Fallout: New Vegas Weapons

Glossary

 * DMG:SHOT: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most small guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the Gatling Laser it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.
 * DPS: This stands for damage per second, although it shows damage done in a half of a second. Note: the G.E.C.K.'s DPS calculations are misleading, Vault administration is in the process of replacing them with hand calculations verified by in-game stopwatch trials.
 * AOE RADIUS: Area of effect.
 * SPRD: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition.
 * CRIT %MULT: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. each 5mm bullet fired from your Minigun). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 = 10% chance to critically hit. For automatic weapons (assault rifles, SMGs, Miniguns, etc.) the Crit % Mult stat in the G.E.C.K. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that single V.A.T.S. attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done.
 * CRIT DMG: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.
 * AMMO: The type of ammunition used by the weapon.
 * MAG: The magazine capacity of the firearm. Basically, how many shots you can fire before having to reload.
 * WG: The weight of the weapon.
 * VALUE: The value of the weapon, see here for more detail.
 * V:W: Value to Weight ratio.
 * AP: The amount of Action Points used per shot/burst in V.A.T.S.
 * DMG:AP: Damage per single Action point.
 * Condition: This is the amount of health a weapon has. The lower the condition of the weapon, the lower the damage and the more chance the weapon has to jam
 * ATT REQ: Required attribute and attribute value required to wield the weapon optimally.

Pistols

 * ¹ Normal holdout weapon: May be concealed if Sneak <50
 * ² Improved holdout weapon: May be concealed if Sneak ≥50
 * ³ Classic Pack pre-order exclusive add-on

Shotguns

 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50
 * ² Caravan Pack pre-order exclusive add-on

Pistols

 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50

Projectile

 * Area-of-Effect weapons have a Crit % Modifier of 0, which eliminates any chance to critically hit with them.
 * ¹ Mercenary Pack pre-order exclusive add-on

Thrown

 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50

Placed

 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50
 * ² Custom-built weapon

Bladed

 * ¹ Normal holdout weapon: May be concealed if Sneak <50
 * ² Improved holdout weapon: May be concealed if Sneak ≥50
 * ³ Tribal Pack pre-order exclusive add-on

Blunt

 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50

Thrown

 * ¹ Normal holdout weapon: May be concealed if Sneak <50

Unarmed

 * ¹ Normal holdout weapon: May be concealed if Sneak <50
 * ² Improved holdout weapon: May be concealed if Sneak ≥50
 * ³ Custom-built weapon