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Two-Step Goodbye (GRA)

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Two-Step Goodbye
Two-Step Goodbye
Two Step GoodBye icon
Requirements
skillUnarmed 100
strength req.9
Attack statistics
dmg/attack
70 (96.6)
DPS
76.4 (158.1)
crit dmg
10
crit % mult
x4
attacks/sec
1.1 (1.6)AP28
effectBonus Critical Chance, Reduced Critical Damage, Critical Kill = Boom!
Other
weight6value
20000
item HP80
repair
Ballistic fist
Unarmed Jury RiggingJuryRigging
base idxx000809
 
Gametitle-FNV GRA
Gametitle-FNV GRA

The Two-Step Goodbye is a weapon added with the Fallout: New Vegas add-on Gun Runners' Arsenal.

Characteristics

The Two-Step Goodbye is a unique variant of the ballistic fist, with only a single barrel mounted on the forearm. Sections of this ballistic fist are colored yellow, as opposed to the standard variant's monotone color scheme. An explosives warning symbol is printed on the side.

If a target is killed by a critical hit, the contact-triggered explosives will detonate within the fallen target after two seconds, subsequently dealing an extra 175 splash damage. Friendly non-player characters caught in the blast may become damaged and even turn hostile if the user isn't careful.

V.A.T.S. Special Attacks

Template:Unarmed VATS

Durability

Two-Step Goodbye can successfully strike about 395 times from full condition before breaking.

Locations

Variants

Comparison

Weapon name (current weapon is highlighted)Icon meleeDamage per attack (damage per projectile)Icon damageDamage per secondIcon dpsBonus effectsIcon bonus effectAttacks per secondIcon attackCritical Chance % multiplierIcon chanceCritical damageIcon critical damageCritical effect damage and durationIcon crit effectAction Point costIcon actionDamage per action pointIcon dapDurability (number of attacks before breaking)Icon repairWeightIcon weightValue in capsIcon merchantValue to weight ratioIcon ratioSkill requiredIcon abilityStrength requiredIcon fist
Ballistic fist 80
87.31.09x180285.73956780013001009
Two-Step Goodbye fnvgraGametitle-FNV GRA70
76.41.09x410175explosionIcon explosion2853956200003333.31009
Displacer glove 50
68.21.36x150283.649563500583.31004
Pushy 60
88.41.47x160284.3595642007001002
Zap glove 35
57.3+50Electromagnetic pulseIcon EMPRobots
+20Electromagnetic pulseIcon EMPPower armor
1.64x135282.549565200866.7754
Paladin Toaster 41
67.1+50Electromagnetic pulseIcon EMPRobots
+20Electromagnetic pulseIcon EMPPower armor
1.64x141282.9395668001133.3754
Note: Unarmed damage is doubled in V.A.T.S.

Notes

  • Enemies hit by or killed with this weapon fly a few feet back before exploding. This is useful for sneak attack criticals because it allows the player to determine where the enemy's body might fly before detonating.
  • This melee weapon will always make a loud noise and so it can not be considered a stealth weapon as any in earshot will be alerted by it's use.
  • There will be a beeping noise, similar to that of frag mines, that will warn the player about the secondary explosion.
  • Two-Step Goodbye is considered an improved holdout weapon.
  • This weapon has very low critical damage, but makes up for it with the added secondary explosion.
  • Even though this weapon will deal a deadly explosion after a critical hit, none of the Explosives-based perks have any effect on it. This includes Demolition Expert, Splash Damage, and Hit the Deck.
  • Due to the weapon's secondary explosion, the player should be careful using the weapon in close proximity to friendly non-player characters. For example, if the player is attacking a Freeside thug while a member of the Kings is attacking as well, the secondary explosion may kill the Kings gang member, causing a loss of reputation in Freeside.
  • This weapon uses the intended Pip-Boy 3000 icon instead of the power fist icon previously used for the ballistic fist.
  • If the player is in close proximity to the enemy and they survive the initial attack, they may run back at you and damage you with the second explosion.
  • Despite its low critical damage, its x4 critical multiplier is it's largest trait, a maxed critical chance character will have up to 117% chance to critically hit,the highest critical chance for any Unarmed weapon, therefore they will continue to get critical hits and trigger the detonation every time the enemy is killed.

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