The savage knuckle knife is a roughshod specialization for close quarters combat, suited for both bludgeoning and brutal thrusting deathblows.
The Knuckle Knife is a brutal makeshift close quarters weapon. They combine the brute force of knuckle dusters with the ability to fatally stab, if needed. Knuckle Knives are generally conversions of improvised or existing melee weapons, for instance railroad spikes or bayonets. The handle is extended to ensure that the wielders hand is protected, and furnished to enhance the effectiveness of bludgeoning.
Statistics for Knuckle Knife in Hunt: Showdown
Heavy Melee Damage
1 challenge from "Book of Weapons" after Rank 1
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.