Close Combat

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Revision as of 12:31, 9 October 2018 by Leprechaun (talk | contribs) (change Power Fist damage from electrical to normal)
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Skill
Close Combat
Modifies To-hit chance with unarmed attacks and melee weapons.
Initial level 30% + 2 x (Agility + Strength)
Related perks In Your Face!, Close Combat Master, Dodger, Silent Death
Related traits Bruiser, Heavy Handed
Maximum 300

"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.

Unarmed Attack

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
Boxing Gloves Knockback 1-1 Normal 1 None 1 3
Plated Boxing Gloves Knockback 2-5 Normal 1 None 1 3
Rock None 2-5 Normal 1 None 1 2
Fool's Gold None 3-6 Normal 1 None 5 3
Uranium Ore None 3-6 Normal 1 None 1 3
Refined Uranium Ore None 4-9 Normal 1 None 8 3
Claw None 5-10 Normal 1 None 1 3
Brass Knuckles None 6-17 Normal 1 None 1 3
Spiked Knuckles None 9-23 Normal 1 None 1 3
Power Fist Penetrate 17-33 normal 1 50 SEC 1 3
Mega Power Fist Knockback 21-41 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 2-5 Normal 1 None N/A Single-Handed ? 3
Knife None 8-13 Normal 1 None N/A Single-Handed 2 3
Combat Knife None 13-20 Normal 1 None N/A Single-Handed 2 3
Switchblade Penetrate 9-16 Normal 1 None N/A Single-Handed 1 3
"Little Jesus" Penetrate 15-22 Normal 1 None N/A Single-Handed 2 2
Wakizashi Blade Penetrate 15-27 Normal 1 None N/A Single-Handed 2 3
Old Shovel None 2-4 Normal 2 None N/A Single-Handed 6 4
Shovel None 3-6 Normal 2 None N/A Single-Handed 6 4
Club None 9-24 Normal 1 None N/A Single-Handed 3 3
Crowbar None 12-20 Normal 1 None N/A Single-Handed 5 4
Wrench None 4-7 Normal 1 None N/A Single-Handed 3 3
Sharpened Pole None 3-5 Normal 2 None N/A Two-Handed 4 4
Spear None 9-13 Normal 2 None N/A Two-Handed 4 4
Sharpened Spear Penetrate 13-21 Normal 2 None N/A Two-Handed 4 4
Sledgehammer Knockback 9-17 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 13-21 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 16-33 Normal 1 Small Energy Cell 30 Single-Handed 4 3
Skills
Combat Skills Small Guns · Big Guns · Energy Weapons · Close Combat · Throwing
Important Skills First Aid · Doctor · Lockpick · Repair · Science · Outdoorsman
Other Skills Scavenging · Sneak · Steal · Traps · Speech · Gambling · Barter