Shotgun Parts Guide

Shotguns are made out of 6 main visible parts.

Accessory

Shotgun Accessory Part

Barrel

Shotgun Barrel Part

Body

Shotgun Body Part

Grip

Shotgun Grip Part

Sight

Shotgun Sight Part

Stock

Shotgun Stock Part

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 1 Mesh
+50% Melee Damage

Bayonet 2

Bayonet 2 Mesh
+50% Melee Damage

Moon Clip1

Tech 1 Mesh
×1.3 Mag Size
×1.15 Reload Time

Shotgun Shell1

Tech 1 Mesh
÷1.03 Fire Interval
×1.05 Mag Size
÷1.05 Reload Time
×1.03 Weapon Damage

Tech 11

Tech 1 Mesh
÷1.12 Fire Interval
÷1.15 Weapon Damage
÷1.4 Weapon Spread
÷1.39 Zoom FOV

Tech 2

Tech 2 Mesh
×1.5 Crit Damage
÷1.1 Weapon Spread
÷1.39 Zoom FOV

Tech 3

Tech 3 Mesh
÷1.06 Fire Interval
×1.1 Mag Size
÷1.25 Reload Time
÷1.03 Weapon Damage

Vertical Grip

Vertical Grip Mesh
÷1.21 Fire Interval
÷1.3 Max Accuracy
×1.15 Min Accuracy
+2 Projectile Count
×1.3 Weapon Spread
1These all use the same model.

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.

Expand
Bayonet 1Bayonet 2Moon ClipShotgun ShellTech 1Tech 2Tech 3Vertical Grip
Bandit-SlisingDrumedRedy StedySketerCritikal HitQuik LoadederAssssult
HyperionRestructuring-ScalableSocialPotentialCriticalReactivePracticable
JakobsBarbed-SidewinderWell KeptHuntin'Doc'sTexasRustler's
Old HyperionDownsizing-ExpandableConglomerateExecutiveDecisiveStreamlinedEnforceable
Scav-CuttingFair-GoMateshipSkeetBloody OathKwik-Load'dBattler
TedioreSwiss-Extra LargeNew and ImprovedOriginalRoyalBasicGentle
Torgue-Bad TouchDesperateSinewyPotentJuicyImpetuousCasual

Barrels

There are 7 non-unique barrels.

Bandit

Bandit Mesh
×1.24 Fire Interval
×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

E-Tech Mesh
×1.09 Fire Interval
×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

E-Tech Mesh
×1.09 Fire Interval2
+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

Hyperion Mesh
÷1.1 Impulse Accuracy
÷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

Jakobs Mesh
×1.15 Fire Interval
×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

Tediore Mesh
-

Torgue

Torgue Mesh
×1.36 Fire Interval
×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
1These both use the same model, but (unsurprisingly) the Hyperion version only spawns on Hyperion guns.
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

Bandit Mesh

Hyperion

Hyperion Mesh

Jakobs

Jakobs Mesh

Tediore

Tediore Mesh

Torgue

Torgue Mesh
RarityMag SizeWeapon DamageWeapon 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

Bandit Mesh
×1.25 Mag Size
×1.1 Reload Time
×1.15 Weapon Spread
On Bandit:
+3 Mag Size
÷1.3 Reload Time

Hyperion

Hyperion Mesh
×1.1 Accuracy Regen
÷1.09 Weapon Damage
÷1.15 Weapon Spread
On Hyperion:
+1 Mag Size
÷1.3 Reload Time

Jakobs

Jakobs Mesh
×1.09 Fire Interval
×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

Tediore Mesh
÷1.1 Mag Size
÷1.2 Reload Time
÷1.06 Weapon Damage
On Tediore:
+2 Mag Size
−0.15 Reload Time

Torgue

Torgue Mesh
×1.15 Impulse Accuracy
×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"

On Zoom:
÷3 Movement Speed
÷1.25 Weapon Spread

Bandit

Bandit Mesh
÷1.39 Zoom FOV
On Zoom:
÷3 Movement Speed
÷1.25 Weapon Spread

Hyperion

Hyperion Mesh
÷3.34 Zoom FOV
On Zoom:
÷3 Movement Speed
÷1.4 Weapon Spread

Jakobs

Jakobs Mesh
÷2.82 Zoom FOV
On Zoom:
÷3 Movement Speed
÷1.5 Weapon Spread

Tediore

Tediore Mesh
÷1.78 Zoom FOV
On Zoom:
÷3 Movement Speed

Torgue

Torgue Mesh
÷1.52 Zoom FOV
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

Bandit Mesh
-

Hyperion

Hyperion Mesh
×1.2 Accuracy Regen
÷1.4 Min Accuracy

Jakobs

Jakobs Mesh
÷1.25 Accuracy Regen
×1.1 Impulse Accuracy
×1.25 Max Accuracy
÷1.5 Min Accuracy

Tediore

Tediore Mesh
÷1.1 Impulse Accuracy
×1.15 Max Accuracy
×1.15 Min Accuracy

Torgue

Torgue Mesh
÷1.2 Accuracy Regen
÷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

+0.15 Crit Damage
+15% Reflect Off Self Chance
−80% Reflect Off Self Damage
−30% Reflect Off Self Self-Damage

Cubic Zerconia

+0.15 Crit Damage
+15% Reflect Off Self Chance
−80% Reflect Off Self Damage
−30% Reflect Off Self Self-Damage

Diamond

+0.15 Crit Damage
+15% Reflect Off Self Chance
−80% Reflect Off Self Damage
−30% Reflect Off Self Self-Damage

Old Hyperion (Common)

×1.5 Fire Interval
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread

Old Hyperion (Rare)

×1.5 Fire Interval
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread

Old Hyperion (Uncommon)

×1.5 Fire Interval
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread

Old Hyperion (Very Rare)

×1.5 Fire Interval
÷1.3 Max Accuracy
×3 Min Accuracy
×1.15 Reload Time
×1.7 Weapon Damage
×1.5 Weapon Spread

Quartz

+0.15 Crit Damage
+15% Reflect Off Self Chance
−80% Reflect Off Self Damage
−20% Reflect Off Self Self-Damage

Rock

+0.15 Crit Damage
+15% Reflect Off Self Chance
−80% Reflect Off Self Damage
−30% 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 Max Accuracy
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy

Hyperion

+10 Accuracy Regen
+60% Projectile Speed
On Zoom:
÷2 Min Accuracy
−1.2 Weapon Spread

Jakobs (BL2)

+1 Accuracy Regen
+0.3 Crit Damage
+5 Max Accuracy
+1 Min Accuracy
×1.5 Projectile Speed
On Zoom:
÷2 Min Accuracy

Jakobs (TPS)

+1 Accuracy Regen
+0.3 Crit Damage
+2 Max Accuracy
+1 Min Accuracy
×1.5 Projectile Speed
On Zoom:
÷2 Min Accuracy

Tediore (BL2)

+2 Max Accuracy
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy

Tediore (TPS)

+1 Max Accuracy
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy

Torgue (BL2)

+2 Max Accuracy
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy

Torgue (TPS)

+1 Max Accuracy
+2 Min Accuracy
On Zoom:
÷2 Min Accuracy

Definitions are also very important if you’re trying to calculate exact stats.

Expand To start with, they define the base values used by all stats stored on the weapon.
BanditHyperionJakobsTedioreTorgue
Burst Impulse Scale00000
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.
They also define all grade bonuses, and how exactly they get converted into standard bonuses.
BanditHyperionJakobsTedioreTorgue
Accuracy Regen0 +0.050 −0.050 +0.05
Burst Impulse Scale0 −0.05
Fire Interval0 −0.03
Impulse Accuracy0 −0.050 +0.050 −0.05
Mag Size0 +0.05
Max Accuracy0 −0.05
Min Accuracy0 −0.05
Reload Time0 −0.05
Weapon Damage0 +0.03
Weapon Spread0 −0.05
Zoom FOV0 −0.13