Close Combat

From FOnline 2 Wiki
Jump to navigation Jump to search

Close Combat

Skills5.png
Knowledge of hand to hand and melee combat. As you add skill points between 100 and 200 percent, it also increases your movement speed when holding only close combat weapons.
Modifies Chance to hit with close combat weapons.
Starting Formula 30 + 2 x (ST + AG)
Notes Whoops, I'm out of onomatopoeias. Close Combat speed bonus won't work if you're holding any weapons from other classes (such as small guns, for example), if you're skin cannot run (for example it won't work on supermutants) and most importantly it won't work unless any of your other combat skills is higher than 110% (for example if you have small guns on 120% you won't get close combat speed bonus). Throwing is only exception to those rules.

Description

Close combat is a merge of two well known skills from Falllout 2: Melee Weapons and Unarmed. With high enough close combat you'll be able to unlock certain unarmed attacks.

Primary Punch Attacks

Name Requirements Details
Strong Punch Unarmed 55%
Agility 6
  • Damage +3
  • Action Points cost: 3
  • Increasing Critical Chance: N/A
Hammer Punch Unarmed 75%
Agility 6
Strength 5
Level 6
  • Damage +5
  • Action Points cost: 3
  • Increasing Critical Chance: +5%
Haymaker Unarmed 100%
Agility 7
Strength 5
Level 9
  • Damage +7
  • Action Points cost: 3
  • Increasing Critical Chance: +15%

Secondary Punch Attacks

Name Requirements Details
Jab Unarmed 75%
Agility 7
Strength 5
Level 5
  • Damage +5
  • Action Points cost: 6
  • Increasing Critical Chance: +5%
Palm Strike Unarmed 115%
Agility 7
Strength 5
Level 12
  • Damage +7
  • Armor Piercing ability.
  • Action Points cost: 6
  • Increasing Critical Chance: +15%
Piercing Strike Unarmed 130%
Agility 7
Strength 5
Level 15
  • Damage +10
  • Armor Piercing ability.
  • Action Points cost: 8
  • Increasing Critical Chance: +40%


Primary Kick Attacks

Name Requirements Details
Strong Kick Unarmed 40%
Agility 6
  • Damage +5
  • Action Points cost: 4
  • Increasing Critical Chance: N/A
Snap Kick Unarmed 60%
Agility 6
Level 6
  • Damage +7
  • Action Points cost: 4
  • Increasing Critical Chance: N/A
Power Kick Unarmed 80%
Agility 6
Strength 6
Level 9
  • Damage +9
  • Action Points cost: 4
  • Increasing Critical Chance: +5%


Secondary Kick Attacks

Name Requirements Details
Hip Kick Unarmed 60%
Agility 7
Strength 6
Level 6
  • Damage +7
  • Action Points cost: 7
  • Increasing Critical Chance: N/A
Hook Kick Unarmed 100%
Agility 7
Strength 6
Level 12
  • Damage +9
  • Armor Piercing ability.
  • Action Points cost: 7
  • Increasing Critical Chance: +10%
Piercing Kick Unarmed 125%
Agility 8
Strength 6
Level 15
  • Damage +12
  • Armor Piercing ability.
  • Action Points cost: 9
  • Increasing Critical Chance: +50%