The starting level of Unarmed is determined by the following calculation: Fallout 40% + (1% x (Agility + Strength) / 2) Fallout 2 30% + 2×(Agility+Strength)% Example: A starting Agility of 5 and Strength of 5 would provide Fallout 40% + 1% x ((5 + 5)/2) = 45% Fallout 2 and Fallout Tactics 30% + 2×(5+5)% = 50% *This DOES work with unarmed weapons*. Str 3 – Iron Fist (20% dmg) I have a melee build, I use bloodied deathclaw and vampiric mole Miner gauntlet a lot, problem is you can't use unarmed weapons in power armor, so during nuke runs those weapons and perks are useless. $65+(5+5)/2=70\%$ (No Power Armor) 3. Whiskey: +2 Strength at the cost of -1 Intelligence. I swap it out for Lucky Break sometimes if I don’t want to find a workbench to repair my claws or Serendipity for defense depending on where I’m fighting and if I’m with a group. This negates a massive 15 DT while using your unarmed attacks. Share your build. Oh and Strange in Numbers increases damage even more. ... Small Guns, Energy Weapons, Throwing, Melee Weapons, and Unarmed) - Will be very difficult at the beginning! There is a mutation that increases Melee dmg by like 25% or so. I find that toughness isn't as useful in late game in particular because everyone's got weapon penetration. Str 3 – Martial Artist WARNING: A few of the choices in this build are thematic rather than optimal, for instance: I recommend using a Mole Miner Gauntlet even if it does a little less damage than a Deathclaw Gauntlet because once you add the extra blade to the mole miner it looks like Wolverine’s claws. Chems are less effective so Stimpacks don’t heal you as well as I would like in combat. Wolverine has a Healing Factor and it’s a huge part of the character. Charisma: As with most builds this depends HIGHLY on if you group a lot or play solo. Since this is supposed to be my main character I want to be able to explore everything. Not a member of Pastebin yet? The suit fists just do a really reduced amount of damage. Even the people using guns have no such option. Imprint & Privacy Policy. Howdy, FalloutBuilds.com is your S.P.E.C.I.A.L. The -55% chem effects is detrimental and the healing factor only works out of combat, so long protracted fights leave it useless. Strange in Numbers: this build runs a LOT of mutations, so this is an awesome perk in a group. But this is experimental. When I got this perk I noticed the speed increase but I didn’t notice the food/water consumption increase. Otherwise use it only in your C.A.M.P. So you need to be at the front all the time. WARNING: A few of the choices in this build are thematic rather than optimal, for instance: I recommend using a Mole Miner Gauntlet even if it does a little less damage than a Deathclaw Gauntlet because once you add the extra blade to the mole miner it looks like Wolverine’s claws. Jan 20, 2016 - Fallout 4 build guide: One-Punch Man. Named after the popular anime this build focuses on unarmed combat using the Blitz perk. Heavy handed Increasing your melee damage can be very useful early on, as you’ll be able to be more powerful later on — they’ll really hurt!. Do you guys have any suggestions of how to make a viable unarmed character build? Agility: I run 15 points here solely because of Evasive. SPECIALs and Perks Legendary Gear Mutations Addictions Nuclear Winter Stats Leveling. Str 3 – Incisor (75% armor pen) Hot blooded Increase damage when your health drops below 50%. Ricochet and Class Freak are cards I haven’t tried yet but are on my list to get to swap out and try….. Class Freak simply because of the detrimental effect of Healing Factor. this build can easily switch to: This makes it very easy to do some quests with different weapons just for fun, without changing much. I focused mainly on synergies and some flexibility to change up perk cards for different content. If nobody else in the group shares it this is the one I share. C - 2 I - 7 A - 9 or 10 L - 6 Traits: -Small Frame -Gifted Tag: -Melee -Unarmed -Speech Some comments based on my experiences: This build has some obvious deficiencies. Then you get low in health you get another 20% with Nerd Rage that bumps you up to 132. Using unarmed and melee weapons DOES NOT gimp your character as most Fallout 2 "experts" think. 93 . 3. Running an unarmed build can be tricky, but the satisfaction of blowing enemies to bits using only fists cannot be matched. This build is totally unarmed based, so that means no weapons that are not considered unarmed. One of the most fun builds in the game is using no weapon at all. You want a lot of strength and agility to give you Rooted, Blitz, Iron Fist, Moving Target, Action Boy/Girl. I currently don’t have Refractor in game because I have several end game cards that I’m working on first, but eventually I will pick it up. Whilst First Person Shooters like Call of Duty definitely have elements of strategy and player choice the pressure to make these choices is compressed down to split second decisions. Blocker. Str 3 – Traveling Pharmacy. The chance seems to be quite high. best. Fallout does build diversity exceptionally well, even if dialogue options have been considerably simplified in Fallout 4. 4 comments. Unarmed Cannibal Fallout 76 Build General information. Squad Maneuver gives you more speed which is awesome in a melee build. Luck: Starched Genes because I don’t want to lose all the mutations I’ve spent a fortune on. LVL 12 - Piercing Strike (Unarmed 70) A MUST HAVE for any unarmed build. This gives us the edge on our gun wielding friends. I have a sheet damage of 205 with my claw, and 115 in my suit WITH the unarmed boosts. While this build may underperform when compared to Power Armor builds with Two-handed Weapons, we have decided to build one anyway for the small group of unarmed enthusiasts. Rad sponge is primarily for Nuke Zones so you can run without a Hazmat suit. In easier content I would even use it over First Aid and Nerd Rage to save mats. First and foremost the lack of range. Medicine / Melee weapons/ Unarmed. Perception: I put 4 in here simply for Refractor to get more Energy resist. If it is too risky to get to 3 or more strengh out of Radicool it would probably be better to take Ironclad up to R5. You wont be wasting your action points like that, but its also gives an additional bonus to your AC. That bonus consists of 1 / 12 of your unarmed skill, so if you have an unarmed skill of 120 you will gain 10 extra AC … Unarmed Melee build. Voting for the next video is live on the discord! Traits. Fallout 4 has a lot of boomsticks, but you don’t need any of them.Fallout 4 build guide: One-Punch ManNo matter how many Fallout 4 runs you’ve done, there’s always something new to try. This is a difficult build that requires a lot of knowledge of the game, so be aware that it is difficult. Fallout, Fallout 2 and Fallout Tactics. You need to focus heavily on swing speed to reduce the time is takes to furious hack away at enemies, as well as knowing WHEN and WHERE you should rotate while fighting enemies. This thread is archived. -50% gun accuracy… I don’t even notice this. The Offense. Reset. I hope you like my build! But no matter what I run with the T-Shirt and Slacks outfit because that’s the closest thing to a standard Wolverine look that I could find. I believe this build (and mathematics) prove that unarmed and melee characters are extremely viable as long as you know what you're doing. Published in Fallout 76 Character Builds. Reset. Get to the bad guy FAST for a little *SNIKT* action. 4 . Action Boy/Girl is great because some of your mutations lower your APs a bit and it’s nice to stay mobile and jump/VATS things. Like you get to be Kung Fu Jesus and his disciples. Grounded: (saving up for this one currently) Awesome energy resist and I don’t use energy guns. Even if there may be better cards in other attributes we need the INT 5 for Makeshift Warrior to be able to craft everything ourself. Every point of Strength adds +4 Damage Resist (Max 80). It's partly because I think it makes for a cool tone in the game. I currently have too much END and I’m using some of my post-50 levels to bring it down a bit. Sneak and Evasive are just because I need to use 15 points for Evasive and admitedly sometimes I can be a bit squishy (especially after I’ve been playing my Power Armor character and I am having to remind myself to block) so sometimes I run away a bit and Sneak to get out of combat. Fallout 2. 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Calculator specials and Perks Legendary Gear Mutations Addictions Nuclear Winter Stats Leveling suggestions of how to make a viable character...