All stats are given with standard weapon modifications. Values in parentheses are the maximum (minimum for weight and AP cost) values in class (some weapons, like the pipe pistol, become short rifles when changed from a grip to a stock weapon). Note that not all maximum values will come from the same gun - for example, maximum damage and maximum rate of fire will typically require mutually exclusive mods.
Damage per shot - Damage: 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.
Damage per second - Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times; all others show sustained rates without reloads.
Rate of fire - Rate of fire: The maximum cyclic number of shots/attacks per second, without considering reloading.
Weapon Spread - Spread: 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.
Critical chance multiplier - Critical chance multiplier: 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 a single V.A.T.S. attack with automatic weapons only checks for a critical hit once, applying the damage bonus to all bullets in the attack on a critical.
Critical hit Damage - Critical hit Damage: 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.
Action point cost - Action Point cost: The number of Action Points used per shot in V.A.T.S.
Area of Effect - Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K.
Ammunition used - Ammunition used: The type of ammunition the weapon uses.
Magazine capacity (shots per reload) - Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine.
Weapon weight - Weapon weight: Weight value of the weapon that applies to encumbrance.
Weapon value in caps - Weapon value in caps: Base value of the weapon in caps. Resale value is effected by Barter skill.
Value to weight ratio - Value to weight ratio: The ratio of the base weapon value in caps to the weapon weight.
All these weapons count as non automatic weapons and thus work with either Gunslinger, Rifleman or Sniper respectively, except the Cryolator which is counted as a heavy gun and thus works with Heavy Gunner.
In Fallout 4, the player character is able to rename any weapon, including unique weapons, at any weapons workbench. Renaming weapons does not affect any weapon stats. This primarily adds a level of personalizing to weapons and can help avoid accidentally disassembling a favored weapon, but it is also possible to use certain HTML element tags for added customization. Some HTML tags that can be used are listed:
<li> list (bullet-point)
To keep your crafted weapons at the top of your Pip-Boy weapon list, put a hyphen (-) or a blank space at the beginning of the name, or if using one of the above HTML tags, simply capitalize the letters inside them (i.e. a weapon named "<LI>Blade" will be sorted above a weapon named "<li>Blade").
To keep your crafted weapons at the bottom of your Pip-Boy weapon list, put a vertical bar (|) at the beginning of the name.
Note that these tags are only visible within crafting menus; the 'formatted' text will appear in the Pip-Boy.
It is also possible to use ASCII codes to include symbols when renaming. Items preceded with a symbol will be placed at the bottom of the inventory screen, for easy sorting.
Weapons may be modified in Fallout 4. Each weapon has modification 'slots' (e.g. barrel, grip, magazine, sights) that may be modified with increasingly powerful and/or useful mods by the player based on the player's perks. However, the player may salvage useful mods that are not yet available via the player's perk level by simply modifying any weapon that already has the mod of interest. By replacing the mod of interest with any available mod the original mod goes into inventory and may then be used to alter the player's chosen weapon without regard for the player's perk level. Unique weapons do not offer this capability; their special mods are 'reserved' and since they are unique, no other examples are available to be salvaged.