how many of these +7 + 5 gears do you have?

Post » Sun Feb 14, 2016 8:10 pm

+ 7

S - Commander fatigues

P - Heavy vault suit

E - Heavy wasteland gear

C - Lucky nightwear

I - Expert lab coat

A - Expert jumpsuit

L - Lucky formal wear


+ 5

S - Officer fatigues

P - Sturdy vault suit

E - Sturdy wasteland gear

C - Naughty nightwear

I - Advanced lab coat

A - Advanced jumpsuit

L - Fancy formal wear


endurance influencing permanent HP and the fact that gear's + stat also influence the permanent HP (in case of endurance / based on other forumer's post) is quite bothering me since the first gen dwellers who had to level up with low endurance stats and enabled the level 1's to train will have a significantly low HP compare to the one's who maxed out all S.P.E.C.I.A.L stats and level 1 and leveled up with + 7 endurance gear (there is only one as you can see "Heavy wasteland gear". which i happened to have none. blimey)

i already gathered the level 1 dwellers with high stats and geared them with the special gears just to make sure i could distinguish from others. hmm. not sure how i should manage. after what 1st gen have sacrificed. well the main point is how many + 7 gears do you have?
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Lew.p
 
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Post » Sun Feb 14, 2016 11:31 am

I have exactly ZERO +7 wasteland outfits, 4 that give +5, 2 that give +4, and a lot of +3 and +2.



I put a special symbol before the name on my dwellers to let me know how much extra endurance they had while levelling up: a star if they had +7, a spade if +5, a diamond if +4, circle if +3 and dot if +2. Everyone else dies except for legendaries.

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jessica sonny
 
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Post » Sun Feb 14, 2016 9:20 am

i have one + 7 luck lunchbox


one + 7 perception lunchbox




and about 30 total for all +5 SPECIAL exploration hat said i have a lot of +5 mix



3 week vault


200 resident


999 999 caps


55 explorer at the same time only 2 are full 10 special

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Love iz not
 
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Post » Sun Feb 14, 2016 8:31 am

I have zero +7E gear, one +5E gear, then a bunch of +4E, and enough +3E's for all my needs. I also add a "surname" to dwelleres training (I use LXE, 'X' being the level they trained E to 10).



But I don't feel I need "perfect übermensch". +3 suits are more than enough for dwellers manning resource rooms (13E total); that alows them to stand against almost anything. For wanderers, I give them rare or better +E suits, mainly to prevent them to switch a normal suit for the first rare they find.

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Anna Watts
 
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Post » Sun Feb 14, 2016 8:17 pm

"For wanderers, I give them rare or better +E suits, mainly to prevent them to switch a normal suit for the first rare they find."



That explains some things. I wondered why my Abraham Washington found and put on an Advanced Lab Coat @ 73 hours. I thought it was to fix Mr. Handy at 75 hours (which didn't follow him home, alas), but it was probably just the first Rare suit he found. I also wondered why my wanderers don't incrementally swap weapons; no Rares.

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Nikki Lawrence
 
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Post » Sun Feb 14, 2016 1:46 pm

I only have 1 +5E suit and a bunch of +3E suits. Dwellers with Max End. at level 1 and +3E suit seem to be plenty strong at level 50 to handle anything they comes their way

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..xX Vin Xx..
 
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Post » Sun Feb 14, 2016 2:59 pm


1 - S


0 - P


0 - E


2 - C


0 - I


0 - A


2 - L



An expert lab coat would be awesome ..

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Horse gal smithe
 
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Post » Sun Feb 14, 2016 5:31 pm


Well, wasteland wanderers autoequip the best gear and weapons they find.



And as for gear, "best" means "the piece of gear that gives them a higher amount of +stats, no matter what they are", so, your wanderer will switch a "normal attire" (+3 total stats) for a rare (usually giving +5 total stats), and so on.



They won't switch gear with the same amount of +stats (so, if you wearing Film Fan +4P/+1L, wont change to +5E heavy wasteland), in that scenario will only switch to gear giving +6 total stats or more.

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phil walsh
 
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