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Melee Weapons: Misc

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Fallout

Up to date as of February 01, 2010

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Melee Weapons
Fallout, Fallout 2, Fallout Tactics
modifies: Accuracy with Melee Weapons.
modified by: Strength
initial level: 55% + (1% x the average of your Strength and Agility).
related perks: None
related traits: Bruiser
Fallout 3
modifies: Melee weapons damage
modified by: Strength
initial level: 2 + (2 x Strength) + integer((Luck + 1) / 2)
related perks: Little Leaguer, Ninja(only critical hit chance and improved damage on sneak attack criticals)
Van Buren
modifies: Accuracy with Melee Weapons.
modified by: Strength
initial level:  ?
related perks:  ?
related traits:  ?
J.E. Sawyer's Fallout RPG
modifies: Accuracy with Melee Weapons.
modified by: Strength
initial level:  ?
related perks:  ?
related traits:  ?

Melee Weapons is a Fallout, Fallout 2, Fallout 3, and Fallout Tactics skill. In Van Buren and J.E. Sawyer's Fallout Role-Playing Game, it was to be renamed to simply Melee.

It determines your combat effectiveness with all melee weapons.

Fallout, Fallout 2 and Fallout Tactics

Initial Level: Starting Melee is equal to 55% + (1% x the average of your Strength and Agility). Average characters will have a 60% skill.

Fallout 3

Weapons using this skill are specifically the Police Baton, Chinese Officer's Sword, Combat Knife, Lead Pipe, Ripper, Rolling Pin, Knife, Switchblade, Tire Iron, Repellent Stick, Baseball Bat, Nail Board, Pool Cue, Sledgehammer, Super Sledge, Shishkebab, AutoAxe, Axe, Shovel, and any unique variants of these weapons. 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.

Melee weapons in Fallout 3 is a Strength based skill and you receive two skill points for each point of Strength. In addition there is a Strength based damage bonus for each melee attack up to +6 damage at 10 Strength. Melee weapons can be used in V.A.T.S. but can't make targeted attacks to specific parts of the body; however, they still gain the accuracy boost to the attacks to the body in general. Unlike Fallout 1 and 2 where some of the higher level Melee weapons like the Ripper used Small Energy Cells with each attack no melee weapons in Fallout 3 require ammunition.

The only specific Fallout 3 Perks for Melee weapons are Little Leaguer and Ninja although other Perks like Toughness or Better Criticals are important for building an effective melee fighter.

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. Refer to the DPS stat on the Weapons page. More attacks also means more chances to stagger an opponent so they can't attack back as quickly reducing the damage you take. 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.

The player can maximize this skill by collecting all Grognak the Barbarian books, provided that the player has the Comprehension skill.

Notes

The Melee weapons skill is not the path of least resistance in Fallout 3. There are some steep SPECIAL requirements for Strength, Endurance, Agility and Luck in order to be as effective as a Small Guns shooter who only needs to worry about Agility and Luck. This means you may have to short change Intelligence meaning fewer skill points which makes it harder to raise non-combat skills like Speech, Science and Lockpick. Attributes such as Charisma have fewer practical applications with a Melee based fighter, and can be lowered instead of Intelligence. Melee fights also seem to be more demanding on graphics cards than sniping from a distance so you may run into problems with the game "chugging" or even crashing if you have the graphics set too high. Alternatively, mixing this skill with something like explosives lowers the agility requirements, as you can use ranged grenades in VATS, then wait for them to charge you while your AP recharges, and you can also set up a quick mine to further weaken them while you lie in ambush. Remember that nine extra agility only translates to 18 APs, which is more or less one extra attack in VATS.

Skills
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This article uses material from the "Melee Weapons" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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