Money Shot is a tier 3 skill in Salvador's Gun Lust skill tree. It grants a large damage bonus to the final shot in the weapon's current magazine.
Effects
| Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Max Damage Bonus (Listed) | +80% | +160% | +240% | +320% | +400% |
| Max Damage Bonus (Effective) | +96% | +192% | +288% | +384% | +480% |
| Level | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|
| Max Damage Bonus (Listed) | +480% | +560% | +640% | +720% | +800% | 880% |
| Max Damage Bonus (Effective) | +576% | +672% | +768% | +864% | +960% | +1056% |
Can only be leveled past tier 5 with Monk and Raider class mods.
Notes
- The minimum magazine size for full bonus is 12. Smaller magazines receive a 8% additive penalty, down to 16% at 2.
- Weapons that deplete their entire magazine within a single shot or do not consume any ammunition (Infinity) cannot activate Money Shot.
- It can be somewhat forced on the Infinity with a glitch involving Gunzerking and another pistol that consumes multiple units of ammo per shot, provided if the Infinity is in the left hand while the right one has a larger magazine.
- Weapons that deplete their entire magazine within a single shot or do not consume any ammunition (Infinity) cannot activate Money Shot.
- Money Shot can activate alongside Inconceivable and 5 Shots or 6. Though both activate by chance, the former stops ammo consumption, while the latter reduces the amount of ammo spent per shot and may return ammo if it goes below zero, potentially allowing Money Shot to occur again without reloading. To some extent, this is also the case for Butcher/Overcompensator, as they may randomly add ammo to their magazines when fired.
- Money Shot can boost bullet damage, but not splash damage. On weapons that can inflict both (such as a Hulk, Plasma Caster or SubMalevolent Grace), Money Shot has no effect on their splash damage. Weapons that only inflict splash damage, such as Darts, Spikers, Rocket Launchers and many Torgue-barreled Assault Rifles (Grenadier/Cannon/Torpedo) receive no bonuses.
- On weapons that consume multiple units of ammo per shot, the bonus always triggers depending on the number of shots the weapon could effectively make, but continues to scale its bonus damage on the numerical ammo count. For example, a Development consumes 4 ammo per shot, and while it can only fire three times with a magazine size of 12, it will always receive the full bonus.