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.
Sprint for at least 3 seconds > get a kill > reload
OR
Get a kill > MUST sprint for at least 3 seconds (Voltshot's max window to activate is 5 seconds after a kill) > reload
You can see how the latter setup has a somewhat unforgiving margin for error. This isn't really a big deal because the former setup is easy and more straightforward, but situationally, since you're not really focusing on this in the heat of a fight and you do have to stop sprinting sometimes, you may miss both setups, EX: you sprint for 2.9995 seconds, made a kill, started sprinting again, but you've got 14 buffs and you're REALLY not paying attention to this or counting the seconds, and so even though you've spent 95% of this hypothetical situation in a sprint, you miss both setups.
Does that happen a lot? Not really. Is missing it going to break your spree? Nah. But is it worth bearing in mind when you're debating which of your five copies of Sole Survivor to shard? Yes. Proc ease and uptime are what separate okay perks from the truly great ones.
And that brings us to the other thing holding Eddy back: stiff competition. Sole Survivor has Rapid Hit, Outlaw, and Eddy for reload assistance (and two of those mesh seamlessly with how you want to use a sniper rifle anyway). Nation of Beasts has a fantastic origin trait that helps with reloading, and the most popular trait combo even packs 10 more reload into the enhanced versions, but if you REALLY want to craft one with an assistance perk, it has Perpetual Motion and Keep Away, both of which activate much more smoothly, remain active more situationally, and boost other stats like handling and range to boot. Crux IV has Reconstruction and Envious, two of the best and most braindead mag refill perks in the game, neither of which requires you to sprint around in a well during DPS.
It's hard to envision this ever being a good pick for any gun it can roll on.