ENDURANCE - the real deal

Post » Sun Feb 14, 2016 5:57 pm

Google for "fallout shelter save editor" - you can see hp of each dweller as an integer.

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Thema
 
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Post » Sun Feb 14, 2016 7:58 pm


I have found this NOT to be true. My Explorers are maxed in all of their SPECIAL stats and they still receive radiation while exploring.

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Michelle Serenity Boss
 
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Post » Sun Feb 14, 2016 12:13 pm


Every dweller that has at least 11 endurance does not take any radiation damage. I've sent them out over 200 times and no rads were ever taken.

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Fam Mughal
 
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Post » Sun Feb 14, 2016 8:39 pm

i have 21 SPECIAL dwellers in storage room for that +7 / +5 endurance gear... :( got 12 dwellers to explore the wasteland but am unlucky :/

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Jamie Lee
 
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Post » Sun Feb 14, 2016 3:51 pm

I sent a new E10 level 50 out with luck only gear and they got radiation. I sent another out with +1E gear and they received none.

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Cccurly
 
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Post » Sun Feb 14, 2016 1:48 pm



Any update on legendary baby hp?
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Alberto Aguilera
 
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Post » Sun Feb 14, 2016 1:13 pm

I have a few male breeders ready but the females are still in development. It looks like it will take another 5 days to get enough females trained up to begin testing. Bittercup, Amata and Moira are going to be pretty busy in the coming weeks. Hopefully there is an HP boost. If not, then oh well. So much time wasted.



On a slightly different note:



Even a dweller with


S P E C I A L


10 12 12 9 10 10 12


still fails every now and then against Super Mutant Overlords and Behemoths. The fail message says they are too strong, so strength might be the best to have boosted if you want a long trip.



That same dweller takes an average of 5HP/hour less damage than a dweller with


S P E C I A L


8 11 11 1 10 2 1



I will be doing many more tests for sure. The trick is finding good bonuses AND at least +1 endurance.

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tannis
 
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Post » Sun Feb 14, 2016 11:25 am


I like Confessor Cromwells robes - good special bonus to several stats while also increasing endurance and luck.

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jenny goodwin
 
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Post » Sun Feb 14, 2016 10:42 am

Well, my first "rare" child was born:



Father S P E C I A L


Mr.Quirk 10 10 10 9 9 10 10 68



Mother S P E C I A L


Amata 10 10 10 8 8 7 10 63


---


131



Child S P E C I A L


Johnny Am 4 4 7 3 5 2 3 28



Unfortunately, Johnny Am still had 105HP at birth which is normal for all newborns and wasteland radio called dwellers.


I am still trying for a legendary child.



(main post updated)

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Laura Cartwright
 
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Post » Sun Feb 14, 2016 6:27 pm

annnnd finally, a Legendary child was born into vault 911:



Father S P E C I A L


Mr.Quirk 10 10 10 9 9 10 10 68



Mother S P E C I A L


Bittercup 10 10 10 9 9 10 10 68


---


136



Child S P E C I A L


Dorothy Qbit 4 7 7 3 6 4 9 40



with 105 HP :(



Main post updated

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Stace
 
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Post » Sun Feb 14, 2016 6:03 am

So... when they hit 10 10 10 10 10 10 10, they are all same?

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matt oneil
 
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Post » Sun Feb 14, 2016 11:05 am

Yes, all level 1 dwellers start with the same HP : 105

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Agnieszka Bak
 
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Post » Sun Feb 14, 2016 5:16 am

BDW when I send to wasteland, dwellers with MAX S.P.E.C.I.A.L. what outfit will be best?


I currently use, luck bonus.
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Pumpkin
 
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Post » Sun Feb 14, 2016 4:48 pm

Luck should be good, a lot of caps and maybe more rare gear. I need to test different gear. I will do that after my 644HP long distance run is done.

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Tiff Clark
 
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Post » Sun Feb 14, 2016 9:52 am


Entry guards are pointless. They just slow attackers down and cause them to be in the vault longer and since resources start dropping as soon as the door is breached and don't stop until all attackers are dead having entry guards actually makes you lose more resources, not less.

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Cedric Pearson
 
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Post » Sun Feb 14, 2016 6:49 am

I'm not that concerned any more with resources lost by raiders and deathclaws. Molerats however, that's different.



How exactly does getting rid of entry guards make the attackers stay in the vault for less time? Deathclaws last about 20 seconds for me right now, and raiders last about 12 seconds.

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Cat Haines
 
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Post » Sun Feb 14, 2016 1:19 pm

Also, when I say "entry guard," I don't mean that the guards are literally in the vault door room. In that case, you are right - pointless with deathclaws.


They are in a 3-wide storage room on the first floor right before a dead end that the 'claws have to bounce back through. There have been only 3 times that crazy strong 'claws blew through the guards, so I have since given them better weapons and am slowly replacing them with my 595HP versions.

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kitten maciver
 
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Post » Sun Feb 14, 2016 5:24 pm


I have the same Deathclaw trap set up.


Switched from a lvl 3 Nuclear reactor to a lvl 3 Nuka Cola factory as the factory is not as deep and dwellers get to the front and start fighting sooner.

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SEXY QUEEN
 
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Post » Sun Feb 14, 2016 5:08 am

I'm wondering if it even matters where the defenders are positioned or if they do damage the same way they take damage: basically DOT to everyone.

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Undisclosed Desires
 
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Post » Sun Feb 14, 2016 5:40 am


The nuclear reactor left two deathclaws alive after first fight, only one deathclaw always survives the trop through the nuca cola factory. I did not change any weapons as I did not get any better ones (they really did nerf the drop rate of the army depo at 60 hours :/)



You can rush nuca cola factory and then the reactor and compare how long it takes to put out a fire/ kill all enemies. Would be interested in seeing the results.



I tried rush failing a lvl 1 single reactor and it always took a long time to kill a fire. Taking out a fire in a lvl 1 medbay (same dwellers) seemed to take less time.

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Samantha Jane Adams
 
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Post » Sun Feb 14, 2016 8:05 pm

Can you test HP gain is the same in the 1.2 patch?

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Lil Miss
 
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Post » Sun Feb 14, 2016 8:31 pm

Wow, finding out about this on the same day that the very iffy update came out pretty much ruins the game for me. I wondered why some dwellers seemed to be better at surviving in the wasteland than others. Guess I know now :( How could this flaw be left in the game? The developers had to have noticed this by now. Ugh!

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gemma
 
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Post » Sun Feb 14, 2016 5:04 am

Does all this still bear out with the latest patch? I did wonder why some max'd out explorers lasted nearly 5 days and others only lasted 3.



Thank god I'm taking the time to rank my dwellers up survival mode - I'm ranking them all up on E no matter what they're destined for before letting them level up.



A really useful thread, thanks CruelBus.



Good call about the deadend planning for the top row, that'll help with deathclaw attacks.

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Stat Wrecker
 
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Post » Sun Feb 14, 2016 8:00 am

As far as I know, it hasn't changed since the update. The numbers still read the same, and I just levelled up Chuck Norris to 50 with E 10+7 and it came out to 644HP. I haven't tested and new legendary children, but have the feeling it doesn't matter. I haven't been seriously playing for a few weeks now.

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x a million...
 
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Post » Sun Feb 14, 2016 5:33 am

The next question is simple, do the bonuses apply even if the dweller is ranked up by sending it out to the wasteland? Or do they have to rank up in the vault to get the bonus?
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Joanne Crump
 
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