Piercing Strike

Post » Wed Sep 01, 2010 7:54 pm

Just wondering how necessary this is for a melee build, as I'd like to use melee but skip unarmed completely, however this perk seems amazing for melee weapons and requires 70 unarmed.

Also wondering if it's possible to have a solid melee + energy weapon character, or if I should stick to one or the other. With my guns character I put a fair amount in melee just to conserve ammo vs. weaker enemies, but I have a hard time seeing how I's be able to take on some of the more difficult creatures(Alpha, Mother, Legendary Deathclaws for example) with just melee.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Wed Sep 01, 2010 4:36 pm

I would say pretty vital for melee build using Heavy Handed and not critting a lot (crits bypass DT, right?).

Probably depends on the weapons you're looking at using.
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Wed Sep 01, 2010 9:29 pm

Was thinking about going for Knock Knock (Unique Fire Axe) or Liberator (Unique Machete). Will probably use Chance's Knife early on.
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Wed Sep 01, 2010 11:35 pm

If your using Knock Knock you likely wont need it but with the Machete or Knife you will due to the low damage on these weapons even though the DPS of the knife and Knock Knock are the same (High damage slow attack = better vs DT). From the GECK I wouldnt bother with the Machete it the worse of the 3.

I would say pretty vital for melee build using Heavy Handed and not critting a lot (crits bypass DT, right?).

Probably depends on the weapons you're looking at using.


Heavy Handed dont need it as much as you think as Heavy Handed is -Crit damage not crit chance higher damage = DT cant soak up all the damage as easy. From the GECK you get 120% normal damage (IE on every hit) but only 40% of the bonus Crit damage. As most melee weapons according to the GECK add the same amount as the base damage on crits it turns out you need ~33% crit chance for HH and non HH chars to do the same damage.
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Wed Sep 01, 2010 8:19 pm

I decided to just mod it, now the skill requires 70 unarmed OR 70 melee weapons.

<3 GECK
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Wed Sep 01, 2010 5:25 pm

Or Heavyhand with Chainsaw would solve most situations.

Just a friendly remainder that EW is bad against high DT as well.....
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Wed Sep 01, 2010 12:15 pm

So guns are pretty much just overpowered then.
>_<

I was thinking I'd go melee + pyro build, using Flamer or Incinerator for more difficult enemies or swarms of enemies, with melee for hacking and slashing through less threatening things. Does DT affect fire damage?

I also modded pyromanic to require 60 explosives OR energy weapons... xD
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Thu Sep 02, 2010 3:15 am

DT doesn't effect flame,poison, rad nor critical. However it does block 'normal' damage off critical hits.

Basically a flamer against any DT with do minimal damage (something like 10%???), than 2 (with better critical and pyro) critical damage per hit (not sure how many hit does 1 fuel does). Either way you should be doing ~1.8*DPS (as unless you have build to destroy) on pip-boy. That's like killing Legendary DeathClaw in 3 sec in normal (not sure if hard make enemy tougher).

Shishkebab crit more than Knock Knock....but neither possess power of Oh! Babay/Thermic Lance/Chainsaw. If they didn't make Ripper a "noisy" weapon than it is best with Ninja.
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm


Return to Fallout: New Vegas