Melee Experiment
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More: Melee builds
Your Melee and Fists weapons ignore 75% of your target's armor.
Your Fists deal more damage based on your DR.
Your melee weapons do +30% damage to crippled targets.
20% of the damage dealt to a limb is applied to all limbs on your target.
+30% damage against bleeding targets.
Your melee weapons weigh 60% less, and you can swing them 30% faster.
Melee weapons deal +50% limb damage. (No Power Tools)
You deal 20% more damage per crippled limb your target has.
Your weapons have 2% increased damage per AP cost.
Increased Max AP based on END while not diseased.
You will never mutate from rads and RadAway will never cure mutations.
The greater your Rads, the greater your Strength (max +5 STR)!
Increased Elemental Resistances based on END while not diseased.
Gain more max HP per point in END.
Armor provides 25% more protection. Double if wearing a matching set.
Increased Damage and Energy Resistance based on END while not diseased.
Gain Limb Damage Reduction based on your END.
Gain Radiation Resistance based on your END.
You can Fast Travel while over encumbered at an increased cost.
Each attack makes your target take increased damage.
Positive mutation effects are +25% stronger if teammates are mutated too.
Gain more XP while on a team based on your CHA.
Increase energy damage based on your INT.
While your Health is low, gain increased damage and AP regen.
Stimpaks restore more HP based on your INT.
Stimpaks and RadAway heal 60% faster.
Take no damage from falling.
Chance to Evade attacks based on AGI. (No Power Armor)
Gain +10% damage per kill while on a Kill Streak (Max 10).
Falling below 40% health will automatically use a Stimpak, once every 20s.
+5% chance to Evade. Evade no longer has a cooldown. Instead it costs AP.
Sprinting consumes 20% fewer Action Points. (No Power Armor)
V.A.T.S. swaps targets on kill with +90% damage up to 3 targets.
The negative effects of your mutations are reduced by 75%.
V.A.T.S. criticals now do +100% damage.
Critical Hits now only consume 55% of your critical meter.
Gain a chance to Deflect ranged attacks based on LCK.
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
Bleeding enemies you kill have a chance to explode based on your LCK.
Any kill in V.A.T.S. restores Action Points, based on your LCK.
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.
Legendary perks
20% chance for Fists Weapons to trigger an explosion on attack hits.
Melee attacks deal 60% of their damage in a large area. (No Power Tools)
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
Enemies take 40% more damage when they attack you, if you're on a team.
20% chance for Fists Weapons to trigger an explosion on attack hits.
Melee attacks deal 60% of their damage in a large area. (No Power Tools)
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
Enemies take 40% more damage when they attack you, if you're on a team.
Effects (9)
+5% DMG per kill while on a Kill Streak. Max HP -50.
Critical Damage +60%, PER +4, STR -4
No disease from Meat and 2x bonus to Food from eating meat products. Eating fruits, and vegetables does not satisfy hunger.
-2 SPECIAL solo, +2 SPECIAL grouped
Carry weight +20, +jump height, INT -4
Damage and Energy Resistance +50, AP -50.
Movement speed +20%, faster reload +20%, +50% drain on hunger and thirst while moving.
Punching attacks do 25% more damage + bleed damage, AGI -4.
Melee damage +25%, better chance to cripple limbs. Gun accuracy -50%.
Consumables (2)
+25% Damage (3m), Strength: +3 (3m), Endurance: +3 (3m), Max HP +65 (3m)
Damage: +213% (1h)
Weapons
10 sec
Armor Sets
Power Armor Sets
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