Difference between revisions of "Close Combat"

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(Stats updated)
 
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Latest revision as of 08:02, 19 June 2022

Skill
Close Combat
Unarmed.gif
Modifies To-hit chance with unarmed attacks and melee weapons, and also character's speed of run.
Initial level 30% + 2 x (Agility + Strength)
Related perks HtH Evade, Bonus HtH Damage, Bonus HtH Attacks, Silent Death, Right between the Eyes
Related traits Bruiser, Heavy Handed

"A combination of martial arts, non-ranged weapons in hand-to-hand, or melee combat - knives, sledgehammers, spears, clubs and so on."


Unarmed attacks are divided into two groups: primary and secondary. At any one time you will have up to four attacks available: the strongest primary punch/kick you meet the requirements for (a plain punch/kick if none), and the strongest secondary punch/kick you qualify for, if any. The secondary attacks have a higher AP cost and cause more devastating effects.

Attacks without any weapon are considered as "no-handed-weapon" attacks, so you can kick\punch even having all your legs and arms crippled.

Your base melee damage increases only if your Strength is equal to or higher than 7.

Although it's called unarmed, you can use Unarmed-Class Weapons to increase damage of your punches.

Additional FOnline: Aftertimes feature for this skill is character's speedboost. There's 0,5% profit for character's run per every 6% of Unarmed skill.

Primary Punch Attacks

Strong Punch
Requirements Close Combat 55%, Agility 6
Damage +3
Action Points 3
Critical chance "n/a"


Hammer Punch
Requirements Close Combat 75%, Agility 6, Strength 5, Level 6
Damage +5
Action Points 3
Critical chance +5%


Haymaker
Requirements Close Combat 100%, Agility 7, Strength 5, Level 9
Damage +7
Action Points 3
Critical chance +15%


Secondary Punch Attacks

Jab
Requirements Close Combat 75%, Agility 7, Strength 5, Level 5
Damage +5
Action Points 6
Critical chance +5%


Palm Strike
Requirements Close Combat 115%, Agility 7, Strength 5, Level 12
Damage +7, armor piercing
Action Points 6
Critical chance +15%


Piercing Strike
Requirements Close Combat 130%, Agility 7, Strength 5, Level 16
Damage +10, armor piercing
Action Points 8
Critical chance +40%


Primary Kick Attacks

Strong Kick
Requirements Close Combat 40%, Agility 6
Damage +5
Action Points 4
Critical chance n/a


Snap Kick
Requirements Close Combat 60%, Agility 6, Level 6
Damage +7
Action Points 4
Critical chance n/a


Power Kick
Requirements Close Combat 80%, Agility 6, Strength 6, Level 9
Damage +9
Action Points 4
Critical chance +5%


Secondary Kick Attacks

Hip Kick
Requirements Close Combat 60%, Agility 7, Strength 6, Level 6
Damage +7
Action Points 7
Critical chance n/a


Hook Kick
Requirements Close Combat 100%, Agility 7, Strength 6, Level 12
Damage +9, armor piercing
Action Points 7
Critical chance +10%


Piercing Kick
Requirements Close Combat 125%, Agility 8, Strength 6, Level 15
Damage +12, armor piercing
Action Points 9
Critical chance +50%


Close combat weapons formerly tied to the Unarmed skill

The table below lists all the close combat weapons that were formerly tied to the Unarmed skill.

PICTURE NAME PERKS DMG TYPE RANGE AMMO ST AP
Boxglove.gif Boxing Gloves None 1-1 Normal 1 None 1 3
Boxglov2.gif Plated Boxing Gloves None 2-5 Normal 1 None 1 3
Rock.gif Rock None 1-4 Normal 1 None 1 2
Rock2.gif Fool's Gold None 3-6 Normal 1 None 5 3
Rock4.gif Uranium Ore None 3-6 Normal 1 None 1 3
Rock3.gif Refined Uranium Ore None 6-9 Normal 1 None 8 3
Dclaw2.gif Claw None 5-10 Normal 1 None 1 3
Brsnuck.gif Brass Knuckles None 6-17 Normal 1 None 1 3
Brsknkls.gif Spiked Knuckles None 5-16 Normal 1 None 1 3
Gaunt.gif Power Fist Penetrate 16-32 Electrical 1 50 SEC 1 3
Mpwrfist.gif Mega Power Fist Knockback 20-40 Electrical 1 50 SEC 1 3

Close combat weapons formerly tied to the Melee Weapons skill

The table below lists all the close combat weapons that were formerly tied to the Melee Weapons skill.

NAME PERKS DMG DMG TYPE RANGE AMMO AMMO CAP TYPE ST AP
Shiv None 1-4 Normal 1 None N/A Single-Handed ? 3
Knife None 7-12 Normal 1 None N/A Single-Handed 2 3
Combat Knife None 12-19 Normal 1 None N/A Single-Handed 2 3
Switchblade Penetrate 8-15 Normal 1 None N/A Single-Handed 1 3
"Little Jesus" Penetrate 14-21 Normal 1 None N/A Single-Handed 2 2
Wakizashi Blade Penetrate 14-26 Normal 1 None N/A Single-Handed 2 3
Old Shovel None 1-3 Normal 2 None N/A Single-Handed 6 4
Shovel None 2-5 Normal 2 None N/A Single-Handed 6 4
Club None 8-23 Normal 1 None N/A Single-Handed 3 3
Crowbar None 10-18 Normal 1 None N/A Single-Handed 5 4
Wrench None 3-6 Normal 1 None N/A Single-Handed 3 3
Sharpened Pole None 2-4 Normal 2 None N/A Two-Handed 4 4
Spear None 8-12 Normal 2 None N/A Two-Handed 4 4
Sharpened Spear Penetrate 12-20 Normal 2 None N/A Two-Handed 4 4
Sledgehammer Knockback 8-16 Normal 2 None N/A Two-Handed 6 4
Super Sledge Knockback 36-72 Normal 2 None N/A Two-Handed 5 4
Cattle Prod None 12-20 Electrical 1 Small Energy Cell 20 Single-Handed 4 3
Super Cattle Prod Accurate 40-62 Electrical 1 Small Energy Cell 20 Single-Handed 4 3
Louisville Slugger Knockback 24-60 Normal 1 None N/A Two-Handed 4 4
Ripper Penetrate 15-32 Normal 1 Small Energy Cell 30 Single-Handed 4 3