Pistol Parts Guide

Pistols are made out of 5 main visible parts:
AccessoryBarrelBody
GripSight
Other parts include the element, the material, weapon balance, and the weapon type definition.

Accessory

There are 8 non-unique accessories, as well as one "no accessory" part, which (obviously) gives no bonuses.
Bayonet 1 Bayonet 2 Accuracy Laser1 Double Laser1
+50% Melee Damage +50% Melee Damage ×1.4 Weapon Spread
1.25 Min Accuracy
1.25 Max Accuracy
×1.2 Projectile Speed
1.15 Weapon Damage
1.3 Fire Rate
+2, ×1.28 Mag Size2
+1, ×1.25 Weapon Spread2
×1.25 Min Accuracy
+4 Impulse Accuracy
+0.4 ×1.6 Projectile count2
×2 Shot cost
Stock Tech 1 Mag Tech 2 Damage Tech 3 Firerate
1.15 Weapon Spread
1.35 Max Accuracy
1.3 Impulse Accuracy
×1.56 Mag Size
×1.15 Reload Time
×1.18 Weapon Damage
×1.3 Impulse Accuracy
1.03 Weapon Damage
×1.18 Fire Rate
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).
2 The two bonuses are applied at different times in 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. Click here for a table showing these.

Barrel

There are 10 non-unique barrels. Two of these are E-Tech barrels with the exact same models and bonuses, just different firing patterns, so they have been combined.
BanditDahlE-TechHyperionJakobs
×1.06 Weapon Damage
×1.15 Weapon Spread
×1.15 Min Accuracy
1.09 Weapon Damage
×1.2 Weapon Spread
1.2 Max Accuracy
×1.25 Accuracy Regen
1.4 Impulse Accuracy
1.15 Burst Impluse
×2 Weapon Damage
1.5 Fire Rate
×1.2 Status Chance Modifier
+1 Shot Cost
1.12 Weapon Damage
1.14 Mag Size
1.35 Weapon Spread
1.2 Impulse Accuracy
+15% Crit Damage
×1.18 Weapon Damage
1.36 Fire Rate
1.4 Weapon Spread
1.25 Min Accuracy
×1.5 Impulse Accuracy
MaliwanTedioreTorgueVladof
1.1 Weapon Spread
1.1 Max Accuracy
×1.15 Status Effect Damage
- ×1.24 Weapon Damage
1.09 Fire Rate
×1.25 Reload Time
×1.4 Min Accuracy
×1.25 Impulse Accuracy
×1.3 Fire Rate
×1.28 Mag Size
×1.2 Weapon Spread
1.25 Impulse Accuracy

Bodies

The body of a pistol is based entirely on it's manufacturer and rarity. The manufacturer determines the model, while the rarity determines the bonuses.
BanditDahlHyperionJakobs
MaliwanTedioreTorgueVladof
RarityWeapon DamageMag SizeWeapon Spread
Common - - -
Uncommon ×1.24 ×1.21 ÷1.15
Rare ×1.48 ×1.35 ÷1.25
Very Rare
Pearlescent
×1.72 ×1.49 ÷1.35

Grips

There are 8 non-unique grips.
BanditDahlHyperionJakobs
×1.35 Mag Size
×1.1 Reload Time
×1.15 Weapon Spread
1.06 Weapon Damage
×1.15 Max Accuracy
×1.1 Accuracy Regen
1.15 Impulse Accuracy
1.09 Weapon Damage
1.15 Weapon Spread
×1.1 Accuracy Regen
×1.12 Weapon Damage
1.09 Fire Rate
×1.05 Reload Time
×1.1 Impulse Accuracy
MaliwanTedioreTorgueVladof
×1.15 Status Effect Damage 1.06 Weapon Damage
1.14 Mag Size
1.2 Reload Time
×1.09 Weapon Damage
×1.1 Reload Time
×1.1 Weapon Spread
×1.15 Impulse Accuracy
1.06 Weapon Damage
×1.12 Fire Rate
1.1 Accuracy Regen

Sights

There are eight non-unique sights with models, as well as one "no sight" part. Sights are unique in that all of their bonuses only apply when aiming down them.
NoneBanditDahlHyperionJakobs
3 Movement Speed 1.39 Zoom FOV
3 Movement Speed
1.91 Zoom FOV
1.3 Weapon Spread
3 Movement Speed
3.34 Zoom FOV
1.4 Weapon Spread
3 Movement Speed
2.82 Zoom FOV
1.5 Weapon Spread
3 Movement Speed
MaliwanTedioreTorgueVladof
2.43 Zoom FOV
1.2 Weapon Spread
3 Movement Speed
1.78 Zoom FOV
3 Movement Speed
1.52 Zoom FOV
1.2 Weapon Spread
3 Movement Speed
2.04 Zoom FOV
1.15 Weapon Spread
3 Movement Speed
Click here for a comparison of the zoom level of each sight.

Element

Element is one of the miscellaneous parts. They have no model, but instead add lights over the weapon in that element's colours.
There are six non-unique element parts, one for each element, and one for no element.
All parts except the non-elemental one give a bonus of ÷1.2 damage.

Material

Material is one of the miscellaneous parts. Rather than having it's own model it is the actual textures applied to the other models.
Material is based entirely on manufacturer and rarity. Each manufacturer has a material for each rarity. In TPS Hyperion actually has two materials per rarity, the standard one and an "Old Hyperion" one. Unique weapons also tend to have their own, forced, materials.
Most materials provide no stat bonuses. There are two exceptions to this: Gemstone and Old Hyperion materials.
Quartz GemstoneOther GemstoneOld Hyperion
+15% Crit Damage
+15% Reflect Off Self Chance
-80% Reflect Off Self Self Damage
-20% Reflect Off Self Damage
+15% Crit Damage
+15% Reflect Off Self Chance
-80% Reflect Off Self Self Damage
-30% Reflect Off Self Damage
×1.5 Weapon Damage
1.5 Fire Rate
×1.15 Reload Time
×1.5 Weapon Spread
×3 Min Accuracy
1.3 Max Accuracy

Weapon Balance

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 Definition

Like the name might suggest, the definition basically defines each weapon. It defines how large exactly each bonus actually is, all the formulas for each stat, as well as several other properties relating to how exactly the weapon behaves.
These get rather complicated and generally you only care about them when trying to calculate exact stats, so click here for a proper guide on them, and on how exactly the calculations work.

Manufacturer Bonuses

Parts can give additional bonuses based on the manufacturer of the weapon.
A well known example of this is matching grip bonus, but barrels actually also provide matching manufacturer bonuses.
Note that Old Hyperion is considered a different manufacturer to Hyperion.
ManufacturerBarrelGrip
Bandit ×1.05 Weapon Damage
-1.7 Impulse Accuracy
+4 Mag Size
1.3 Reload Time
Dahl ×1.1 Weapon Damage
-0.3 Weapon Spread
+2 Burst Count
+3 Mag Size
1.3 Reload Time
Hyperion ×1.1 Weapon Damage
-0.15 Weapon Spread
-0.2 Impulse Accuracy
+3 Mag Size
1.3 Reload Time
Jakobs ×1.15 Weapon Damage
-0.15 Weapon Spread
-0.2 Impulse Accuracy
+1 Mag Size
1.3 Reload Time
-0.2 Impulse Accuracy
Maliwan ×1.1 Weapon Damage
-0.3 Weapon Spread
+10% Status Chance Modifier
+3 Mag Size
1.3 Reload Time
Tediore - +2 Mag Size
-0.15 Reload Time
Torgue ×1.2 Weapon Damage
-0.05 Fire Interval1
+3 Mag Size
+3 Mag Size
1.3 Reload Time
Vladof ×1.1 Weapon Damage
+6 Mag Size
-0.25 Barrel Spin-up Time2
+4 Mag Size
1.3 Reload Time
1 This decreases the time between shots, increasing fire rate, but the exact amount depends on what the existing fire rate was.
2 No pistols use spin up time, so this is completely neutral.

Additionally, a few parts set up bonuses when on different manufacturers.
Double LaserTech 3 FirerateVladof BarrelVladof Grip
On Hyperion
-4 Impulse Accuracy
On Jakobs
+2 Additional Ricochets
On Bandit
+2.5 Barrel Spin Up Time
On Jakobs
+3 Weapon Spread
+1 Shot Cost
+1 Projectile Count
On Jakobs
1.15 Reload Time