Pistol Parts Guide

Pistols are made out of 5 main visible parts.

Accessory

Pistol Accessory Part

Barrel

Pistol Barrel Part

Body

Pistol Body Part

Grip

Pistol Grip Part

Sight

Pistol Sight Part

Accessories

There are 9 non-unique accessories, including a “no accessory” part with no model.

"No Accessory"

-

Accuracy Laser1

Laser Mesh
÷1.25 Max Accuracy
÷1.25 Min Accuracy
×1.2 Projectile Speed
÷1.4 Weapon Spread

Bayonet 1

Bayonet 1 Mesh
+50% Melee Damage

Bayonet 2

Bayonet 2 Mesh
+50% Melee Damage

Double Laser1

Laser Mesh
×1.3 Fire Interval
+4 Impulse Accuracy
×1.28 Mag Size2
+2 Mag Size2
×1.25 Min Accuracy
×1.6 Projectile Count2
+0.4 Projectile Count2
×2 Shot Cost
÷1.15 Weapon Damage
×1.25 Weapon Spread2
+1 Weapon Spread2
On Hyperion:
−4 Impulse Accuracy

Stock

Stock Mesh
÷1.3 Impulse Accuracy
÷1.35 Max Accuracy
÷1.15 Weapon Spread

Tech 1 Mag

Tech 1 Mesh
×1.56 Mag Size
×1.15 Reload Time

Tech 2 Damage

Tech 2 Mesh
×1.3 Impulse Accuracy
×1.18 Weapon Damage

Tech 3 Firerate

Tech 3 Mesh
÷1.18 Fire Interval
÷1.03 Weapon Damage
On Jakobs:
+2 Additional Ricochets
1 While these have the same model in your inventory, the Accuracy Laser part has an actual laser coming out of its model in game (comparison).
2The bonuses in each pair are applied at different times of the calculation.

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
Accuracy LaserBayonet 1Bayonet 2Double LaserStockTech 1 MagTech 2 DamageTech 3 Firerate
Banditmisles-BaynanetedDubbleMarxmansExtendifiedmurduerer'sRapider
DahlFloatedClose Quarters-TwinTacticalLoadedNeutralizingReact
DefaultTunedBladedBladedDoubleMarksman'sExtendedKillerRapid
HyperionEarnestAction-RedundantCoreMaximizedWin-WinDynamic
JakobsStraight Shootin'Bowie-Two FerGunstockLoadedDastardlyTrick Shot
MaliwanPunctiliousEvisceration-BinaryElegantSurfeitPotentExpeditious
Old HyperionTrustworthyMulti-Purpose-CompensatedAuthenticEndowedTenaciousSwift
ScavGuid'd-PointyTwo-TimeDead-EyeIncreas'dSmasher'sKwik-Smart
TedioreDependablePerma-Sharp-Two for OneCleanJam PackedSuperPeppy
TorgueExplicit-ThrustingDouble PenetratingStiffCrammedHardIntense
VladofRighteousPatriot's-DvaResoluteUnendingPurgingVengeful

Barrels

There are 10 non-unique barrels.

Bandit

Bandit Mesh
×1.15 Min Accuracy
×1.06 Weapon Damage
×1.15 Weapon Spread
On Bandit:
−0.7 Impulse Accuracy
×1.05 Weapon Damage

Dahl

Dahl Mesh
×1.25 Accuracy Regen
÷1.15 Burst Impulse Scale
÷1.4 Impulse Accuracy
÷1.25 Max Accuracy
÷1.09 Weapon Damage
×1.2 Weapon Spread
On Dahl + Zoom:
+2 Burst Count
On Dahl:
×1.1 Weapon Damage
−0.3 Weapon Spread

E-Tech1

E-Tech Mesh
×1.5 Fire Interval
+1 Shot Cost
×1.2 Status Chance Modifier
×2 Weapon Damage

E-Tech (Homing)1

E-Tech Mesh
×1.8 Fire Interval
+1 Shot Cost
×1.2 Status Chance Modifier
×2 Weapon Damage

Hyperion

Hyperion Mesh
+0.15 Crit Damage
÷1.2 Impulse Accuracy
÷1.14 Mag Size
÷1.25 Min Accuracy
÷1.12 Weapon Damage
÷1.35 Weapon Spread
On Hyperion:
−0.2 Impulse Accuracy
×1.1 Weapon Damage
−0.15 Weapon Spread

Jakobs

Jakobs Mesh
×1.36 Fire Interval
×1.5 Impulse Accuracy
÷1.25 Min Accuracy
×1.18 Weapon Damage
÷1.4 Weapon Spread
On Jakobs:
−0.2 Impulse Accuracy
×1.15 Weapon Damage
−0.15 Weapon Spread

Maliwan

Maliwan Mesh
÷1.1 Max Accuracy
×1.15 Status Effect Damage
÷1.1 Weapon Spread
On Maliwan:
+10% Status Chance Modifier
×1.1 Weapon Damage
−0.3 Weapon Spread

Tediore

Tediore Mesh
-

Torgue

Torgue Mesh
×1.09 Fire Interval
×1.25 Impulse Accuracy
×1.4 Min Accuracy
×1.25 Reload Time
×1.24 Weapon Damage
On Torgue:
−0.05 Fire Interval
+3 Mag Size
×1.2 Weapon Damage

Vladof

Vladof Mesh
÷1.3 Fire Interval
÷1.25 Impulse Accuracy
×1.28 Mag Size
×1.2 Weapon Spread
On Bandit:
+2.5 Barrel Spin Up Time2
On Jakobs:
+1 Projectile Count
+1 Shot Cost
+3 Weapon Spread
On Vladof:
−0.25 Barrel Spin Up Time2
+6 Mag Size
×1.1 Weapon Damage
1These share the same model.
2No pistols support spin up time, so this is completely neutral.

Bodies

There are 32 non-unique bodies, one for each rarity-manufacturer combination. Most bodies share the same stats, based on rarity.

Bandit

Bandit Mesh

Dahl

Dahl Mesh

Hyperion

Hyperion Mesh

Jakobs

Jakobs Mesh

Maliwan

Maliwan Mesh

Tediore

Tediore Mesh

Torgue

Torgue Mesh

Vladof

Vladof Mesh
RarityMag SizeWeapon DamageWeapon Spread
Common---
Uncommon×1.21×1.24÷1.15
Rare×1.35×1.48÷1.25
Very Rare×1.49×1.72÷1.35

The Uncommon and Very Rare Bandit bodies break this pattern. These both have a drum mag rather than a stick, and thus have an extra mag size bonus.

Bandit (Uncommon)

×1.21 Mag Size
+10 Mag Size
×1.24 Weapon Damage
÷1.15 Weapon Spread

Bandit (Very Rare)

×1.49 Mag Size
+10 Mag Size
×1.72 Weapon Damage
÷1.35 Weapon Spread

Grips

There are 8 non-unique grips.

Bandit

Bandit Mesh
×1.35 Mag Size
×1.1 Reload Time
×1.15 Weapon Spread
On Bandit:
+4 Mag Size
÷1.3 Reload Time

Dahl

Dahl Mesh
×1.1 Accuracy Regen
÷1.15 Impulse Accuracy
×1.15 Max Accuracy
÷1.06 Weapon Damage
On Dahl:
+3 Mag Size
÷1.3 Reload Time

Hyperion

Hyperion Mesh
×1.1 Accuracy Regen
÷1.09 Weapon Damage
÷1.15 Weapon Spread
On Hyperion:
+3 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

Maliwan

Maliwan Mesh
×1.15 Status Chance Modifier
On Maliwan:
+3 Mag Size
÷1.3 Reload Time

Tediore

Tediore Mesh
÷1.14 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:
+3 Mag Size
÷1.3 Reload Time

Vladof

Vladof Mesh
÷1.1 Accuracy Regen
÷1.12 Fire Interval
÷1.06 Weapon Damage
On Jakobs:
÷1.15 Reload Time
On Vladof:
+4 Mag Size
÷1.3 Reload Time

Sights

There are 9 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

Bandit

Bandit Mesh
÷1.39 Zoom FOV
On Zoom:
÷3 Movement Speed

Dahl

Dahl Mesh
÷1.91 Zoom FOV
On Zoom:
÷3 Movement Speed
÷1.3 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

Maliwan

Maliwan Mesh
÷2.43 Zoom FOV
On Zoom:
÷3 Movement Speed
÷1.2 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

Vladof

Vladof Mesh
÷2.04 Zoom FOV
On Zoom:
÷3 Movement Speed
÷1.15 Weapon Spread

Click here for a comparison of the zoom level of each sight.

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.

"No Element"

-

Corrosive

÷1.2 Weapon Damage

Cryo

÷1.2 Weapon Damage

Fire

÷1.2 Weapon Damage

Shock

÷1.2 Weapon Damage

Slag

÷1.2 Weapon Damage

Materials

The material parts also have no model, instead defining the actual textures applied on top of all the other models.

There are 44 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.

Aquamarine

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

Citrine

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

Cubic Zerconia

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

Diamond

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

Emerald

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

Garnet

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

Old Hyperion (Common)

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

Old Hyperion (Rare)

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

Old Hyperion (Uncommon)

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

Quartz

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

Rock

+0.15 Crit Damage
+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.

Definitions may provide stat bonuses. Those which do are listed below.

Dahl

On Zoom:
+1 Burst Count

Hyperion

+9 Accuracy Regen
−1 Min Accuracy
+60% Projectile Speed

Jakobs (BL2)

+0.5 Crit Damage
+2 Max Accuracy
+30% Projectile Speed
On Zoom:
÷2 Min Accuracy

Jakobs (TPS)

+0.5 Crit Damage
+30% Projectile Speed
On Zoom:
÷2 Min Accuracy

Maliwan

+1 Shot Cost
+30% Status Chance Modifier
×1.2 Status Effect Damage

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.
BanditDahlHyperionJakobsMaliwanTedioreTorgueVladof
Burst Impulse Scale0+0.5000000
Burst Interval Scale+0.4+0.2+0.4+0.05+0.4+0.4+0.4+0.4
Fire Interval+0.23+0.08+0.2+0.06+0.4+0.21+0.5+0.125
Impulse Accuracy+2.3+1.8−2.7+3+2.5+2.3+1.5+1.8
Mag Size+36+16+15+6+6+13+7+20
Projectile Count+1+1+1+1+1+1+1+1
Reload Time+3+1.85+1.95+2.1+2.1+1.3+2.2+2.2
Shot Cost+1+1+1+1+1+1+1+1
Status Chance Base+0.6+0.6+0.6+0.6+0.6+0.6+0.6+0.6
Status Effect Damage+8×β+8×β+8×β+8×β+8×β+8×β+8×β+8×β
Weapon Damage+11.36×β+11.2×β+12×β+17.6×β+14.4×β+11.2×β+16×β+11.6×β
Weapon Spread+2.4+1.6+0.5+0.9+1.5+2+2+2.1
Zoom FOV+50+50+50+50+50+50+50+50
This table is not exhaustive.
They also define all grade bonuses, and how exactly they get converted into standard bonuses.
BanditDahlHyperionJakobsMaliwanTedioreTorgueVladof
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 +0.07
Max Accuracy0 −0.05
Min Accuracy0 −0.05
Reload Time0 −0.05
Weapon Damage0 +0.03
Weapon Spread0 −0.05
Zoom FOV0 −0.13