Aaron's teamwork leader trait

My guildmates were having a discussion about how his leader trait works and how useful it is. The in game description says 'successive attacks by your team made on the same target deal 14% more damage'. Could anyone tell us how this works?
Does the 14% keep stacking as the mission goes on? I.e 1st attack normal, 2nd +14%, 3rd +28%, next turn, 4th +42% and so on or does it reset each turn? If so, what about if you have a team of charged shooters/warriors which will give you 6 attacks in a single turn? It's very difficult to test this as we have all reached our limit in the distance and everything else we could come up against at the moment would be dead in a couple turns.
Thanks!
Does the 14% keep stacking as the mission goes on? I.e 1st attack normal, 2nd +14%, 3rd +28%, next turn, 4th +42% and so on or does it reset each turn? If so, what about if you have a team of charged shooters/warriors which will give you 6 attacks in a single turn? It's very difficult to test this as we have all reached our limit in the distance and everything else we could come up against at the moment would be dead in a couple turns.
Thanks!
4
Comments
But maybe someone else did more extended testing.
1140 2nd OR 14% of 1000 = 140 = 1140
1280 3rd OR 14% of 1140 = 159.6 = 1299.6
1420 4th OR 14% of 1299.6 = 181.944 = 1481.54
1560 5th OR 14% of 1481.54 = 207.42 = 1688.96
1700 6th OR 14% of 1688.96 = 236.45 = 1925.41
I want to say the above in bold I believe is incorrect. Reason being when you combine training gear with Maggies trait the percentages are added. If maggie does 35% bonus and training gear does 30% bonus it's not
[(damage + 35% for maggie) + 30% for training gear]... It's 35% plus 30% = 65%... damage + 65%
My only questions would be...
Do they stack beyond a single turn? If your 3 suvviros hit on turn 1 then attack same target on turn 2 does the 14% reset to 0 or does it pick up where it left off?
1000 first hit, 1140 second hit, 1280 third hit... turn ends... next turn 1000 first hit, 1140 second hit etc. (assuming you only hit that same target.
Secondly, if a survivor has multiple turns like charge ability on shooter and warrior do those turns count to add 14% damage to what the charge attack would have been?
Thirdly, does interrupt or overwatch hits count towards a total. If my scout interrupts a armored is that hit 1? then the next 3 turns would all get the 14% increase?
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> 1000 base 1000
> 1140 2nd OR 14% of 1000 = 140 = 1140
> 1280 3rd OR 14% of 1140 = 159.6 = 1299.6
> 1420 4th OR 14% of 1299.6 = 181.944 = 1481.54
> 1560 5th OR 14% of 1481.54 = 207.42 = 1688.96
> 1700 6th OR 14% of 1688.96 = 236.45 = 1925.41
>
> I want to say the above in bold I believe is incorrect. Reason being when you combine training gear with Maggies trait the percentages are added. If maggie does 35% bonus and training gear does 30% bonus it's not
> [(damage + 35% for maggie) + 30% for training gear]... It's 35% plus 30% = 65%... damage + 65%
>
> My only questions would be...
>
> Do they stack beyond a single turn? If your 3 suvviros hit on turn 1 then attack same target on turn 2 does the 14% reset to 0 or does it pick up where it left off?
>
> 1000 first hit, 1140 second hit, 1280 third hit... turn ends... next turn 1000 first hit, 1140 second hit etc. (assuming you only hit that same target.
>
> Secondly, if a survivor has multiple turns like charge ability on shooter and warrior do those turns count to add 14% damage to what the charge attack would have been?
>
> Thirdly, does interrupt or overwatch hits count towards a total. If my scout interrupts a armored is that hit 1? then the next 3 turns would all get the 14% increase?
Terminates quoted this before in one of the Aaron’s thread. You will be able to find it if you look it up.
@Pic It stacks each time but on the same enemy that all 3 have targeted. So if aaron hits a fatty first, and then the hunter shoots the fatty with other walkers, the hunter will hit the fatty for 14% extra damage. If the assault hits the fatty and the same enemies the hunter hit, the assault will hit the fatty for 28% extra damage and the other LoS enemies for 14% extra damage.
According to a reputable source, Aaron’s trait do not stack beyond one turn. However I am not sure if it still stacks if you start from overwatch and begin 3 successive attacks.
An official word from ng would be nice
- To trigger Aaron's trait, you have to successively hit the same target. This doesn't mean that it needs to be in the same turn. However, if your survivor was on overwatch, has revenge, wrestler or retaliate and attack another target it will break the streak.
- Aaron's trait doesn't stack. Even if you attack the same walker a billion times, the bonus will be always the same as you can see by this incredible gif:
There I used my low-level Dwight with bad equip so I could hit the though walker more times. And as you can see, the bonus was the same for both hits.
Hope it helps and thanks for the questions and testing it!
Just I understand it, it will only ever be +14% boost? (At level 3). Assuming I don't attack anything else in between? I suppose it's good for the distance with taking down a really tough fattie but since it always remains at that what's my incentive to use Aaron rather than Merle or Rosita? Both have much higher damage potential and I don't need to worry about keeping up the chain.
My Aaron has a level 3 leader trait with a 14% boost, Merle is 16% at level 3 and I wouldn't need to strategically plan my attacks or worry about retaliate/revenge.
Appreciate the time you took in answering my question thoigh @Kaz
THAT's another discussion, but a very good point. I can't really answer you this question, but I've written your feedback already and I'll bring this up in a meeting with the devs. (:
> Kaz, you are going to be awesome for us! Thanks!
That's true. @Kaz Keep doing it. We need someone who can hear us. That someone is you now. Thank you so much. And pls always be kind, respectful and professional.
The forums are a much better place after you jumped in.
Great gif example! I have a couple more questions. If you use an Assault on the team, does Aaron's Leader Trait still activate even though you are hitting multiple targets? Do you need to aim specifically at the target in question with area-effect weapons (e.g., Assault Rifles, Kingdom Spear, Warrior Katana, etc.)? And, does Aaron need to fire first to "mark" the target so the successive hits on that target start at that point?
Thanks!
That said, if the bonus is fixed I agree, very underpowered trait. While not restricted by class like Abe and Jesus's, it effectively limits the benefits to 2 of the 3 attackers (though I suppose special defense attacks like punish, revenge, and retaliate) could extend the benefit further, While it doesn't have the same target restrictions like Dwight and Merle, it's a trait that IN THEORY is best suited for attacking these tougher targets; even level 19+ distance walkers dont usually require more than 2-3 attacks to kill, and for this trait death = the end of the benefit. With that in mind it is absolutely underpowered against those of Dwight and Merle whos trait doesn;t skip the first attack.
With exponential damage increase, this would be a really beautiful trait that drives building a team around classes with multiple attacks and strategically thinking about what order to deliver those attacks. It would support having 2 or even 3 shooters on a team. While certainly playing a team with multiple survivors in the same class is possible, it's usually not the optimal approach. Badge build planning is (or should be) done alongside team planning, therefore badge class alignment should be made based on how you plan to play a survivor/hero generally.
Melee Hero traits like Michonnes and Jesus' provide decent damage incentives to make an exception with 1 or a few survivors builds with warrior class bonuses, and to perhaps make these heroes badge-friendly to warriors. The fact that their traits are limited to melee, limits them team makeup that would provide max benefits. While they pair well with Scouts, the damage benefits may have less impact on bruisers, further narrowing this range. Warrior pairing for these heroes better achieves max-benefits and a player can also then have a more flexible scout whose only class-badges are warrior, Warrior-friendly warriors (from a badge perspective) could also get benefits playing with the other warrior heroes, Jerry and Ezekiel, whose traits are not melee-specific, meaning that there's a wide range of situations where a 2 warrior team makes sense and achieves max benefits.
Range Hero traits are not so flexible, particularly from a damage-focus perspective
- Abe's assault boost badly pairs with assault who have lower base damage
- Sasha's boost is tied to body shots, and usually Hunters build around criticals
- Ricks traits supports close combat, which is more a melee thing
- Carl's survival traits also most likely works for a melee character likely to be killed
- The case could be made that Rufus's charge trait would support a 2-Assault team for maps with heavy 2-turn spawn timers and many walkers, and the the H% boost well applies to Assaults. But I think its usually the special walkers and survivors that prove the biggest challenges to players, so this Assault stack seems less useful, and Rufus's trait well connects with most other classes (unlike Jesus and Michonne)
-Dwight and Daryl's traits might be the only ones who pair well with other Hunters for a team trying to take down a big target at a distance, But I'd still be less likely to build their badges around hunters than other classes.
Restating my earlier point, with exponential damage, Aaron's trait makes a great case for a 2 shooter team whose members have shooter badge bonuses and offer a unique strategy for taking down big targets.