Shotgun Parts Guide
Shotguns are made out of 6 main visible parts.
Accessory
Barrel
Body
Grip
Sight
Stock
Other parts include the element, the material, weapon balance, and the weapon type definition.
Accessories
There are 9 non-unique accessories, including a “no accessory” part with no model.
"No Accessory"
Bayonet 1
Bayonet 2
Moon Clip1
×1.15 Reload Time
Shotgun Shell1
×1.05 Mag Size
÷1.05 Reload Time
×1.03 Weapon Damage
Tech 11
÷1.15 Weapon Damage
÷1.4 Weapon Spread
÷1.39 Zoom FOV
Tech 2
÷1.1 Weapon Spread
÷1.39 Zoom FOV
Tech 3
×1.1 Mag Size
÷1.25 Reload Time
÷1.03 Weapon Damage
Vertical Grip
÷1.3 Max Accuracy
×1.15 Min Accuracy
+2 Projectile Count
×1.3 Weapon Spread
All accessories have set prefixes associated with them based on manufacturer, which, assuming they don’t get overwritten, are a simple way to tell which one exactly a weapon has.
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Bayonet 1 | Bayonet 2 | Moon Clip | Shotgun Shell | Tech 1 | Tech 2 | Tech 3 | Vertical Grip | |
---|---|---|---|---|---|---|---|---|
Bandit | - | Slising | Drumed | Redy Stedy | Sketer | Critikal Hit | Quik Loadeder | Assssult |
Hyperion | Restructuring | - | Scalable | Social | Potential | Critical | Reactive | Practicable |
Jakobs | Barbed | - | Sidewinder | Well Kept | Huntin' | Doc's | Texas | Rustler's |
Old Hyperion | Downsizing | - | Expandable | Conglomerate | Executive | Decisive | Streamlined | Enforceable |
Scav | - | Cutting | Fair-Go | Mateship | Skeet | Bloody Oath | Kwik-Load'd | Battler |
Tediore | Swiss | - | Extra Large | New and Improved | Original | Royal | Basic | Gentle |
Torgue | - | Bad Touch | Desperate | Sinewy | Potent | Juicy | Impetuous | Casual |
Barrels
There are 7 non-unique barrels.
Bandit
×1.5 Impulse Accuracy
+1 Mag Size
×1.15 Min Accuracy
+8 Projectile Count
+2 Shot Cost
×1.12 Weapon Damage
×1.7 Weapon Spread
On Bandit:
÷1.2 Impulse Accuracy
×1.05 Weapon Damage
E-Tech1
×1.25 Impulse Accuracy
−5 Projectile Count
×1.25 Reload Time
×2 Shot Cost
+200% Status Chance Modifier
×4.5 Weapon Damage
On Bandit:
+3 Mag Size
+2 Projectile Count
+1 Shot Cost
+4 Weapon Spread
E-Tech (Hyperion)1
+0.5 Fire Interval2
×1.25 Impulse Accuracy
÷1.5 Max Accuracy
−5 Projectile Count
×1.25 Reload Time
×2 Shot Cost
+200% Status Chance Modifier
×6 Weapon Damage
÷3 Weapon Spread
Hyperion
÷1.1 Mag Size
÷1.25 Min Accuracy
÷1.12 Weapon Damage
÷1.35 Weapon Spread
On Hyperion:
×1.2 Impulse Accuracy3
×1.1 Weapon Damage
÷1.15 Weapon Spread
On Jakobs:
÷1.4 Weapon Spread
Jakobs
×1.75 Impulse Accuracy
×1.1 Min Accuracy
+4 Projectile Count
+1 Shot Cost
×1.06 Weapon Damage
×1.5 Weapon Spread
On Jakobs:
÷1.2 Impulse Accuracy
+2 Projectile Count
×1.1 Weapon Damage
÷1.15 Weapon Spread
Tediore
Torgue
×1.9 Impulse Accuracy
+2 Mag Size
×1.2 Min Accuracy
+11 Projectile Count
+3 Shot Cost
×1.18 Weapon Damage
×1.9 Weapon Spread
On Torgue:
−0.05 Fire Interval
×1.2 Weapon Damage
2The two bonuses are applied at different times of the calculation.
3While this type of bonus would be bad on all other manufacturers, on Hyperion it’s actually good. See the accuracy guide for more.
Bodies
There are 20 non-unique bodies, one for each rarity-manufacturer combination. All bodies of the same rarity share the same stats.
Bandit
Hyperion
Jakobs
Tediore
Torgue
Rarity | Mag Size | Weapon Damage | Weapon Spread |
---|---|---|---|
Common | - | - | - |
Uncommon | ×1.15 | ×1.24 | ÷1.15 |
Rare | ×1.25 | ×1.48 | ÷1.25 |
Very Rare | ×1.35 | ×1.72 | ÷1.35 |
Grips
There are 5 non-unique grips.
Bandit
×1.1 Reload Time
×1.15 Weapon Spread
On Bandit:
+3 Mag Size
÷1.3 Reload Time
Hyperion
÷1.09 Weapon Damage
÷1.15 Weapon Spread
On Hyperion:
+1 Mag Size
÷1.3 Reload Time
Jakobs
×1.1 Impulse Accuracy
×1.05 Reload Time
×1.12 Weapon Damage
On Jakobs:
−0.2 Impulse Accuracy
+1 Mag Size
÷1.3 Reload Time
Tediore
÷1.2 Reload Time
÷1.06 Weapon Damage
On Tediore:
+2 Mag Size
−0.15 Reload Time
Torgue
×1.1 Reload Time
×1.09 Weapon Damage
×1.1 Weapon Spread
On Torgue:
+1 Mag Size
÷1.3 Reload Time
Sights
There are 6 non-unique sights, including a “no sight” part with no model. Some sight bonuses are only applied while aiming.
"No Sight"
÷3 Movement Speed
÷1.25 Weapon Spread
Bandit
On Zoom:
÷3 Movement Speed
÷1.25 Weapon Spread
Hyperion
On Zoom:
÷3 Movement Speed
÷1.4 Weapon Spread
Jakobs
On Zoom:
÷3 Movement Speed
÷1.5 Weapon Spread
Tediore
On Zoom:
÷3 Movement Speed
Torgue
On Zoom:
÷3 Movement Speed
÷1.2 Weapon Spread
Click here for a comparison of the zoom level of each sight.
Stocks
There are 5 non-unique stocks.
Bandit
Hyperion
÷1.4 Min Accuracy
Jakobs
×1.1 Impulse Accuracy
×1.25 Max Accuracy
÷1.5 Min Accuracy
Tediore
×1.15 Max Accuracy
×1.15 Min Accuracy
Torgue
÷1.25 Impulse Accuracy
Elements
The element parts have no model, but instead add lights over the weapon in their relevant colours. There are six non-unique element parts, one for each element, and one for no element. None of them give any stat bonuses, good or bad.
Materials
The material parts also have no model, instead defining the actual textures applied on top of all the other models.
There are 29 non-unique material parts. Like with bodies, there’s one for each rarity-manufacturer combination. In Tina DLC, each manufacturer gets an additional gemstone material, and in TPS, Hyperion has an additional “Old Hyperion” material per rarity.
Most materials provide no stat bonuses. The exceptions are listed below.
Citrine
+15% Reflect Off Self Chance
−30% Reflect Off Self Damage
−80% Reflect Off Self Self-Damage
Cubic Zerconia
+15% Reflect Off Self Chance
−30% Reflect Off Self Damage
−80% Reflect Off Self Self-Damage
Diamond
+15% Reflect Off Self Chance
−30% Reflect Off Self Damage
−80% Reflect Off Self Self-Damage
Old Hyperion (Common)
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread
Old Hyperion (Rare)
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread
Old Hyperion (Uncommon)
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread
Old Hyperion (Very Rare)
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread
Quartz
+15% Reflect Off Self Chance
−20% Reflect Off Self Damage
−80% Reflect Off Self Self-Damage
Rock
+15% Reflect Off Self Chance
−30% Reflect Off Self Damage
−80% Reflect Off Self Self-Damage
Weapon Balances
The Weapon Balance defines what parts a certain weapon can have. Balances themselves do not affect stats, but are they very important for the actual generation of weapons.
Weapon Type Definitions
Like the name might suggest, the definition essentially defines all the unique properties of each weapon type. There is one definition per manufacturer.
Bandit
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy
Hyperion
+60% Projectile Speed
On Zoom:
÷2 Min Accuracy
−1.2 Weapon Spread
Jakobs (BL2)
+0.3 Crit Damage
+5 Max Accuracy
+1 Min Accuracy
×1.5 Projectile Speed
On Zoom:
÷2 Min Accuracy
Jakobs (TPS)
+0.3 Crit Damage
+2 Max Accuracy
+1 Min Accuracy
×1.5 Projectile Speed
On Zoom:
÷2 Min Accuracy
Tediore (BL2)
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy
Tediore (TPS)
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy
Torgue (BL2)
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy
Torgue (TPS)
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy
Definitions are also very important if you’re trying to calculate exact stats.
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To start with, they define the base values used by all stats stored on the weapon.Bandit | Hyperion | Jakobs | Tediore | Torgue | |
---|---|---|---|---|---|
Burst Impulse Scale | 0 | 0 | 0 | 0 | 0 |
Burst Interval Scale | +1 | +1 | +0.1 | +1 | +1 |
Fire Interval | +0.8 | +0.28 | +0.06 | +0.66 | +1 |
Impulse Accuracy | +9.5 | −5 | +11 | +8 | +8 |
Mag Size | +10 | +7 | +2 | +5 | +4 |
Projectile Count | +6 | +6 | +7 | +6 | +5 |
Reload Time | +4.1 | +3.5 | +2.8 | +2.5 | +3.8 |
Shot Cost | +1 | +1 | +1 | +1 | +1 |
Status Chance Base | +0.4 | +0.4 | +0.4 | +0.4 | +0.4 |
Status Effect Damage | +8×β | +8×β | +8×β | +8×β | +8×β |
Weapon Damage | +8×β | +6×β | +8.8×β | +7.12×β | +8.8×β |
Weapon Spread | +8 | +6 | +7.4 | +6.7 | +7.1 |
Zoom FOV | +60 | +60 | +60 | +60 | +60 |
This table is not exhaustive. |
Bandit | Hyperion | Jakobs | Tediore | Torgue | |
---|---|---|---|---|---|
Accuracy Regen | 0 +0.05 | 0 −0.05 | 0 +0.05 | ||
Burst Impulse Scale | 0 −0.05 | ||||
Fire Interval | 0 −0.03 | ||||
Impulse Accuracy | 0 −0.05 | 0 +0.05 | 0 −0.05 | ||
Mag Size | 0 +0.05 | ||||
Max Accuracy | 0 −0.05 | ||||
Min Accuracy | 0 −0.05 | ||||
Reload Time | 0 −0.05 | ||||
Weapon Damage | 0 +0.03 | ||||
Weapon Spread | 0 −0.05 | ||||
Zoom FOV | 0 −0.13 |