Gridmaster combat masteries

From Sarim Wiki
Jump to navigation Jump to search
FeatureGridmaster combat masteries
Details
Feature typeSeasonal combat progression
Rules and progression
EffectsMelee, Ranged and Magic benefits apply together.
LimitsMaximum tier VI; outgoing combat effects target NPCs.
ProgressionSix shared tiers earned by completing two tasks and four board lines.
AvailabilityGridmaster

Gridmaster combat masteries improve Melee, Ranged and Magic together. Complete mastery tasks and board lines to advance through six shared tiers. You keep the benefits of earlier tiers, except that tier V replaces the earlier attack-speed reduction.

Unlocking masteries

Each of the following gives one mastery tier, in any order:

Source Requirement
Scurrius tile Kill normal Scurrius and receive qualifying kill credit.
Bryophyta tile Kill normal Bryophyta in your own admitted instance.
Row 3 Complete every task in the row.
Row 5 Complete every task in the row.
Column 3 Complete every task in the column.
Column 5 Complete every task in the column.

A completed source increases your tier immediately. You do not allocate tiers to a style or choose between Melee, Ranged and Magic. See Gridmaster board and tasks for the board and task requirements.

Tier benefits

The damage and accuracy benefits below apply to direct attacks against NPCs. Boss immunities, blocked phases, damage caps and other encounter rules still apply.

Tier Shared benefits Melee Ranged Magic
I 95% chance to preserve ammunition, spell runes and weapon charges in their normal consumption paths. Drygore stored darts are excluded. You still need the supplies to begin an attack. 25% chance to roll damage twice and keep the higher result. Successful damage rolls deal at least 30% of the current roll maximum, rounded down. An original damage roll above 90% of the current roll maximum deals 50% extra damage.
II Ordinary Hitpoints restoration increases by 20%, rounded down. A positive hit has a 10% chance to create one echo. Its base maximum is half the original hit's mastery maximum. Attack maximums cycle through 0%, 5%, 10%, 15% and 20% extra damage, then repeat. The maximum gains 5% for each tick since the previous accepted combat attack, up to 40% at eight ticks. The first attack has no waiting bonus.
III Doubles the ordinary attack roll against NPCs. Reduces the supplied attack interval to 80%, rounded down, with a minimum of one tick. Shared benefits apply. Shared benefits apply. Shared benefits apply.
IV Reduces ordinary incoming damage by 15% after other mitigation, rounded down. A positive direct hit has a 5% chance to restore 40% of damage actually dealt. Every fifth positive ranged attack restores 5 Hitpoints before the tier II restoration bonus. A multi-hit attack counts once. High rolls restore 10% of damage actually dealt, rounded down, before the tier II restoration bonus.
V Replaces tier III speed with roughly half the supplied attack interval. Ordinary Prayer restoration increases by 25%, rounded down. Shared benefits apply. Shared benefits apply. Shared benefits apply.
VI Attacks can deal 60% of their damage through Hunllef's matching protection prayer. Other hard immunities remain. Echo chance becomes 20%. A positive echo can continue the same chain, up to eight echoes in total. Ranged attacks pass the ordinary accuracy check. They can still be blocked by encounter rules. The maximum gains a further 1% per 100 current target Hitpoints, up to 10%. If the target's positive Hitpoints are below this maximum, the damage roll is raised to at least that maximum before mitigation.

Hitpoints and Prayer restoration stop at their usual cap. Full resets and respawns do not receive the ordinary restoration bonus. Fixed-damage hits do not receive the damage-roll benefits.

The tier IV incoming reduction also applies to ordinary PvP damage and some scripted damage. Damage dealt directly through other methods, and secondary hits, can bypass it. It does not give immunity to hazards.

Attack speed

The mastery reduction uses the weapon's current attack interval, including changes made by its stance or other effects. It does not halve eating delays or projectile travel time.

Supplied interval Tiers I–II Tiers III–IV Tiers V–VI
1 tick 1 1 1
2 ticks 2 1 1
3 ticks 3 2 2
4 ticks 4 3 2
5 ticks 5 4 2
6 ticks 6 4 3
7 ticks 7 5 3
8 ticks 8 6 4

The tier V reduction replaces the tier III reduction. A five-tick weapon becomes two ticks at tier V.

Choosing an attack style

You can switch styles without losing mastery benefits. Choose a style the encounter accepts, then consider its mastery strengths.

  • Melee benefits from higher rolls and extra echoes. Echoes make their own accuracy checks. A miss, a zero-damage echo or the target's death ends a chain.
  • Ranged has a damage floor and a repeating maximum-hit cycle. Tier VI makes it useful against high-Defence NPCs because ordinary accuracy no longer causes a miss. Immunities and protection phases still matter.
  • Magic benefits from high rolls and from time between accepted attacks. At tier VI, high-Hitpoints targets increase its maximum further. Keep attacking when safe; deliberately waiting for a larger hit also delays your damage.

Examples and interactions

A ranged maximum of 40 becomes 40, 42, 44, 46 and 48 across the tier II cycle. The first attack starts at 40. Each result is rounded down separately when the starting maximum is not a convenient multiple.

For Magic with a starting maximum of 40, a four-tick gap raises the tier II maximum to 48. At tier VI against a target with at least 1,000 current Hitpoints, it becomes 52. An original roll of 48 is above 90% of 52, so it deals 72 before protection, damage caps and later effects. The target's Hitpoints are sampled when the damage roll is made.

At tier IV, the fifth qualifying ranged attack restores 6 Hitpoints after the tier II bonus. A 25-damage melee hit that triggers healing restores 12 Hitpoints. A high Magic roll dealing 60 actual damage restores 7 Hitpoints. Missing Hitpoints can limit all of these restores.

Precision multiplies the ordinary attack roll by a further 1.1. Specialist doubles the roll for qualifying special hits. With tier III, both together produce 4.4 times the ordinary attack roll. This does not mean 4.4 times the final hit chance.

Mastery echoes use the player's attack style but do not repeat the primary damage-roll or mastery-healing benefits. Some weapon sigils can still interact with echoes. Guardian uses separate combat rolls. Both can contribute NPC damage to Last Stand recovery.

Limits

Outgoing mastery damage, accuracy and attack-speed bonuses apply against NPCs. They do not improve attacks against other players. Resource preservation and ordinary restoration have their own use paths and can still work during PvP.

The Drygore blowpipe's stored darts use their own quiver, Ava and item-perk saving checks. They do not receive the ordinary tier I ammunition-preservation roll.

Use the correct style and handle each boss's mechanics. Tier VI prayer penetration works against Hunllef's matching protection prayer; it does not clear invulnerability or a blocked phase. Royal Titans elemental spells use their own accuracy rule.

See also