Experience Based vs. Underdome

So do you gain proficiency levels from playing Underdome even though you get no experience from it? The beginning of this article states "You gain proficiency for a given weapon type every time an enemy is killed while said weapon is your active weapon." Which would imply that the Underdome does indeed help proficiency progression, even without experience.

I just rephrased it... Currently, weapon proficiency is not earned during coliseum fights (tied to the lack of exp, as you pointed out). Hopefully Gearbox can find a way to patch that, though!  LobStoR name  talk  contribs  17:44, January 6, 2010 (UTC)
Does that mean you will also not gain any proficiency when killing enemies that are much lower level than you are(since you don't get any XP for those)? 07:48, March 4, 2011 (UTC)

Data compression

Having a table for each weapon seems like massive overkill. I've gone ahead and compressed it all into one table. Easy enough to switch back if someone really wants to, but I think it's a lot more readable this way.

Or I'm a moron. I still think the table should be one instead of all these, though. I'll work on one that's actually right.
Ooops, i just undid the last edit thinking it was another user deleting your neater table xD I agree, a single table would be better though >_> --LysanderLSD 21:58, November 11, 2009 (UTC)
Okay there. Maybe it would be better with sniper rifles listed first in the third column for consistency's sake but I'm lazy. :P
Ah, nice. Thanks for adding it :) --LysanderLSD 21:58, November 11, 2009 (UTC)

Three columns

In principle, I think consolidating the tables was a great idea, but combining three columns with different patterns into a single one is really confusing. What about something like this?

Level Damage

All guns

Rate of Fire

Sniper rifles

Cooldown Rate

Eridian weapons

Reload speed

Other guns


Sniper rifles

Rate of Fire



Other guns

1 - +6% - - -
2 - +6% +9% +12% +6%
3 +3% +6% +9% +12% +6%
4 +3% +12% +9% +12% +6%
Definitely a lot better. I just didn't think of it. Quick somebody else do the legwork!Pyrthas 23:57, November 11, 2009 (UTC)
Cool, I've put it in. Thanks for doing the heavy lifting. --Lagged 00:11, November 12, 2009 (UTC)

Character Proficiencies

The game claims that each character is proficient with certain classes of weapons, e.g. Roland is proficient with assault rifles and shotguns. Does this mean that they level faster than other chars with those weapons?

Good question, i'm wondering the same. I'm primarily a Soldier, and to me it seems like my assault rifle and shotgun proficiencies levels are raised quicker, as they are the higest two of them all. And i swap weapons alot! Someone know? Thanks! :)

A: I can't say for sure but I think when it says they are proficient with a said weapon, what it really means is the character has skills pertaining to those weapons. A good example would be with Roland (The Soldier) since it says he is proficient with assault rifles and shotguns, notice how his skill tree has one skill called Scattershot which increases spread and damage of shotguns while he also has the skill Assault which increases the clip sizeof assaults while also decreasing the recoil of assault rifles. Another example is with Mordecai (The Hunter) since it says he is proficient with snipers and revolvers and his skill tree has one branch practically devoted to snipers and another branch devoted to side arms.

Info Missing

what about revolvers? do they fall into 'pistols'?

Yeah, Revolvers and Repeaters fall under Pistols.


Just wanted to get someone to make the tables look a little nicer (would do it my self but im new to wiki's) as currently there far to large [width-wise] for the small numbers that are going to be in them [+ then a 1/2 digit number then %] also for blank fields what should the convention be? empty/+0%/----/NA ?

--Lord Simpson 16:08, October 28, 2009 (UTC)

Level requirement reduction broken?

Assuming that one level in proficiency reduces level requirements by one, a level X player with Y proficiency levels in their favorite flavor of gun should be able to equip that particular kind of gun up to level (X + Y). However, at least on the PC version, I've noticed that proficiency only reduces a weapon's level requirement after you have it equipped - which negates the entire point of this particular mechanic. Shouldn't this be noted on the main page? 19:29, November 8, 2009 (UTC)

Also saw that, though the ratio I've seen isn't actually 1 level required per proficiency level. It'd be useful if someone tried to equip a gun that their proficiency allowed but the level requirement disallowed. --Lagged 19:42, November 8, 2009 (UTC)

It was a simple example to illustrate the problem, I made no claims about it being the correct formula. :p 19:44, November 8, 2009 (UTC)

Good times; my reading comprehension is poor this morning. Figuring out the real formula would be great, though. --Lagged 19:47, November 8, 2009 (UTC)

It will be of no real use becouse you cant EQUIP weapon that requires higher level than yours, and effect applies to gun only if it IS EQUIPED. GBX programmer who coded that have a real problem with basic logic))). On second thuoght im sure ive heard smth about that the difference between your level and guns level have some effect like increasing an Elemental Chance. That info is not easy to confirm thou. --Sinael
So have you actually tried to equip a weapon that your proficiency would allow? It might actually apply the proficiency level decrease when you try to equip the gun, allowing you to equip it in spite of what it shows. --Lagged 04:41, November 18, 2009 (UTC)
The thing is that you need to EQUIP a gun to decrease its level, but you cant equip it if guns level higher than yours. I tried that. Level decrease happens AFTER you equip, not BEFORE or WHEN. So no . You cant equip a gun that is higher level than you. Maby a patch will alter that.
Hrmm... well we can add that to the list of bugs that need fixing, then. --Lagged 04:59, November 18, 2009 (UTC)
I noticed this the other day and forgot about it until going through inventory items today. I popped over to gearbox forums [1], looks like it was something removed from the game.DLanyon 13:31, November 21, 2009 (UTC)

Proficiencies, before or after?

Do proficiencies in a weapon change the visible "stats" in a weapon, or just when it's equipped? If the latter, must you un-equip something to get a true comparison to something on the ground or in the shop? --BarGamer 08:04, November 9, 2009 (UTC)

From playing co-op with friends, I'm fairly sure that the proficiencies have no visible effect whatsoever. When comparing cool weapons, my friends and I see the same damage, rate of fire and accuracy despite having different levels of proficiencies. Also, I've never noticed a change in the stats after picking it up, or equipping it. I'd say it's safe to say that you can compare weapons you find apples-to-apples with your current weapons. Perhaps we should add the word "invisible" to this page Billdoom 17:59, November 14, 2009 (UTC)


How does the accuracy fit in? If i have a gun that has an accuracy of 70%, and i have a low proficiency would i calculate it to be 70%+9%=79% accuracy? But then as i gain more levels how would the accuracy be calculated, 70%+153%=223% accuracy? How can something be over 100% accurate? Is it supposed to be multiplied instead? But that wouldnt make sense for lower proficiencies. I'm playing on PS3 and when i change weapons i notice the reticle is regular size and then after a second gets smaller which i assume is the proficiency being applied and its not 70%+90%=160% accurate. So how is the accuracy applied to ur gun?

I believe that % effects are applied relative to the base. So, if you had +50% accuracy, and a gun with 30% accuracy base, then the gun would have 30% + (50% of 30) = 45%. There seems to be a cap, or an inherent inaccuracy in guns however, because with this formula, you can easily get a sniper rifle with over 100% accuracy that still misses. Billdoom 20:48, November 13, 2009 (UTC)

Presumably it works the same as cooldown reductions, damage resistance, and Tediore accuracy modifiers, so a +100% accuracy modifier would cut your inaccuracy (i.e. the value 100%-accuracy) in half, a +200% modifier would cut your inaccuracy to one-third, etc. If so, then for the two examples above, a base accuracy of 70% (inaccuracy of 30%) with a +9% modifier would yield an inaccuracy of 30/1.09 = 27.5%, i.e. an accuracy of 72.5%. And a base accuracy of 30% (inaccuracy of 70%) with a +50% modifier would yield an inaccuracy of 70/1.50 = 46.7%, i.e. an accuracy of 53.3%. 19:02, April 4, 2010 (UTC)

Weapon Proficiency Experience

Hey, I'm running the PC version and I noticed the debug text shows the weapon proficiency experience. I've never really edited wikis before, so I'm not sure how to add it to the table. The formula is pretty simple. Let n stand for the current level of proficiency, and x represent the experience needed for the next rank, x=2400*(n+1). Let y represent the total accumulated experience, y=1200*n*(n+1). So a fresh character needs 2400 exp to advance to rank 1, while it takes 21600 exp to go from rank 8 to rank 9. If anyone wants to tack this on somewhere, go for it! LucidSurreality 15:44, November 17, 2009 (UTC)

I just tagged it on as a separate table -- perhaps later we could integrate this data into the main table.  LobStoR name  talk  contribs  16:12, November 17, 2009 (UTC)
Merged it in. Hurrah for vim and regular expressions. --Lagged 17:08, November 17, 2009 (UTC)
Thanks for adding that in! LucidSurreality 18:41, November 17, 2009 (UTC)

tangent: weapon proficiency vs experience

You gain weapon proficiency (for the weapon you are actively holding) any time you gain experience from a kill (even if your party got the kill). Anyone know the formula for how much weapon proficiency you gain vs gaining experience? ie, 1 weapon proficiency point per kill, regardless of XP? or 1% of xp value, etc etc? Just rambling...  LobStoR name  talk  contribs  09:07, November 21, 2009 (UTC)

Weapon proficiency seems to increase by the same amount of XP you get. Higher XP gains will give massive boosts to proficiency, while low XP kills do not. -Bobucles

On a side note.. get a leader mod with +??% XP (after lvl 50) and use it to power up your soldiers weapon proficiencies faster than 'normal' it works quickly in the lost mine and places with high XP enemies. --random/anon

last row

The current last row of the table is neat, but shouldn't we change "rounddown" and "roundup" with their appropriate mathematical functions, floor and ceil respectively? If anyone is interested enough in those formulas to use them, they should know what those terms mean or at least have the ability to find out. Billdoom 17:39, November 21, 2009 (UTC)

I agree with you. --Lagged 17:50, November 21, 2009 (UTC)
Alrighty, I went ahead and changed it. If you disagree with this change, please post here before reverting. This change also had the happy benefit of decreasing the width of the columns. Billdoom 03:00, November 22, 2009 (UTC)
Also agreed, anyone likely to want the formulas likely understands floor and ceiling. Plus the width decrease is nice.  LobStoR name  talk  contribs  15:14, November 22, 2009 (UTC)
I've been trying to pass the Weapon Proficiencies table to excel, but I don't understand the use of floor and ceil in the last row; excel asks for a Number and a Significance =FLOOR(Number,Significance) while in the first formula that uses floor floor(k/3)/100*3 the number and significance are not indicated (maybe the number is the whole formula after floor?). Using that formula as =(k/3)/100*3 gives a value of 0.50 in level 50 when in the table it's 48%, any idea? -- 12:14, January 6, 2010 (UTC)Metalbass
In Excel, use floor(number,1) and ceiling(number,1) to round to the nearest "one" just for the indicated section of the formula (not the whole thing). Alternatively, you could use rounddown(number,0) and roundup(number,0) to round down/up to the nearest integer (0 indicating "no decimal places"). Leave a note here if you're still having any problems.  LobStoR name  talk  contribs  17:38, January 6, 2010 (UTC)


I agree with trying to follow by the style discussed at Forum:Standardized table format, but for a numbers-heavy table like this, I recommend a text-align:right for the fields that are strictly numeric comparisons... For instance, scrolling down the exp column, it keeps all the numbers lined up in the same way. Just my $0.02, that this would improve the display. I'd like to change it, unless anyone would prefer to keep it to the class default of text-align:left.  LobStoR name  talk  contribs  15:19, November 22, 2009 (UTC)

We really should follow the standard style, but post in the thread if you think aligning left isn't a good option for this type of table. I do agree with you, though. --Lagged 18:39, November 22, 2009 (UTC)

third dlc ?

since the level cap increased to 61 in the new dlc does the weapon profciency increase as well or does it stay the same ???Bloodwing646 03:44, February 27, 2010 (UTC)

I just checked, it can't go any higher than 50 with the new dlc. Firehwk 03:55, March 1, 2010 (UTC)

I don't believe this is true. I am nearly positive I have a Soldier with greater than 50 proficiency in Combat Rifles. 17:42, June 22, 2010 (UTC)

"Nearly" isn't quite there, because it's not possible to get higher than 50 proficiency. --Nagamarky 17:53, June 22, 2010 (UTC)

Can you increase proficiency after reaching level cap? 50/61

Can you increase proficiency after reaching level cap? 50/61

yes you can , even after you reach your max lvl 50 or 61 Bloodwing646 05:52, March 12, 2010 (UTC)

Proficiency cap higher than 50?

I'm playing as a Hunter with Trespass maxed out. I've been using Krom's Sidearm (playthrough 2 version) and have been killing Guardians to level up my Pistol proficiency. When I go to the proficiency tab, pistol proficiency is rated at 50, but the bar is not filled up. Perhaps the weapons proficiency cap was raised in a past update? 16:32, November 26, 2010 (UTC)

Your proficencies will only go up to 50. However somtimes the bar will glitch and not fillup all the way.Veggienater 21:31, November 26, 2010 (UTC)

xp from vehicle kills not counted?

Does running people over give you weapon proficiency exp?

Also, in your opinion, how crucial is it to stick to one gun? Eg, playing as a solider and ONLY using assault rifles vs playing Solider and using all the weapons. Sticking to one gun means it gets all the exp and eventually you get the edge over enemies. But on the downside, if you find a awesome gun, better then your combat rifle, you can't really jump over.
If you mix around weapons, you get a more balanced set of proficiencies, but your main weapon will be weaker.

You will get XP for your charachter but not any weapons while driving, i believe. You have to be holding a weapon to get XP for it. Just use the weapons you find that you want to use. With all the skills and buffs, your proficencies are not as important. You can run around any new areas you come to with enemies your level to increase your proficency. Just aim for crits to get the most XP possible. Veggienatersml 11:47, April 27, 2011 (UTC)

I think proficiencies play a big role at how strong your weapons are (especially shotguns). At level 50 proficiency, you increase your damage output by 50% (200% for shotguns, thanks to fire rate). THAT SAID, borderlands is not "hard" by any standard, and you should have no difficulty finishing the game just using the weapons your are comfortable with. By the end of the game, most of your weapons will be level 50 anyways.
Further more, exp required to increase proficiency level is exponential. This means the experience is best shard amongst your weapons, rather going out of your way to hoard it all on a single weapon type.
Bottom line: Just use the weapons you find and don't worry about it. happypal (talk • contribs • inventory) 12:18, April 27, 2011 (UTC)
I'm going to go out on a limb here and say it's best to specialize based on what your character is pre-disposed to using. Roland? Automatic Rifles and Shotguns. Mordecai? Sniper rifles and pistols. And so on. Not only does each individual character have bonuses toward those specific type of guns, but the proficiency system will reward you for sticking to one particular weapon type. A specialized, properly spec'd character > Jack-of-all trades. Nohai 12:35, April 27, 2011 (UTC)

Bricks Out but what about Lilith?

I can understand that Brick wont gain proficiency do to not having a weapon equiped but does the same apply to Lilith while phasewalking say with radiance? or even when she melees (though after the melee the weapon comes out so I guess that MIGHT count), but what about team kills while phase walking? would she missout on that too?

Do you have to kill with the weapon to get the proficency xp for it? For example, if I shoot an enemy with a shotgun until they are almost dead then switch to a launcher and finish them off, does the xp go to the launcher or to the shotgun? Or is it just a case of instantaneous damage dealt equals prof. xp earned?

I hope this hasn't been asked and answered.

The XP goes to what ever gun is being held when the XP is given. So yes you could shoot a target with a sniper rifle to get its health down to almost nothing and then switch to a Rocket launcher and get the XP for the second weapon. Veggienatersml 20:25, March 28, 2012 (UTC)

Kills during Phasewalk-- by Radiance, by other pending DOT, by proxy mine, by another player-- do not develop Lilith's weapon proficiency. Dämmerung 00:09, March 29, 2012 (UTC)

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