ENDURANCE - the real deal

Post » Sun Feb 14, 2016 7:58 pm

I just finished running a LOT of dwellers to level 50 with various stats, and want to elaborate on the endurance stat. Some of this data has already been discovered in other areas, but I wanted to provide my findings here.



  • ENDURANCE is the ONLY stat that determines how much HP your dwellers have.

  • HP from endurance is received ONLY when a dweller levels up.

  • Once a dweller is level 50, more endurance does NOT increase HP.

  • Wearing an outfit with an endurance bonus improves HP gain per level.

  • All level 1 dwellers, whether newborns or radio calls, have 105 HP.

  • Rare and legendary children still only have 105 HP at birth.

  • All dwellers will get at least 3 HP per level, no matter what.

  • A level 50 dweller has levelled up 49 times, not 50.

  • Each point of endurance over 1, whether trained or provided by an outfit, gives an additional .5 HP per level.

  • Endurance over 10 makes a dweller immune to radiation while exploring.

For you math gurus, the formula for total HP by level 50, starting from level 1 is:



105+(49*(3+((ENDURANCE-1)*.5)))



That breaks down to the following by level 50:



17E +11HP/lvl 644


16E +10.5HP/lvl 619.5

15E +10HP/lvl 595

14E +9.5HP/lvl 570.5

13E +9HP/lvl 546

12E +8.5HP/lvl 521.5

11E +8HP/lvl 497

10E +7.5HP/lvl 472.5

9E +7HP/lvl 448

8E +6.5HP/lvl 423.5

7E +6HP/lvl 399

6E +5.5HP/lvl 374.5

5E +5HP/lvl 350

4E +4.5HP/lvl 325.5

3E +4HP/lvl 301

2E +3.5HP/lvl 276.5

1E +3HP/lvl 252



+24.5 HP by level 50 for each point above 1. So, if you catch your dwellers early and boost them to 10 E, you might not have missed out on much HP. As for me, I am trashing everyone above level 1 except my legendary dwellers.



NOTE :


I do NOT recommend outfitting your dwellers with endurance gear that is common, like Wasteland Gear. While it does give your dweller a +3 E, when they find ANY rare, they will swap it out. If you decide to do it anyway, be sure to keep an eye on them and be ready with a recall if they do change it out.



RARE / LEGENDARY DWELLERS:


When you receive rare or legendary dwellers, their HP will be as if they levelled to their current level, from level 1, with their base endurance and the endurance mod of the outfit they show up with.



For example, a level 25 Confessor Cromwell will have 273 HP.


His base endurance is 7, and his outfit gives +2E.


If you level a dweller from 1 to 25 with 9 endurance (using a version of the formula below) you get 273 HP.



The modified formula would be: 105+( (MY_LEVEL-1)*(3+((ENDURANCE-1)*.5))



All is not lost in this case, because he can be trained up to E10, then given +5E gear and will finish at level 50 with 513 HP, which is really good for these characters. It will also take considerably less time to max all of his stats and start working towards rare and legendary children. The lowest level legendary dweller I've seen is 20, and Lucas Simms is a GREAT legendary to get at any level because of his high endurance and +5 endurance gear.



A rare dweller with high endurance and low level might have missed out on some HP, but can still be trained and outfitted to hit the high 500's which still makes for an exceptional vault guard. The lowest level rare dweller I've seen is 5.

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Camden Unglesbee
 
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Post » Sun Feb 14, 2016 6:32 pm

Nice theory you got here. looks good... thanks for the info!

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Phillip Hamilton
 
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Post » Sun Feb 14, 2016 6:55 am

(notes about legendary dwellers moved to first post)

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Devin Sluis
 
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Post » Sun Feb 14, 2016 11:56 am

Great information CruelBus! Came across this info a week or two ago and which really changed my strategy for new vaults. Too bad this wasnt common knowledge until after the game was out for awhile.



I'd like to add to your comment about not sending your dwellers out with +3E Wasteland Gear because they tend to change into better gear when they find rares. This is a pain I agree, but its very difficult to collect +5-7E gear for multiple explorers early on in the game. Most dwellers will have to settle for +3E gear as they level. For now I'm just watching them as they travel in the wastelands and recall them if they switch out gear into something thats not at least +3E gear. These dwellers really are not out for loot anyways until higher levels so bringing them back early sometimes isnt the end of the world.



Keep up the good work!

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Mel E
 
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Post » Sun Feb 14, 2016 9:17 am

As long as you keep an eye on them, the +3 Wasteland Gear is fine. If you fall asleep and they blow through 10 levels with a Comedian Outfit though, yeah. What I've been doing is sending out dwellers with rare or legendary gear that gives +2 or +4, like the Horror Fan Outfit. Their final HP will still be awesome, and they can work in a high level room in the vault.



My current plan is:


- 10E +7 trained dwellers: wasteland patrol


- 10E +5 : entry guard


- 10E +4 to 10E +2: vault work



I still haven't found the +7 Wasteand Gear, so for now I'm training the select few that will be slotted for that position. 10+5 though is great, and certainly far better than anyone I had before.

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Neliel Kudoh
 
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Post » Sun Feb 14, 2016 8:51 am

Sounds like a solid plan there. Are you slowly phasing out your original dwellers who leveled up doing vault work without endurance? I figure someone has to do the work while 10E +7 get to have fun in the wasteland, but at some point I will probably kill them off once i can replace them with proper 10E dwellers. Until then they get to live :)

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suniti
 
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Post » Sun Feb 14, 2016 9:36 am

That's what I'm doing. The ones that train to 10S,10E get a standard wasteland gear and head to a power room. They'll slowly level up there. A few select dwellers will get 10E+5 and level up in the wasteland to be guards, some 10E+4,3 and 2 to be elite vault workers, and when I find the E7 gear, they will get levelled up with it to be my elite explorers. Everyone else gets trashed, regardless of level, except for my legendaries who will train to max stats and shoot for legendard babies. All of that is a LOOOONG way away, since I am waiting 2 days for my first batch of 10E+ dwellers to return. If I get a legendary at level 25 or lower, they will train up and replace one that I have. I hate to trash a perfectly good legendary, but a 339HP Amata is just... unacceptable. Except for service in the Overseer's Quarters.

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Solène We
 
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Post » Sun Feb 14, 2016 4:08 pm


Thanks for the data m8.


Unfortunately this officially means that unless they are base 10 endurance when we first get them, all legendary dwellers are gimped.


How i wish Bethesda could assign some sort of unique ability to them that no one else has.


Eg: Having Three Dog will automatically raise 3 Charisma for ALL dwellers in your vault,


or Jericho getting an extra dmg modifier for any weapons that he wields.

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Red Sauce
 
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Post » Sun Feb 14, 2016 6:46 pm

If I understood correctly, for best results I need to:


- take level one dweller, train his/her endurance to maximum


- give him equipment +7 endurance


- only then beginning to leveling up




And one more thing. How do you see how much HP they have. I only see the line, no numbers?

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Louise Dennis
 
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Post » Sun Feb 14, 2016 10:14 am

They need to fix this [censored] x.x

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Nikki Morse
 
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Post » Sun Feb 14, 2016 10:17 am

@Vlastimir: yes.

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Louise Dennis
 
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Post » Sun Feb 14, 2016 9:15 am

i was afraid of this. my first gen dwellers who was forced to work tirelessly and level up with low endurance rate is a casualty... or maybe since i already trained them to be SPECIAL i might as well just leave them in a resource room only to exist only in one room.


so my question is, if level 1 dweller is trained 10 in SPECIAL stats and start leveling up with + 7 / + 5 / + 3 Endurance gear does that actually influence the permanent HP?

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Frank Firefly
 
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Post » Sun Feb 14, 2016 7:19 am

@ underwave101 : yes, any bonus to endurance adds to total permanent HP when they level up.

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le GraiN
 
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Post » Sun Feb 14, 2016 5:04 pm

I refuse to play until this is fixed i am not killing off my dwellers.
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Nomee
 
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Post » Sun Feb 14, 2016 5:39 am

Note added to main post: rare dwellers follow the same pattern as legendary dwellers.

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Jesus Lopez
 
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Post » Sun Feb 14, 2016 10:02 am

So... legendary dwellers keep, because nostalgic reasons, rest GTFO

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Portions
 
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Post » Sun Feb 14, 2016 7:23 pm

That's how I'm doing it. Also, if I get a legendary dweller in the future that has a low level, like 25, and is a duplicate legendary, I might kick the other one out. An example of an exception: Elder Lyons. I have a level 45 Elder Lyons that has 281HP. That's just really terrible and it's because he has low endurance and his robe doesn't add any. I will keep him unless I get an Elder Lyons with a very low level. In contrast, Getting Lucas Simms at any level is pretty good, since he has 8 endurance, and +5 endurance with his gear.

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Imy Davies
 
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Post » Sun Feb 14, 2016 5:29 am

This is pretty sad to know after I trained so many dwellers :/


Do the other special have a similar levelling ?


What do other special do? (Increase damage, attack speed)
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Tamara Dost
 
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Post » Sun Feb 14, 2016 2:10 pm

I haven't really been able to determine much on the other specials. It is known that higher luck = more caps during exploration, and high endurance decreases radiation damage while exploring.

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kiss my weasel
 
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Post » Sun Feb 14, 2016 5:41 pm

11 endurance - immune to radiation damage

17 luck - 150 caps per hour of exploration (including return time)
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Ricky Meehan
 
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Post » Sun Feb 14, 2016 9:42 am


What! I thought they are unique!

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brandon frier
 
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Post » Sun Feb 14, 2016 6:28 am

Will you test the hp of legendary children?

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Shianne Donato
 
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Post » Sun Feb 14, 2016 3:40 pm

I will when I can produce them. dwellers in training right now and will probably be another week.

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Tyrel
 
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Post » Sun Feb 14, 2016 9:49 am

Any idea if luck has any effect on rare drop chance?
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Brittany Abner
 
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Post » Sun Feb 14, 2016 6:32 am

Ditto. I unfortunately didn't realize Endurance wasn't retroactive, so I have a lot of dwellers who went to level 50 with Endurance = 1, then raised it up. Now the only way I have of figuring it out is sending them into the wasteland and see how long they survive. Which is not a great measure. Or I could set them on fire a mess of times and time how long it takes them to die. Either way, annoying.



Good to know that my adventurers don't need radaways with Endurance > 10. I was wondering why some of my adventurers used up none, and others used them up at about half the rate of stimpacks.

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Marcia Renton
 
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