Flammable liquid in a glass container that bursts on impact and creates a massive fireball.
The simple construction of a fire bomb, a glass container separating flammable liquid and a fuse, made it an easy device to improvise and adapt. There always existed a desire to produce a more devastating explosion. Widespread oil drilling in the U.S. through the late nineteenth century supplied vast amounts of crude oil. Refinement processes were developed which could distill increasingly explosive liquids. When re-purposed as weapons, these sated that desire, producing larger explosions, though generally at the expense of burn time. While the exact chemical formulations were never recorded, these were broadly referred to as hellfire bombs.
Statistics for Hellfire Bomb in Hunt: Showdown
Heavy Melee Damage
2 challenges from "Book of Weapons" after Rank 3
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.