| For an overview of the topic, see power fist. |
The Shocker is a unique weapon in Fallout 3.
Background[edit]
The FSGv118-b prototype Shocker Glove was given for testing to consumers participating in the Shocker Glove pilot program.[1] It was not intended as a kitchen utensil or for use in the public, in water or near small children and animals. Some of the prototypes were susceptible to malfunctioning when exposed to certain radio frequences while in use.
Gameplay[edit]
The Shocker is a unique variant of the Power Fist. It deals additional EMP damage against robots. The Shocker has a lower AP cost in V.A.T.S. than the standard variant but is less durable.
Durability[edit]
The Shocker can successfully strike about 400 times from full condition before breaking.
Variants[edit]
- Power Fist - The common variant in Fallout 3.
- Fisto! - A more powerful version of the Power Fist, it deals the most raw damage of any unarmed weapon.
- Sim version Power Fist - A sim-only version of the Power Fist which differs only in health (essentially non-degrading).
Comparison[edit]
| Legend | |||
|---|---|---|---|
| Weapon name (melee or unarmed) | Weapon name (gun, energy or explosive) | ||
| Damage per attack (damage per projectile) | Damage per second | ||
| Area of effect damage | Effect damage & duration | ||
| Bonus effects | Attacks per second | ||
| Critical chance % multiplier | Critical damage | ||
| Critical effect damage & duration | With all mods attached | ||
| Attacks in V.A.T.S. | Action point cost | ||
| Damage per action point | Weapon spread | ||
| Magazine capacity (shots per reload) | Durability (number of attacks before breaking) | ||
| Weight | Value in caps | ||
| Value to weight ratio | Skill required | ||
| Strength required | |||
| Power Fist | 20 | 21.8 | 1.09 | x1 | 20 | 28 | 1.4 | 500 | 6 | 100 | 16.7 | |
| Fisto! | 25 | 27.3 | 1.09 | x1.5 | 25 | 25 | 2 | 480 | 6 | 100 | 16.7 | |
| The Shocker | 20 | 21.8 | +25 vs robots | 1.09 | x1 | 20 | 25 | 1.6 | 400 | 6 | 150 | 25 |
- Note: Unarmed damage is doubled in V.A.T.S.
Location[edit]
The Shocker is found inside the Flooded Metro, which can be accessed from the Flooded Metro (Exterior) west of Arlington Library or from Mason District South.
From Mason District South, follow the path into a tunnel and through the eastern door at its end, into the room with the metal staircase. Go down two flights, and through the door on the eastern side. Follow the tunnel that leads down and is trapped with Frag Mines to its end, to find a door on the western wall. The Shocker is located standing upright on a barrel inside this room.
Notes[edit]
- The room containing the Shocker is trapped with a Rigged Shotgun and tripwire in the doorway.
- The Shocker is described in the holotaped instructions as being an unstable prototype weapon, though none of the possible faults manifest themselves in-game.
- Certain perk choices can make this weapon very damaging when fighting robots. The Robotics Expert perk grants the option to shut them down and the +25% extra damage stacks with the Shocker's +25% damage to robots. The Ninja Perk can also be added to the equation and any time a Sneak Attack is successful, it will grant another +25% damage. The Ninja perk also adds an additional 15% chance for a Critical Hit, which with 10 Luck and all Critical Chance Perks (Finesse and Survival Guru) will make the Shocker perform a Critical Hit 48% of the time when using V.A.T.S.
Sounds[edit]
Behind the Scenes[edit]
Philip Nelson helped design the weapon.[Ext 1]
