Weapon project by "Hunt: Showdown Encyclopedia"

Dusters in Hunt: Showdown

A row of metal rings worn on the hand in order to increase the damage caused in hand-to-hand combat.
A simple yet effective weapon, dusters, also known as brass knuckles, vary widely in shape, though rarely in purpose. These connected metal rings, worn on all four of the fingers, greatly increase the impact of the knuckles during hand-to-hand combat. The use of dusters often leads to bone fracture, tissue disruption, and mutilation. Damage to the aggressor's fingers and hand is, furthermore, reduced. Soldiers who could not afford to purchase manufactured dusters often fashioned their own by melting lead bullets and pouring them into a dirt mold in the field.

Statistics for Dusters in Hunt: Showdown

Damage 0
Handling 71 %
Melee Damage 31
Heavy Melee Damage 72
Price 15
Unlock Rank 1
Slot Size
Work with Traits no
Legendary Weapons no
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.

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