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There is a bug with the way Spell Mastery displays in the campaign caused by the weird way CA programmed it. If you check the Spell Intensity tooltips of spells during actual battle it should be the correct amount.
Chance to hit = ( 35 + (Melee attack - Melee defense) ) %
Each unit has a minimum 8% chance to hit after applying modifiers and a maximum of 90% (or 10% chance to miss). Stats are modified by fatigue levels before the calculation.
So after a certain point it wouldn't matter if they have 0 defense. Even with 0 defense you still need 55 MA to hit the cap. This also doesn't affect ranged attacks at all and you still need to do damage past armor/resistances. Also it requires all the Assassins to be level 22+ to get the skill to max level.
Of course this doesn't happen without intend, but maybe there's an alternative?