Q: What are masterwork rolls?
A: Most legendary weapons are capable of being Masterworked. The masterwork system is a way for you to upgrade your favorite weapons to their maximum potential.
Q: What does it take to upgrade a weapon to a masterwork?
A: Upgrading your weapons, in broad terms, takes a small amount of glimmer, legendary shards, and, most importantly, Enhancement Cores.
Depending on what Tier your weapon is at, the requirements to raise it to the next tier increase the closer the weapon is to being fully masterworked (Tier 10).
Q: What benefits do I get for masterworking a weapon?
A: Each tier that you increase your weapon will grant a small buff to a single stat, chosen randomly when the item drops.
Beyond that, at Tier 5 you gain access to a kill tracker. At Tier 10, your multi-kills will generate orbs of light.
Q: So what are these "masterwork roll" stats?
A: These are the possible stats that upgrading your weapon will grant a bonus to. Depending on what tier you are at, you can grant anywhere from 1-10 additional points in any of the stats listed to your weapon.
Q: Any catch with this?
A: The Bungie API currently says that all weapons can potentially roll with all stats as their masterwork stat. This obviously isn't accurate, as Blast Radius isn't applicable to, say, Auto Rifles.
The list you see on this page is trimmed to only show stats that actually appear on the weapon. However, it is possible that Bungie has additional logic behind the scenes that further filters these
possibilities to, for example, prevent certain items from being able to have an Impact masterwork. Until Bungie modifies the API files to 100% accurately display which masterwork stats are possible on
each item, take what you see here with a pinch of salt.
What it doesn't tell you; It converts overshield damage to be critical damage before modifying it.
I was doing some testing before TFS drops, and wanted to see what the actual value of Under-Over enhanced was compared to the baseline.
I shoot a minor for ~2500 damage in the body.
I shoot a minor with lucent overshield for... 9500? That can't be right.
So I went to d2foundry, looked at the damage numbers for my light level/weapon level, and sure enough, Under-Over converts all PvE damage to overshields into baseline critical hits, regardless of whether or not you actually would've gotten a crit. Messenger with Under-Over would go from 4.2k to 9.5k on a crit, and sure enough, there's that 125% damage buff, it just happened to also apply it as a crit rather than a bodyshot. I'm not sure if this would stack with Precision Instrument or other precision based perks, but it means that you're not modifying the bodyshot damage; if you have bodyshot damage, you're actual multiplying it by your weapon's crit multiplier, and then the 125% damage buff.
Now, Enhanced Under-Over was doing about 14k~14.5k or so.
So enhanced Under-Over does +250% to PvE overshields and 100 if you wanted to know, by the way.
But what this means in regards to what you'd normally hit on a shielded enemy, since you can't normally hit crits except on lucent/cabal foes...
Regular Under-Over buffs your damage to overshields to 400%.
Enhanced Under-Over buffs it to 600%.
Against barriers, it was also converted into crit damage.
This effectively became 300% total damage with regular Under-Over.
And 400% total damage with Enhanced Under-Over.
Tested in pvp with a friend.
It seems to be a consistent 20%. Might need to add a surge to see any increase, because if there is a damage increase between normal/enhanced, I definitely didn't see it.
TL;DR:
Testing Enhanced Under-over vs. normal.
Damage numbers were off.
Turns out Under-Over makes bodyshots count as crits, then applies damage buffs.
Enhanced Under-Over applies a 250% damage buff and 100% barrier champ buff.
Damage numbers wacky means you're actually dealing;
Regular Under-Over: 400% to overshields, 300% to barrier champs.
Enhanced Under-Over: 600% to overshields, 400% to barrier champs.
Pvp numbers unchanged.
Do with that info what you will.
I'm praying for Anti-Barrier pulse rifle in The Final Shape, it'd go so hard with Messenger.
This is a worse version of armor piercing rounds, fringe minor overshield counter in pvp. Not even close to being on the power level of a real perk.
1 Star feels like too high of a rating since someone might think 5 of these would resemble a real perk.
Why does this exist?
That's just the best part, though. Take it away and you've also got a +10% damage bonus to energy shields. Unlike Adaptive Munitions' stacking bonus, this stays even if you're hitting a matched shield. Albruna-D and The Inquisitor can pop Arc shields like literal soap bubbles. Unfortunately, while this can be useful (and with the increased shield strength all enemies will be receiving next season, will be even moreso then), you're getting this at the cost of something more generalized. It's the same problem almost all "anti-shield" perks - Disruption Break, Adaptive Munitions, so on - have. Of course, like Genesis, it's not total dead weight in PvP, but it's important to know that, in PvE, this perk does nothing against unshielded targets, so beware the cost of losing a frankly better perk over this one if you decide to keep a weapon roll with it.
Tested in S22 with both a Kinetic Scout and a Stasis SMG against a Void-shielded enemy Minotaur at Zydron's gate on the Moon. Also tested Adaptive Munitions at the same time, and the two effects just additive (not multiplicative, which would have been awesome.) Also, Adaptive Munitions didn't behave as described either, but that's for a different review.