R.I.P the inhabitants of Vault 652, who gave their lives while the Overseer was taking notes and had them starve and dehydrate an irradiated death in rooms either dark on on fire
I think we all came to the conclusion that SPECIAL stats have 2 different effects, both on the outside world and inside the vault. Inside the vault it seems that every stat is only related to whatever production you assign the dwellers to (with the exception of LUCK influencing multiple tiny aspects and CHARM influencing breeding, the radio, and I suspect overall happyness in production rooms (needs more testing)). However, outside the vault is a different matter.
I am currently doing some testing, though it's very rough testing, to see if different SPECIAL stats influence interactions outside.
What I am going to test here, is sending numerous lowlevel dwellers (roughly around the same level, but with one special stat being above the rest), and note down what they do outside. They will not be given weapons at the start, nor any sort of outfit., they WILL be given 2 stimpacks and 2 Radaway.
Diana Graham (Strength)
Level 5
S 3 (+3 with gear found)
P 2
E 1
C 2
I 1
A 2
L 1
Notes:
Found a fugitive Slave, patched up the leg
Encountered some Raiders, succesfully hid away from them
Found an Enhanced Sawn-off Shotgun
Found an abandoned Broadcasting Tower, managed to find a door
Found Military Fatigues
30 Minute Mark - 31 caps found, Enhanced Sawed-off Shotgun, Military Fatigues
Found an old abandoned Shack. Found HIDDEN supplies
Found a wounded sheriff, healed him
Found an old refrigerator, managed to pry it open
(ENCOUNTERS)
(sadly anything before the 8 minute mark was already erased, taking from the 8th till 40 minute mark)
*NOTE: DWELLER HAS A WEAPON*
Bloatfly (fought) - 0dmg
Yao Guai (fought) - 1dmg
savage dog (fought) - 1dmg
bloatfly (fought) - 0dmg
bloatfly (fought) - 0dmg
Savage dog (fought) - 0dmg
bloatfly (fought) - 0dmg
savage dog (fought) - 0dmg
molerat (fought) - 0dmg
savage dog (fought) - 0dmg
Savage dog (fought) - 0dmg
Molerat (fought) -1dmg
savage dog (fought) - 0dmg
Yao Guai (fought) - 1dmg
bloatfly (fought) - 0dmg
radroach (fought) - 0dmg
Thomas Graham (Perception)
Level 6
S 1
P 3
E 2
C 2
I 1
A 1
L 2
Notes:
Found a Fugitive Slave, managed to patch him up
Found an old abandoned Broadcasting Tower, found an unlocked door and supplies
Spotted raiders, managed to hide
Found a wounded Sheriff, could not help him
Found an old refrigerator, could not pry it open
Found an abandoned Shack, found HIDDEN supplies
ENCOUNTERS
Yao Guai (fought, then ran) - 2dmg (<<< interesting?)
molerat (fought) - 1dmg
savage dog (fought) - 0dmg
molerat (fought) - 0dmg
radroach (fought, then ran) - 2dmg
molerat (fought) - 0dmg
savage dog (fought) - 0dmg
yao guai (fought, then ran) - 8dmg
molerat (fought) - 0dmg
bloatfly (fought) - 0 dmg
molerat (fought) - 0dmg
Yao guai (fought, then ran) - 2dmg (<<< interesting?)
radroach (fought, then ran) - 2dmg
Yao Guai (fought, then ran) - 2dmg (<<< interesting)
bloatfly (fought) - 0dmg
molerat (fought) - 1dmg
yao guai (fought, then ran) - 8dmg
Keith Clark (endurance)
Level 4
S 1
P 1
E 3
C 2
I 2 (+3 int later)
A 2
L 1
NOTES:
Fugitive slave, could not help
Noticed some raiders, succesfully hid away
Found an abandoned Broadcasting Tower, managed to find an unlocked door (found supplies and a Lab coat)
30 minute mark: 4 caps found, Lab Coat found.
(after lab coat) found a wounded sheriff, helped him
Found an old Refrigerator: could not open it
Found old abandoned shack: found nothing
(encounters up to the 30 minute mark)
Bloatfly (fought, then ran) - 1dmg
radroach (Fought, then ran) - 2dmg
savage dog (fought) - 0dmg
molerat (fought) - 0dmg
savage dog (fought) - 0dmg
radroach (fought, then ran) - 2dmg
Yao Guai (ran) - 8dmg
radroach (ran) - 2dmg
molerat (fought) - 1dmg
Yao Guai (fought then ran) - 2dmg (<<< interesting)
bloatfly (fought then ran) - 1dmg
molerat (fought) - 1dmg
savage dog (fought) - 0dmg
molerat (fought) - 0dmg
bloatfly (fought) - 0dmg
Yao Guai (fought then ran) - 2dmg (<<< interesting)
savage dog (fought) - 0dmg
Paul graham (Charm)
Level 2
S 2
P 1
E 2
C 3
I 1
A 2
L 1
NOTES:
Stumbled on an abandoned broadcasting tower. Could not find a way in
Found fugitive slave, could not help
Spotted some Raiders, Raiders spotted me. Had to run (1dmg)
Found a Wounded Sheriff, could not help
Found an old Refrigerator, could not open it
30 minute Mark - 2 caps found, no gear
ENCOUNTERED: (up to the 30 minute mark)
Bloatfly (ran) - 1 dmg
Radroach (ran) - 2 damage
Savage Dog (fought) - 0 dmg
Mole Rat (fought) - 1dmg
Radroach (ran) - 2 dmg
Mole Rat (ran) - 1dmg
Savage Dog (fought) - 0dmg
Mole Rat (ran) - 1dmg
Radroach (ran) - 2dmg
Molerat (fought) - 0dmg
Raiders spotted me (ran) - 1dmg
Yao Guai (ran) - 8dmg
Mole Rat (fought) - 0dmg
Yao Guai (fought, then ran) - 2 damage (<<< interesting?)
Mole Rat (fought) - 0 dmg
Radiation Damage - 9 dmg
Radroach (ran) - 2dmg
Molerat (fought) - 1dmg
Yao Guai (fought, then ran) - 8dmg
(INT DWELLER MISSING, had no gear to raise int, no intelligent dweller present)
Nicole Price (Agility)
Level 2
S 1
P 2
E 1
C 1
I 2
A 3
L 2
NOTES:
Found fugitive slave, could not help
Located Raiders, managed to hide
Found an old abandoned Broadcasting Tower, managed to get inside
Found an abandonded Shack, nothing inside
30 minute mark - 16 caps found, no gear
Found a wounded Sheriff, could not help him
Found an old refrigerator, could not open it
ENCOUNTERED (up to 30 minute mark)
Molerat (ran) - 1dmg
Yao Guai (ran) - 8 dmg
Molerat (fought) - 1dmg
Yao Guai (ran) - 2 dmg (<<< Interesting?)
Radroach (ran) - 2dmg
Molerat (fought) - 1dmg
radroach (ran) - 2dmg
Savage Dog (fought) - 0dmg
Bloatfly (ran) - 1dmg
Savage Dog (fought) - 0dmg
Savage Dog (fought) - 0dmg
Bloatfly (ran) - 1dmg
Molerat (fought) - 0dmg
Savage Dog (fought) - 0dmg
Molerat (fought) - 0dmg
Radroach (ran) - 0dmg
Molerat (fought) - 1dmg
Yao Guai (fought, then ran) - 2dmg (<<< interesting?)
(additional note: at the 42 and 48 minute mark, 2 more Yao Guais were ran away from, taking 2dmg only. Is this Agility related?)
(LUCK DWELLER MISSING, no gear to raise luck, no luck-specific dweller present).
===========================================
I'm going to note down some comparissons here:
The Wounded Sheriff was found by 5 Dwellers:
Diana (lv5) S6 - P2 - E1 - C2 - I1 - A2 - L1 (HEALED) (*Dweller had gear found)
Thomas (lv6) S1 - P3 - E2 - C2 - I1 - A1 - L2 (DIED)
Keith (lv4) S1 - P1 - E3 - C2 - I5- A2 - L1 (HEALED) (*Dweller had gear found)
Paul (lv2) S2 - P1 - E2 - C3 - I1 - A2 - L1 (DIED)
Nicole (lv2) S1 - P2 - E1 - C1 - I2 - A3 -L2 (DIED)
Level MIGHT be a factor, assuming the math is done by chance, where a higher level gives a higher chance.
Gear MIGHT be a factor, seeing as the 2 Dwellers with gear managed to save the Sheriff.
------ Either that, or TOTAL STATPOINTS may be a factor here.
Strength ---------- not a factor
Perception --------not a factor
Endurance ------- not a factor
Charm ------------ not a factor
Intelligence ------ not a factor. Yes the +5 int Dweller saved the Sheriff, but so did the +1 int Dweller, and a +2 int dweller failed.
Agility ------------- not a factor
Luck ---------------MIGHT be a factor
The Fugitive Slave was found by 5 Dwellers
Diana (lv5) S3 - P2 - E1 - C2 - I1 - A2 - L1 (HEALED) (* Dweller had no gear at this point)
Thomas (lv6) S1 - P3 - E2 - C2 - I1 - A1 - L2 (HEALED)
Keith (lv4) S1 - P1 - E3 - C2 - I2- A2 - L1 (DIED) (*Dweller no had gear at this point)
Paul (lv2) S2 - P1 - E2 - C3 - I1 - A2 - L1 (DIED)
Nicole (lv2) S1 - P2 - E1 - C1 - I2 - A3 -L2 (DIED)
Level MIGHT be a factor here
Gear is NOT a factor here
------ TOTAL STATPOINTS are not a factor here
Strength ---------- not a factor
Perception --------MIGHT be a factor, and it could be Nicole (P2) had bad RNG stacked against her. At least these stats imply Perception might be related to this.
Endurance ------- not a factor
Charm ------------ not a factor
Intelligence ------ not a factor.
Agility ------------- not a factor
Luck ---------------MIGHT be a factor
Encountering Raiders, encountered by 5 Dwellers
Diana (lv5) S3 - P2 - E1 - C2 - I1 - A2 - L1 (HIDDEN)
Thomas (lv6) S1 - P3 - E2 - C2 - I1 - A1 - L2 (HIDDEN)
Keith (lv4) S1 - P1 - E3 - C2 - I2- A2 - L1 (HIDDEN
Paul (lv2) S2 - P1 - E2 - C3 - I1 - A2 - L1 (SPOTTED)
Nicole (lv2) S1 - P2 - E1 - C1 - I2 - A3 -L2 (HIDDEN)
Level MIGHT be a factor here
Gear is NOT a factor here
------ TOTAL STATPOINTS are not a factor here
Strength ---------- not a factor
Perception --------MIGHT be a factor
Endurance ------- not a factor
Charm ------------ not a factor
Intelligence ------ not a factor.
Agility ------------- not a factor
Luck ---------------MIGHT be a factor
(OP's thoughts: It is possible the raiders encounter result is the sum of its totals: the only dweller spotted had a low level, low perception, and low luck may all be related together)
The Abandoned Broadcasting Tower, found by 5 Dwellers
Diana (lv5) S3 - P2 - E1 - C2 - I1 - A2 - L1 (FOUND DOOR)
Thomas (lv6) S1 - P3 - E2 - C2 - I1 - A1 - L2 (FOUND DOOR)
Keith (lv4) S1 - P1 - E3 - C2 - I2- A2 - L1 (FOUND DOOR, FOUND GEAR)
Paul (lv2) S2 - P1 - E2 - C3 - I1 - A2 - L1 (DID NOT FIND DOOR)
Nicole (lv2) S1 - P2 - E1 - C1 - I2 - A3 -L2 (FOUND DOOR)
Level MIGHT be a factor here
Gear is NOT a factor here
------ TOTAL STATPOINTS are not a factor here
Strength ---------- not a factor
Perception --------MIGHT be a factor
Endurance ------- not a factor
Charm ------------ not a factor
Intelligence ------ not a factor.
Agility ------------- not a factor
Luck ---------------MIGHT be a factor
(OP's thoughts: It is possible the raiders encounter result is the sum of its totals: the only dweller spotted had a low level, low perception, and low luck may all be related together)
Abandoned Shack, found by 4 Dwellers
Diana (lv5) S6 - P2 - E1 - C2 - I1 - A2 - L1 (FOUND HIDDEN SUPPLIES) (Dweller found Gear at this point)
Thomas (lv6) S1 - P3 - E2 - C2 - I1 - A1 - L2 (FOUND HIDDEN SUPPLIES)
Keith (lv4) S1 - P1 - E3 - C2 - I5- A2 - L1 (FOUND NOTHING) (Dweller found Gear at this point)
Paul (lv2) S2 - P1 - E2 - C3 - I1 - A2 - L1 (-----------------------)
Nicole (lv2) S1 - P2 - E1 - C1 - I2 - A3 -L2 (FOUND NOTHING)
Level MIGHT be a factor here
Gear is NOT a factor here
------ TOTAL STATPOINTS are not a factor here
Strength ---------- not a factor
Perception --------MIGHT be a factor
Endurance ------- not a factor
Charm ------------ not a factor
Intelligence ------ not a factor.
Agility ------------- not a factor
Luck ---------------MIGHT be a factor
The Old Refrigerator, found by 5 Dwellers
Diana (lv5) S6 - P2 - E1 - C2 - I1 - A2 - L1 (PRIED IT OPEN) (Dweller had gear at this point)
Thomas (lv6) S1 - P3 - E2 - C2 - I1 - A1 - L2 (COULD NOT PRY IT OPEN)
Keith (lv4) S1 - P1 - E3 - C2 - I5- A2 - L1 (COULD NOT PRY IT OPEN) (Dweller had gear at this point)
Paul (lv2) S2 - P1 - E2 - C3 - I1 - A2 - L1 (COULD NOT PRY IT OPEN)
Nicole (lv2) S1 - P2 - E1 - C1 - I2 - A3 -L2 (COULD NOT PRY IT OPEN)
Level does NOT seem to be a factor here
Gear is NOT a factor here
------ TOTAL STATPOINTS are not a factor here
Strength ---------- IS a factor here
Perception --------not a factor
Endurance ------- not a factor
Charm ------------ not a factor
Intelligence ------ not a factor.
Agility ------------- not a factor
Luck -------------- not a factor
I sent 5 more dwellers to explore outside, and after 12 hours and 11 minutes: the results
Ashley left at level 2, and gained 3 levels.
Ashley did NOT survive
Ashley lasted 6 hours, 11 minutes. (Average 1 stimpack per 53 minutes)
Ashley used both Radaways
Ashley had about 50% Radiation Poisoning on revival
Ashley found 6 items, of which ONE was rare (average about 1 item per 62 minutes)
Ashley found 787 caps ( Averaging 2,12 caps/minute)
Ashley Died due to a Barnacle-Encrusted Mirelurk
Tammy left at level 2, and gained 4 levels
Tammy did NOT survive
Tammy lasted 8 hours, 36 minutes (average 1 stimpack per 73,5 minutes)
Tammy did NOT use her Radaways
Tammy had NO radiation poisoning on revival
Tammy found 9 items, no rares (average about 1 item per 57 minutes)
Tammy found 986 caps (Averaging 1,9 caps per minute)
Tammy died due to a Scavengers Dog
Doris left at level 18, and gained 6 levels
Doris did survive, with 20% health left
Doris lasted the full 12 hours 10 minutes with all stimpacks used. (Average 1 stimpack per 91 minutes)
Doris used her Radaways
Doris had 30% Radiation poisoning
Doris found 16 items (average 1 item per 45 minutes)
Doris found 750 caps (averaging 0,97 caps per minute)
It can be assumed that at 20% health she WOULD have used another stimpack, so I will calculate her average as if she used 8 stimpacks instead of 7.
George left at level 5 and gained 3 levels
George did NOT survive
George lasted 6 hours, 21 minutes (averaging 1 stimpack per 54 minutes)
George used his Radaways
george had 50% poisoning radiation on revival
George found 7 items (averaging 1 item per 54 minutes)
George 528 caps (averaging 1,3 caps per minute)
George died due to a Radscorpion
Roy hart left at at level 5 and gained 4 levels
Roy did NOT survive
Roy lasted 7 hours, 30 minutes (averaging 1 stimpack per 64,3 minutes)
Roy used his Radaways
Roy had 50% radiation poisoning on revival
Roy found 8 items (averaging 1 item per 56 minutes)
Roy found 467 caps (averaging at 1 cap per minute)
Roy died due to Fire Ant Warrior
CAPS PER MINUTE and ITEMS PER MINUTE
LV02-05 Ashley had an average of 2,1 caps per minute Ashley had 02 Strength - 01 Perception - 01 Endurance - 02 Charm - 02 intelligence - 13 Agility - 08 luck
LV02-06 Tammy had an average of 1,9 caps per minute Tammy had 01 Strength - 02 Perception - 13 Endurance - 02 Charm - 01 intelligence - 03 Agility - 07 luck
LV05-08 George had an average of 1,3 caps per minute George had 03 Strength - 09 Perception - 03 Endurance - 11 Charm - 03 intelligence - 03 Agility - 03 luck
LV05-09 Roy had an average of 1,0 cap per minute) Roy had 13 Strength - 01 Perception - 02 Endurance - 02 Charm - 01 intelligence - 01 Agility - 02 luck
LV18-24 Doris had an average of 0,97 caps per minute Doris had 01 Strength - 03 Perception - 02 Endurance - 01 Charm - 13 intelligence - 02 Agility - 02 luck
LV18-24 Doris had an average of about 1 item per 45 minutes Doris had 01 Strength - 03 Perception - 02 Endurance - 01 Charm - 13 intelligence - 02 Agility - 02 luck
LV05-08 George had an average of about 1 item per 54 minutes George had 03 Strength - 09 Perception - 03 Endurance - 11 Charm - 03 intelligence - 03 Agility - 03 luck
LV05-09 Roy had an average of about 1 item per 56 minutes Roy had 13 Strength - 01 Perception - 02 Endurance - 02 Charm - 01 intelligence - 01 Agility - 02 luck
LV02-06 Tammy had an average of about 1 item per 57 minutes Tammy had 01 Strength - 02 Perception - 13 Endurance - 02 Charm - 01 intelligence - 03 Agility - 07 luck
LV02-05 *Ashley had an average of about 1 item per 62 minutes Ashley had 02 Strength - 01 Perception - 01 Endurance - 02 Charm - 02 intelligence - 13 Agility - 08 luck
Ashley was the only one with 1 rare item
CAPS: Conclusive evidence that LUCK is related to caps found per minute. I would more or less guess that 1 point of luck increases caps per minute by 0.2, or slightly more. Other stats do NOT increase the amount of caps found.
ITEMS: Items per minute is determined by LEVEL, not by stats. It is impossible to ignore the level-itemfind ratio here, and the stats are simply too diverse to have a consistent relation to the itemfind. HOWEVER, it is possible that LUCK determines the quality of the item, albeit it slightly. I can't be conclusive about this, but the highest LUCK dweller was the only one to find a rare item, despite being the first to die.
STIMPACK AND RAD-X
LV18-24 Doris had an average of 1 stimpack per 91 minutes Doris had 01 Strength - 03 Perception - 02 Endurance - 01 Charm - 13 intelligence - 02 Agility - 02 luck
LV02-06 Tammy had an average of 1 stimpack per 73 minutes Tammy had 01 Strength - 02 Perception - 13 Endurance - 02 Charm - 01 intelligence - 03 Agility - 07 luck
LV05-09 Roy had an average of 1 stimpack per 64 minutes Roy had 13 Strength - 01 Perception - 02 Endurance - 02 Charm - 01 intelligence - 01 Agility - 02 luck
LV05-08 George had an average of 1 stimpack per 54 minutes George had 03 Strength - 09 Perception - 03 Endurance - 11 Charm - 03 intelligence - 03 Agility - 03 luck
LV02-05 Ashley had an average of 1 stimpack per 53 minutes Ashley had 02 Strength - 01 Perception - 01 Endurance - 02 Charm - 02 intelligence - 13 Agility - 08 luck
LV02-06 Tammy had about 00% radiation poisoning Tammy had 01 Strength - 02 Perception - 13 Endurance - 02 Charm - 01 intelligence - 03 Agility - 07 luck
LV18-24 Doris had about 30% radiation poisoning Doris had 01 Strength - 03 Perception - 02 Endurance - 01 Charm - 13 intelligence - 02 Agility - 02 luck
LV05-09 Roy had about 50% radiation poisoning Roy had 13 Strength - 01 Perception - 02 Endurance - 02 Charm - 01 intelligence - 01 Agility - 02 luck
LV05-08 George had about 50% radiation poisoning George had 03 Strength - 09 Perception - 03 Endurance - 11 Charm - 03 intelligence - 03 Agility - 03 luck
LV02-05 Ashley had about 50% radiation poisoning Ashley had 02 Strength - 01 Perception - 01 Endurance - 02 Charm - 02 intelligence - 13 Agility - 08 luck
STIMPACKS AND HEALTH: It is already known that Dwellers gain more health as they level. As such it is an obvious conclusion that Dwellers with more health also survive longer. In true fallout fashion one could argue that high int boosts the stimpack healing. However, I have not seen anything that indicates this has been implemented, as a stimpack brings dwellers to full health (as far as the radiation poisoning allows it). However, a note of interest seems to be that Tammy could do 73 minutes before healing, while Ashley, roughly the same level, would heal after 53 minutes. Endurance would then be the logical step to look at, but there is a significant difference between Roy and george as well, who were equal level for the most part. It is possible survivability is determined by, in order of importance: Level, Endurance, Strength. Doris would then be the top survivor because she has the higher level, follower by a low-level Tammy with maxed endurance, followed by Roy who is a higher level, with lower endurance, but superior strength. I believe this makes sense as this correlates with both rumors on endurance boosting health and strength boosting health.
RADIATION POISONING: This is conclusive evidence. Radiation poison eats away at hard hit point and not percentage HP: Doris with the most hitpoints after 12 hours and 2 radaways only had 30% radiation poisoning, while Roy, george, and Ashley all had the max 50% radiation poisoning on death. But more importantly; it seems reaching 13 endurance means explorers do not get Radiation poisoning, ever. Tammy did die yes, but on revival she had no poisoning whatsoever, AND she never used her radaways.
EXP GAIN AVERAGE (Special thanks to Shadow Walker!)
Note: these calculations will be very rough estimates and shouldnt be taken in great detail; for all I know these dwellers only gained 3,5 levels and were close to leveling before being sent out (I forgot to check that). For argument's sakes I will treat these calculations as the level gains minus half the last level requirement to compensate.
Doris: Level 18 to level 24 requires 6 levels of 24,300 EXP. I shall treat this as 5x24300+12150= 133650exp in 730 minutes. Average EXP gain per minute: 183
Tammy: level 02 to level 06 requires 12600+12150+12150+(14580/2= 7290)= 44190exp in 516 minutes Average EXP gain per minute: 085
Roy: Level 05 to level 09 requires 4 levels of 14580 EXP. I shall treat this as 3x14580+ 7290 = 51030exp in 450 minutes Average EXP gain per minute: 113
George: Level 05 to level 08 requires 3 levels of 14580 EXP. I shall treat this as 2x14580+ 7290 = 36450exp in 381 minutes Average EXP gain per mintue: 096
Ashley: level 02 to level 05 requires 12600+12150+(12150/2 = 6075) = 30825exp in 371 minutes Average EXP gain per minute: 083
LV18-24 Doris gained 6 levels in 730 minutes Average 183exp/min Doris had 01 Strength - 03 Perception - 02 Endurance - 01 Charm - 13 intelligence - 02 Agility - 02 luck
LV05-09 Roy gained 4 levels in 450 minutes Average 113exp/min Roy had 13 Strength - 01 Perception - 02 Endurance - 02 Charm - 01 intelligence - 01 Agility - 02 luck
LV05-08 George gained 3 levels in 381 minutes Average 096exp/min George had 03 Strength - 09 Perception - 03 Endurance - 11 Charm - 03 intelligence - 03 Agility - 03 luck
LV02-06 Tammy gained 4 levels in 516 minutes Average 085exp/min Tammy had 01 Strength - 02 Perception - 13 Endurance - 02 Charm - 01 intelligence - 03 Agility - 07 luck
LV02-05 Ashley gained 3 levels in 371 minutes Average 083exp/min Ashley had 02 Strength - 01 Perception - 01 Endurance - 02 Charm - 02 intelligence - 13 Agility - 08 luck
I believe this one didn't really need to be checked, but I did it regardless to see if there MIGHT be a statistics discrepancy. However, I am inclined to not think SPECIAL stats are related here. In fact, I think exp gain per minute is only determined by how long the Dweller has been outside; the farther the Dweller leaves the Vault, the stronger the monsters will be. They start off with bloatflies, radroaches, and scavenger dogs (who are strangely the one type of mob to be consistently present in one shape or form). Then later on you get Molerats, Yao Guai's, mirelurks, etc. All stronger mobs that are worth more exp. Plus, I already noted earlier that I wasnt sure what the exp bars were on my dwellers. It is not impossible for George to have just leveled to level 5 as I sent him off, while Roy might have been closer to level 6. If you take that into consideration, then that 113exp might drop closer to 105, while the 096 might rise up to 105, which brings them about even on average. Or maybe Roy lived on the threshold just long enough to encounter a few higher-level mobs for the slight bit of extra exp before dying. Doris never died, so she could exp farm to her hearts desire. The numbers are not accurate enough for perfect calculations, but I believe exp gain is determined by time outside alone and monsters killed, with the exp not being manipulated by the stats. Unless someone can disprove this, I think I shall keep that as my conclusion regarding EXP gain.
So, this is some fairly conclusive stuff here.
Facts:
Itemfind is determined by level, not luck
caps per minute is determined by luck
Level boosts health
Endurance boosts health (or defense) AND radiation resistance
Strength boosts health (or defense), but significantly less than Endurance
Radiation can be negated completely with maxed endurance, even on low-level dwellers.
EXP gain is directly related to how long a Dweller can both survive AND fight outside. The longer a Dweller roams outside, the stronger the monsters he will fight. So equipping a Dweller with a strong weapon ensures he is able to kill tougher monsters for better EXP gain.
About Level: Simply put higher level Dwellers find more gear per hour compared to lower level dwellers. Higher levels mean more health as well.
About Weapons: A strong weapon will have Dwellers fight monsters more often. Stronger weapons mean shorter battles, with less damage taken.
About Strength: Strength seems to be directly related to survivability. I cannot determine if this is related to dealing damage for shorter battles, or just taking less damage in it's own. In any case strength is related to better survivability, but LESS so than Endurance or Level
About Perception: Perception seems to be related to how well a dweller is able to escape or even take damage in battle. A higher perception does NOT reduce damage taken, but it seems to increase your odds of less damage taken.
About Endurance: Dwellers with higher Endurance are more willing to fight enemies. Endurance DOES boost radiation damage to the point where at 13 dwellers take no damage from radiation at all (this might be at 10, needs more testing). Endurance boosts overal survivability more than Strength does, but less so than Levels do.
About Charm: inconclusive, though I suspect charm might be useful when encountering wild NPC's such as Talon Mercenaries or Outcasts etc.
About Intelligence: Inconclusive, could not do any proper testing
About Agility: This might be related to luck or other stats, but I noticed that the Dweller with better Agility tended to take less damage while escaping from mobs. This was particularely noticable during Yao Guai escapes. This may be a coincidence, but interesting enough to warrant more testing
About Luck: Luck does NOT boost finding more items (I suspect it does slightly increase odds of the quality though). Luck DOES boost your caps found per minute, with roughly 0.2 caps per minute per level of luck. To compare, more or less this means that after 24 hours a 1 luck Dweller (0,8 caps/minute) will find roughly 1150 caps, while a 10-luck dweller (2,6 caps/minute) would find roughly 3740 caps. These are very ROUGH estimates, though they are conclusive enough.
When I have the time for it, I will do some further testing, this time with some higher level dwellers with more specialised statpoints
(to be continued)
Statpoint notes in-vault:
production time is not sped up by having high-level or high-statpoint dwellers working in said room.
production rush % odds are not influenced by characters with luck, nor by level. It seems to be solely influenced by the total amount of related statpoints working in said room.
OP speculation on levels and stat effectiveness:
Is it possible that level determines how effective a statpoint is? Is it possible that a level 30 dweller with 2-2-2-2-2-1-1 is more effective exploring than a lv1 dweller with the same stats, not counting the HP difference? I will attempt to test this further in the future, but if this is the case then leveling has the additional benefit of adding HP AND boosting the stats in an invisible (on screen) way.