A heavy two handed melee weapon that can split open the toughest of enemies with ease.
The axe is one of the earliest tools used by man, and the combat axe was not far to follow its more practical, wood-splitting brethren into the lives of humankind. Gripped with two hands, the combat axe is an object of blunt force that can fracture and splinter bone, causing serious damage, particularly when applied to the head.
The combat axe, or battle axe, has been used throughout history, with early examples of the metal variety dating back to the early 1300s. Stone-headed axes were used in battle as early as the 7th century, historians say. Though because axes have been an important tool to humankind throughout history, it is not always possible to prove conclusively which were used for wood, for battle, or for other necessities.
Examples of combat axes found in Louisiana that have been dated to the late 1800s show signs of heavy modification, with additions of metal plating and barbed wire to increase the instrument’s brutality, stability, and effectiveness.
Statistics for Combat Axe in Hunt: Showdown
Heavy Melee Damage
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.