SPECIAL stats influence on Exploring

Post » Sat Feb 13, 2016 10:43 pm

Dwellers can carry up to 100 items and there is no time limit.

I can't see any screenshots of yours and I'm not 100% sure if I understood your problem, so this is just speculation. But my guess is that you picked up an item that you already had in your inventory. Identical items get grouped together in a dwellers inventory. Which means if you pick up a rusty bb-gun after 2 hours of exploring, and then another one after 25 hours, then the second one will not be placed at the end of the inventory, but will instead appear right next to the first one.
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Siidney
 
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Post » Sun Feb 14, 2016 1:50 am


No. I am trying to research what statpoints influence which factors while exploring. I am doing this because the sources online vary with often different statements, and the in-game help is not exactly very useful (not to mention outdated). I think we have life, endurance, and luck mostly sorted out, but strength/perception/charm/intelligence are fairly unresolved. Yes, people have certain theories and some hold merit, but I myself have not seen them yet.







Did it happen to take 13 seconds before the dwellers switched places by any chance.







60 hours has a legendary item guaranteed? I'll have to check to see if thats 100% certainty as well. Thats actually very useful.




Janice Fox lv46 - Lv50 DEAD 27H 3M - 4625 caps (2,8 caps/minute) - 27 items S03 - P03 - E11 - C03 - I04 - A04 - L10


Walter Dawg lv30 - Lv40 ALIVE 30H 47M - 3590 caps (1.94 caps/minute) -31 items S03 - P05 - E13 - C01 - I02 - A02 - L08


Debra Dawg lv18 - LV25 DEAD 16h 6m - 0851 caps (0.9 caps/minute) - 18 items S07 - P02 - E12 - C03 - I03 - A09 - L05


Bryan price lv13 - Lv21 DEAD 17H 22m - 0760 caps (0.73 caps/minute) - 17 items S09 - P02 - E12 - C04 - I03 - A03 - L02


Eugene Scott lv01 - LV08 DEAD 16h 1m - 2508 caps (2,6 caps/minute) - 16 items S02 - P01 - E13 - C02 - I01 - A01 - L10




Well, there you have it. Indeed, INT is not related to itemfind. Itemfind is approximately 1 item per hour, with timed event MAYBE rewarding an item, though based on what I have seen so far those odds seem to be remarkably low, even after a good 16 hours. When I can actually put myself up for it I will start a proper list of dwellers that I have sent out, with the EXP calculations as well, though I maintain those are mostly time-related and not so much stat related.

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Emma Parkinson
 
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Post » Sun Feb 14, 2016 1:05 pm


Not guaranteed at all. Just a tiny bit higher chance to get something legendary. For me, it is about 1 out of 15-20. Others reported 1 out of 10, or even "never found anything".

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Adam Baumgartner
 
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Post » Sun Feb 14, 2016 8:47 am

Something no one's commented on is the negative time bug. If you send out a dweller right when the hourly item drop is about to hit, then quit the game entirely and re-enter, they'll earn the item at a negative timestamp. (I usually get -9 minutes; probably has to do with the loading speed. I saw a video of someone doing it on an emulator and got -1 minutes). And this item will always be a Legendary. You get a similar result if you change the system time; I accidentally performed this trick by sending people out and then getting on a plane and losing 3 hours. (Which, BTW, has some catastrophically bad side effects, so I don't recommend doing this intentionally.)



I'm assuming there's either some modulo arithmetic or integer wraparound happening which makes the adventurer get a drop as if they'd been exploring for an insanely long time. However, in the very little testing I've done, it seems that the exact item might be determined by a level or stat. The first time I did this trick, it was my second day of playing, and I got a Red Rocket, the worst legendary in the game. My dedicated adventurers seem to get better stuff.



I have never seen an item drop any time other than on the hourly mark, when everyone gets an item at once.



They seem to equip outfits that have a total bonus higher than whatever they're wearing. Doesn't matter what type it is.



SPECIAL definitely has an effect on room production, even above 10. Easiest way to test is to change your outfit. If a dweller has a 10 with a +3 outfit to the relevant stat, you'll see an instant increase of a few seconds if you take the outfit off. It's more measurable with lower stats. The relevant SPECIAL stat also affects rush success chance, which can be easier to see since it isn't changing quickly.

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Francesca
 
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Post » Sun Feb 14, 2016 9:51 am


No, I'm looking right after the room has completed, so when it is starting an entirely new cycle.



I can't tell if you're trolling or really that dense.



What would the point be of putting perception based characters in perception based rooms if it had no effect?



How have you not noticed the effect?



Do I really have to post screenshots of this?

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Brentleah Jeffs
 
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Post » Sun Feb 14, 2016 1:21 am

The only thing I am noticing is you being extremely rude because I asked a legitimite question. If you don't have the common decency to behave normally, feel free to not post her further.

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priscillaaa
 
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Post » Sun Feb 14, 2016 2:11 pm


Thanks! Didn't know there was a destinct method to recreate this glitch. And it does work quite well.



Gotta say though, the game becomes quite boring, when you can spam legendaries all day long.

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Racheal Robertson
 
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Post » Sun Feb 14, 2016 6:16 am


Yes he was rude, even extremely so but he still was pretty much right. Just switching clothes (room stat specific) of a dweller in a room instantly adjusts time to produce. Very quick and simple to replicate/prove or disprove.



The 60 hour static event is well documented, I haven't reached it yet but seems pretty easy to prove or disprove (same with all the documented static events).



It is also well proven that endurance does effect health, at least amount of HP boost given at level up. search reddit for the endurance HP numbers (I can't post links reddit.../r/foshelter/comments/3i20hk/vaulttec_mechanics



Great work! To fully test though you will need a number of 1 and 10 (at each stat) characters... to prove conclusively, my gut says what others believe that each stat effects the % of chance to succeed in certain events. A level 1 CAN succeed but a level 10 will do so more often.

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cutiecute
 
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Post » Sun Feb 14, 2016 2:19 am


That's funny I seem to remember someone else asking belittling questions first.



Golden rule and all pal. Don't want rudeness? Check the mirror.



But you're the one who couldn't take 30 seconds to prove or disprove and basically asked if I was an idiot.



So yah peace.

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meghan lock
 
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Post » Sun Feb 14, 2016 3:23 am

I'm done with you. The question I asked was a legitimite one, since it would have been easy to make an honest mistake like that. You replied with "are you dense", and nowhere did I state you were an idiot. Also, nowhere in this thread did I say I was checking SPECIAL statpoint effects for use INSIDE the vault. My thoughts on it were apparantly wrong, but nonetheless it wasnt exactly my job or desire to disprove your comment was it?



Now kindly quit replying unless you have something worth reading. It's becoming increasingly difficult to behave with to you spouting your rudeness towards me, which is STILL uncalled for.








I am starting to believe this as well. Its impossible for me to put a % on the odds per point, but it would make a lot more sense.








HP per level up? That seems odd though. It's worth testing but if this is true it would be a strange mechanic to put in the game (as opposed to endurance being def/more hp per point of endurance)

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Christie Mitchell
 
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Post » Sun Feb 14, 2016 12:37 pm


According to this reddit: reddit.com.../r/foshelter/comments/3ibkjj/endurance_affects_hp_only_during_leveling_not/



The HP awarded during each level up is determined by the following equation: 2.5 + (0.5 * E)



So the more E you have (including gear) at the time you tap the lvlup icon the greater your one time HP bonus will be... over 49 levels the HP difference of E1 vs E10 can be quite a bit (25 HP vs 250 HP). Now I suppose this actually has nothing to do with what you are trying to find out (what E does during exploring) except if your explorer is less than level 50 you could be limiting the characters max HP by using non-E enhancing gear when exploring.



The most efficient way imo to get real stats and numbers would be to get a hold of a save file editor (I have read they are out there) and figure out how to manipulate characters. Send them out with either stat 10 or 1 and mark their results for each repeatable encounter. It would take lots of time since you can't see a persons entire log, but maybe you can just focus on the hours that it does show... aka send them out for the log time limit, pull them back review, note etc... send out again... again... again... Than send them out double the log time so the log will show the new hours you haven't logged, rinse and repeat. You might want to focus on 24+ hours out just because that is the stuff people really care about.



With enough examples you should start seeing some pattern, 10s getting results more often etc. Just knowing how many passed X evant at what level would be sufficient

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Jodie Bardgett
 
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Post » Sun Feb 14, 2016 3:04 pm

And just like that, I'm done with the game. That is one god-aweful game mechanic. And that they don't even feel the need to inform you of something this crucial is just beyond belief.

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Shaylee Shaw
 
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Post » Sun Feb 14, 2016 9:23 am


Yes it is a pretty big mechanic to miss but I will add that for the time being you really only have to seriously worry about deathclaws, so at worse you just have to birth/train what 12-18 people to protect the first few floors?



You can also look at it this way... at least it appears the formula is a static HP amount and not a % of HP. You can gain a significant HP boost even if you level up E at level 40, so if you miss a few levels its not a huge deal (basically 10 levels is 50 HP).

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amhain
 
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Post » Sun Feb 14, 2016 10:23 am

I havent been fiddling with the stats lately since I am growing a bit more bored with the game, but I noticed something odd just now.



Dwellers tend to pick up better quality/rare gear when venturing outside normally, but I sent out a dweller earlier with 2P-1E gear (Battle Armor), and the FIRST item she found was Tenpenny's suit: which has 2P, 2C, 2I, and 1L.. significantly better than what she was wearing, and I have had dwellers remove their 3E gear in favor of 5C gear.



This makes no sense to me, even if there were a specific order of preference for stats. Does anyone have any idea how this mechanic works?





Also, I sent out a Dweller with max endurance, max luck, and 8 Agility. I equipped her with a rocket launcher (20dmg), and battle armor. She had 25 stimpacks on her, and I sent her out around her 25-th something level. She has been gone for 39 hours flat now, and has used.... no stimpacks. I suppose she heals up thanks to her levels and such, but I am surprised that both the weapon given, and her bonus endurance (leveled her E at a low level) are so significant. I am also not sure if it's the defense from E, the weapon cutting battles short, or Agility being a factor, but she barely takes any damage. Over the past day I have not seen a single instance where she took more than 1 dmg. I am keeping her out just to see how long I can keep her outside, regardless of her loot found.

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stevie trent
 
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