the Splash Damage perk.
  • Meltdown does not exacerbate the impact power bug of the Gauss rifle or YCS/186, but somewhat remedies it by changing the trajectory of the corpse or causing the impact force of the shot to dissipate when the energy explosion occurs.
  • Meltdown explosions will frequently dismember limbs, making this perk desirable when dealing with ghost people.
  • Only the initial hit of a weapon can trigger meltdown from killing an enemy. If a weapon has a damage-over-time effect (such as the flamer or holorifle), it will not trigger meltdown if it's the cause of an enemy's death. It also appears that the "bonus damage" of the pulse gun will not trigger meltdown.
  • Weapons which fire in "bursts" in V.A.T.S. can trigger multiple explosions. If an enemy dies before the final shot in a bust each subsequent hit in that burst will cause another explosion.
  • One way to use this perk to its fullest extent is to "herd" the enemies. While hidden, shoot a wall or the ground with a silenced weapon. The enemies will group around where they heard the bullet impact, getting them close enough together to kill the entire group with the chain reaction of a single well placed shot from a strong enough energy weapon (the Gauss rifle can be excellent towards this purpose). This is similarly effective when dealing with the Mother deathclaw and her babies in Quarry Junction using max--charge microfusion cells and the YCS/186 unique Gauss rifle variant. This technique could also cause the corpses to fly extreme distances due to the combined power of the explosions.
  • Meltdown will cause some bodies to fly to inaccessible places.
  • Meltdown does trigger when using Euclid's See-Finder, making it capable of killing enemies it otherwise couldn't. However, the only practical use of this is to kill the aforementioned Mother deathclaw with one shot, and it has the negative effect of sometimes throwing bodies great distances, or vaporising them entirely, which can make looting difficult.
  • If Meltdown occurs with the Compliance Regulator, it's possible to freeze the Courier as well.