How Important is Marksman?

I am looking for an Assault and was wondering how important the Marksman trait is now that we have badges. It use to be a deal breaker for me with all ranged survivors but now I am wondering if other traits like luck and Iron skin are more valuable now.
Also, does the Marksman trait give you a percentage boost based off "base damage" or "Regular/Normal damage"? Does it increase percent damage based on badges as well?
Also, does the Marksman trait give you a percentage boost based off "base damage" or "Regular/Normal damage"? Does it increase percent damage based on badges as well?
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The badges can also help make up for the lack of assault damage, for sure.
You'll get a truckload of opinions here. This one is mine
IGN: xxarea83xx
Guild: Anti Walkers
Player Level: 68
I think there's info in this thread which might be of use to you
http://forums.nextgames.com/walkingdead/discussion/30062/critical-hit-damage
If you don't want to read that much, I'll try to answer your specific questions to the best of my ability, but there are more knowledgeable individuals in that long thread.
I believe the marksman trait only boosts your survivor's base damage. That's base damage before badges AND not including any damage from whatever weapon they're equipped with. So it doesn't provide any extra boost if you equip a better weapon OR add badges. I'm pretty sure the marksman trait applies first, and in fact becomes your new "base" damage.
Hope I'm right so as not to cause any confusion, lol
For an assault I'm a fan of: sure-shot, marksman, iron skin, dodge, luck, ruthless, and defensive stance. Iron skin is non-negotiable for me. One thing to consider for assault is that sure-shot can reduce body-shots, so that might interfere with charging up with Sasha as leader.
I stay away from vigilant and revenge, since the assault class's damage is already low. I also stay away from bullet dodge since I don't care about outpost defense or the small percentage of missions with ranged freemen. Ruthless is great since the charged attack isn't a guaranteed crit attack.
It does only increase your survivor base damage, not weapon or anything else.
But if you have a %damage badge, that percentage does go over the extra damage from lethal.
simple example:
survivor main damage (not the weapon): 1000 damage
marksman: 15%
extra damage 150
Badge% damage: 10%
extra damage lethal
150 + 15 = 165
I was hoping you'd show up!
Here you go:
[Analysis] Marksman, Strong, Lethal: The actual impact
Iron Skin, Dodge, Lucky, Marksman and 5th could be whatever you like.
> On Assault I'd say it's still must have.
> Iron Skin, Dodge, Lucky, Marksman and 5th could be whatever you like.
Not iron skin , badges will grant the 80% damage reduction also the armor will help.
I know it's hard to get but so are tokens.
@jimmorrison369 you seem to have a pretty good handle on these things.
To clarify my question:
Say my survivor with weapon has 1000 damage. A crit shot is generally speaking 1.5x normal damage with some variation, so for simplicity say a crit shot is 1500 damage. If I equip my survivor with a 10% damage increase badge, normal damage would go up to 1100. Does crit damage use the new "normal" and be roughly 1650?
I'm still not out on that subject.
If you have
1000
And badge + 100
Then no. It will be 1600, not 1650
If you have +10%, I'm less sure about it.
There is still some stuff I need to test for that.
Don't realy have had the time to figure that out.
If only +X damage, then there is a bug (incorrect formula for crits):
Charged / Critical attack BUG. Now with Badges!
If only +X%, then it doesn't matter in which order it multiplies, result will be D*1.X*1.5
(which is equal to D*1.5*1.X).
If both - I haven't checked, done enough checking..
Then it will be 1650 in your example.
But only when %badges, not for +badges.
My question at it's most basic was "do damage badges affect critical damage, or do they only affect normal damage". Based on the link to the thread @PR0DJ created, the "bug report" is the exact scenario I was inquiring about. And based on @Teeceezy 's response there, critical attack damage does not count badge damage boosts and is working as intended. Seems like BS if that is the case. But then I suppose the critical damage badges would be pointless if you can get a damage badge to duplicate it and allow better normal damage as well.
Thanks to all for the efforts!
Your question isn't as simple as you think it to be.
What appears to be the case is this:
+Damage badges don't add to critical.
%Damage badges do.
So if you ask: Do damage badges add to critical. Yes and no.
I'm not sure about how it works. But I do know %damage badges do add to critical in some way.
The normal damage did checked out correctly.
Min Normal Damage (2571+242)*1.14*0.8=2565
Max Normal Damage (2571+242)*1.14*1.2=3848
https://drive.google.com/open?id=0B_L5BohVqIAScWRTcWJtWnFNcVU
Updated correct calculation.
(3207−242×1.14)×(1.25+0.16)+242×1.14=4409
So you take with the %badge, but not the +badge.
Subtract 242*1.14
Multiply by critical (1.25 + 0.16)
Then add 242.14 again.
4409 is the near exact middle of your min and max. So I assume it's close to the average.
Not at home, so I'll take a good look maybe later.
But I feel confident about above calculation.
(((2571*(1.0+0.16))+242)*1.14=3676
(((2571*(1.5+0.16))+242)*1.14=5141
But from the samples was:
Min Critical Damage 3575
Max Critical Damage 5230
(((2571*(1.25+0.16))*1.2+242)*1.14=5235
Seems the entire outcome of critical is multiplied by 0.8 for minimum, 1.2 for maximum.
This seems even more likely.
(((2571*(1.25+0.16))+242)*1.14*0.8=3527
(((2571*(1.25+0.16))+242)*1.14*1.2=5290