Mastery official art

Uncommon · Tier II · Base game

Mastery

Melee Damage

Structured effects, restated

What one copy changes

Melee Damage

Changes Melee Damage by +6 points.

Each owned copy contributes this additive effect.

Ranged Damage

Changes Ranged Damage by −3 points.

Each owned copy contributes this additive effect.
Stat references: Melee Damage · Ranged Damage

Purchase-time direct weapon metric

Your before-and-after DPS

Current player state

Enter your current values before buying Mastery. Player stats use the same device-local values as the weapon pages.

Using zero bonus player stats and zero item counters

Gatling Laser goes from 163.64 to 114.55 expected primary-target DPS.

Direct DPS change −49.09 DPS −30%
What the comparison includes

Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.

It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.

Zero-stat baseline, highest available tier

Largest computed direct-DPS changes

  1. Gatling LaserGatling LaserRanged · Tier IV 163.64 → 114.55 −49.09 DPS (−30%)
  2. MinigunMinigunRanged · Tier IV 57.22 → 22.89 −34.33 DPS (−60%)
  3. Chain GunChain GunRanged · Tier IV 65.48 → 33.23 −32.26 DPS (−49.3%)
  4. DrillDrillMelee · Tier IV 38.85 → 62.16 +23.31 DPS (+60%)
  5. ExcaliburExcaliburMelee · Tier IV 346.24 → 367.01 +20.77 DPS (+6%)

Availability and ownership fields

Purchase facts

Rarity
Uncommon · Tier II
Price position
57–64 lowest of 72 in this rarity
Ownership
No item-specific ownership limit is recorded.
Shop lock
Can be locked in the shop
Crates
Included in normal crate eligibility
Unlock
Unlocked by default
Content
Base game
Curse field
Not a cursed item

Offer and resolved-stat relationships

Character-specific relationships

Filtered normal rolls

This item is filtered out of normal pre-final shop and crate rolls for the characters below. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool. Upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions.

  • Cyborg — included through Melee Damage
  • Generalist — listed directly in the character filter
  • Mage — included through Melee Damage
  • Ranger — included through Melee Damage
  • Technomage — included through Melee Damage

For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.

Resolved direct-stat change: −50% or less

  • Cyborg — −133.3% normalized signed change (Melee Damage +6 resolves ×0; Ranged Damage −3 resolves ×3)

Wanted-tag matches

  • Brawler — matches Melee Damage; wanted-tag filter chance 5%
  • Crazy — matches Melee Damage; wanted-tag filter chance 5%
  • Diver — matches Melee Damage; wanted-tag filter chance 5%
  • Generalist — matches Melee Damage; wanted-tag filter chance 5%
  • Gladiator — matches Melee Damage; wanted-tag filter chance 5%
  • Glutton — matches Melee Damage; wanted-tag filter chance 5%
  • Ogre — matches Melee Damage; wanted-tag filter chance 5%