End game room outfits for dwellers(luck vs main stat)

Post » Sun Feb 14, 2016 2:49 pm

Hey guys I was just wondering if luck outfits or main stat (example strength for power rooms) outfits are better for power rooms. i apologize if this has been asked and answered already but I haven't been able to locate a previous post on this. I understand that luck generates a higher caps chance but how exactly will higher main stat help? Does it just decrease resource generation time?


Basically I'm asking bc I have my rooms all maxed and a few dwellers maxed in stats but I'm not sure which outfits would be best in resource generating rooms.


Thanks for the help guys.
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Jeneene Hunte
 
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Post » Sun Feb 14, 2016 9:10 am


If struggling: +Associated room stat



If not struggling:


Below lv 50: End


At lv 50: Luck



Essentially, The first 20 points of an associated stat are the most important ones, since they cut timer by 95%; early on you may need some +stat gear to reach that value, but once you enable the associated training room, you can pretty much man 3*size rooms with two or three dwellers (train two dwellers to 10/10, or three to 6/7/7, the second one being faster) and get that initial 95% timer cut. Increasing that amount to 60 (six dwellers with 10 stat each on a 3*size room), cut the timer by an awesome, extra... 3%, so maybe you'll scratch a couple seconds by further equipping them with gear having the associated stat.



So, unless you're struggling to keep enough output (something you should not, you should always focus on generating excess output and keep your resource bars maxed), you really don't need those seconds, thus there is no point on equipping them with +Stat gear; this leaves us with luck and Endurance.



Gear that nets endurance seems to also count for life gained on levelups, so any dweller that is not max level already will gain more HP by equiping some +End gear, becoming more resilient to hazards. The, once maxed out, since there will be no more health gains, the dweller can switch to +Luck gear, to further increase their chances for a critical resource collection.



So, don't sell all that +3 Luck gear, and those +1 resource/+2End suits if you cannot find enough +3End gear... all your dwellers should resemble Chernobyl Liquidators...

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Jessie Butterfield
 
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Post » Sun Feb 14, 2016 6:55 am

Awesome man! Thanks! I didn't know about the 95% part. That should free up a ton of dwellers for me to send elsewhere. Everyone should read you're info. I wish I knew about the endurance part earlier. Anyway, thanks again man.
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Jessie
 
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Post » Sun Feb 14, 2016 1:53 pm

Should always keep the following doc around. While old (patches and fixes have changed some things, it has not been updated for a while), it still holds a decent amount of info.



https://docs.google.com/spreadsheets/d/1Nai09D_aM2syl3iPP5hkveDcOUwhsoUDR6s1lwC0e8c/htmlview?usp=docslist_api&sle=true#



Last patch has somewhat toned down the associated stats difference, but the initial 20 stat points still are the most important;you can usually work with 20 stat rooms.



Since the last patch, points over 20 are somewhat more valuable, (some small tests on a 3*size room with about 90% happiness, 10 points made a resource batch every 4:20. Upgrading to 20 stat essentially halved the resource batch to 2:10, and then, 20 more where required to almost halve that value again to about 1:07), thus, now 30 or 40 stats might be more interesting, specially is you play actively.



2 minutes for a batch (probably obtainable with 20 stats and 100% happiness) is the first thing you should shoot for. Once that is done, probably is better to keep training dwellers.

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Nathan Barker
 
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