Rushing

Post » Sun Feb 14, 2016 3:13 am

Something i've noticed about rushing, hoping to confirm my findings



1) caps and exp seem be the same no matter how high your specials are or your room upgrade is. Based entirely on fail chance (50% fail = 50 caps)


2) Fail chance seems to be based off of room, not dwellers.


3) Anything past 74% seems to always fail (not sure if its a bug or terrible luck. Even with a terrible chance of succeeding, you'd think it'd work once)


4) Higher stats don't seem to increase production, though it seems to lower fail chance? Doesn't seem to increase rewards.



If all of those are accurate, then it seems the best way to "farm" caps is to have dozens of un-upgraded, 1-sized rooms with 2 dwellers with your best gear. I'm not sure if primary stat or luck would matter much for rushes but I haven't noticed much of a difference.



As a side note, lower fail chances seem to be a double edged sword. You're almost guaranteed lower fail chances but they only provide small amounts of caps and small exp, which higher fail gives more caps and exp.

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josie treuberg
 
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Post » Sun Feb 14, 2016 1:42 am

I've been exploiting #2 by having a couple empty water purification plants and one dweller who runs back and forth, rushing them 2-3 times. (Why? I've got everybody possible downstairs upping their SPECIALs!)



On #3: I've noticed that if I can rush a room into 60+% incident chance, without an incident, the chance bounces up and down in the 50-60s% range until an incident does occur.



On #4: Higher stats decrease production time, and outfits that push past 10 do continue to decrease production time.



I have a feeling higher luck influences incident occurrence, but I haven't bother to keep any records.

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Dorian Cozens
 
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