A bundle of many dynamite sticks, for when something really needs to be blown up.
By far the advantage of dynamite is its modularity. A single stick of dynamite weighs around 190 grams and contains roughly one mega joule of energy. It is an explosive stable enough for safe transport, but it will explode if another dynamite stick is detonated in its vicinity. It follows that one can bundle any number of dynamite sticks together for larger, more destructive results. The energy released from the explosion caused by one stick of dynamite is more than enough to detonate the rest of the bundle, no matter the size. Bundles can be created with any number of dynamite sticks, a fuse, and a length of tape.
Statistics for Big Dynamite Bundle in Hunt: Showdown
Heavy Melee Damage
5 challenges from "Book of Weapons" after Rank 8
Work with Traits
Heavy Melee Damage. True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso. Melee Damage. True damage value of a regular melee attack that hits a Hunter in the Upper-Torso. Damage.True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters. Handling. Unit: %. An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread.
For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles. Effective Range. Unit: m (meters). For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot.
Some very powerful weapons will also kill with one hit to the Torso. For throwables: The range that this item can be thrown. Reload Speed. Unit: s (seconds). The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading. Rate of Fire. Units: rpm (rounds per minute). How many shots can be fired per minute, taking into account shot preparation without any other delay
in-between (such as reloading). Muzzle Velocity. Unit: m/s (meters per second). The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles
(such as crossbow bolts) also travel in a ballistic arc. Damage per Tick. Damage while affected. Effect Duration. Units: s (seconds). The time the effect lasts in seconds. Effect Radius. Units: m (meters). Effect radius in meters.