What's your room width for training rooms?

Post » Sun Feb 14, 2016 9:31 am

I've reached a conundrum on how wide and upgraded to make training rooms.



Endurance training is a no brainer. 3 wide and fully upgraded since every dweller wants a high endurance to maximize health upgrades on level up.



Luck as I hear is another big one for caps out in the waste and somewhat partially to room rushes, taking a big backseat to the room's stat. So that might get a 3 wide full upgrade since everyone will want to train it.



But then the other rooms don't ever have quite as many trainees that need to go through them at once... Or it feels that way to me.



How do you guys handle these rooms? It feels dangerous to go three wide and stick 1 or 2 dwellers in to train, the incidents might kill them. But I suppose I have the cash to revive them at this point too.

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Robert Bindley
 
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Post » Sun Feb 14, 2016 2:15 am

I use three wide rooms. I read somewhere that dwellers train faster when the rooms are full. At least until every explorer will have full SPECIAL, there is no reason to have them smaller. I even have Two three wide strength and endurance rooms, always (almost) full.

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carrie roche
 
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Post » Sun Feb 14, 2016 5:46 pm



I can't remember the source either, but I've also read, tested, and confirmed this, although the training time reduction only amounts to minutes. However, going up multiple points on multiple characters adds up to hours saved.


There really is no reason to not have at least one full 3-block room for each stat, as you'll eventually end up with more dwellers than rooms, why not make more power for training rooms?
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Bek Rideout
 
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Post » Sun Feb 14, 2016 4:51 pm

Six blocks of endurance room. Six blocks of gaming room. Other training room are just three blocks. All training room are level 1 because I don't want headache fighting radroach molerat.
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Alexander Horton
 
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Post » Sun Feb 14, 2016 6:35 am

always 3. only 2 width room is lounge (charisma). but i built 2 X 2 width lounge to make it up

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Melung Chan
 
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Post » Sun Feb 14, 2016 11:49 am

For me, END rooms should be 3*sized, upgrade 3 (currently I have two) since the first thing you want to do with a dweller is to fully train END to 10, and that takes a long time.



Rest of the rooms vary, but I found resource ones can stay 2*size, upgrade 2 without many issues, as long as you rotate dwellers working and training (the first 20 SPECIAL points in a room are the most important, points over 20 just decrease resource batch timer by few seconds). Since the last couple of points take the longest to train, early on you may just train resource stats to 6-7 on the dwellers that man resource rooms, which gives a nice output boost; then, later on you can have them train their resource stat to 10.



You'll mainly want to max all stats on your wanderers.

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Sian Ennis
 
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Post » Sun Feb 14, 2016 6:36 am

I use 1 width and the difference for having 3 is about 5 minutes and fully upgraded about 10 minutes :) Or you can save yourself 10k and just have a single room

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Kelly Tomlinson
 
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Post » Sun Feb 14, 2016 3:53 pm

The strategy that worked the best for me so far was triple rooms with no or only one upgrade. Better avoid fully upgraded rooms because they attract high level radroaches and molerats. Only endurance room has full upgrades because that is the most important stat (higher endurance means more hp when leveling up and is the most important when exploring, you last longer) , and it is only alvaible when you are already having molerat attacks (it starts when you have 35 dwellers), so you have to be reeeal quick with endurance training.

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Joanne Crump
 
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Post » Sun Feb 14, 2016 12:54 pm

I trained mine up before the Deathclaw patch using triple rooms (multiples of each room) ... I have all 200 dwellers maxed for each SPECIAL ... they will train faster in a large full room ... at low levels this doesn't make a difference but a fully upgraded triple room with 6 training dwellers will get from 9 to 10 a lot faster ... if you are only training a few SPECIALs and not going all the way to 10 then it isn't as critical

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suzan
 
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Post » Sun Feb 14, 2016 4:36 am

No they won't get there allot fast, they get there about 10 minutes faster, which out of 16 hours is hardly worth upgrading for!

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suzan
 
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Post » Sun Feb 14, 2016 5:41 am


Actually I think I saw a large difference on 9 to 10 as well. I'll have to check in the next one that is making the transition just to be sure.



But last time I had a room of five dwellers going from 9 to 10 and one going from 8 to 9 and the timer *I think* started at 16 hours and some minutes.



I believe it is usually 20 hours from 9 to 10. In one wide rooms without upgrade that is and the dweller being alone.



If what I remember is correct that is actually a pretty sizable difference. Jury's out, I'll probably see it again in a couple days. I have some training to 8 now in my 3 wide fully upgraded endurance room.



EDIT:


Ok definitely it's 16 hours and 45 minutes for a fully staffed and fully upgraded room.



My other guy in a fully upgraded room but alone is at 18 hours!



I'll see the worst case in 10 hours and update.

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Adam Kriner
 
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Post » Sun Feb 14, 2016 7:49 am

I use 2 wide rooms for training I have 14 training rooms, building 7 more, and they spell SPECIAL in descending order. https://scontent-dfw1-1.xx.fbcdn.net/hphotos-xlt1/v/t1.0-9/11990498_10153736219733812_306211242144225487_n.jpg?oh=70e75abd221b755547ad2bb226b4d134&oe=5678A82F

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Syaza Ramali
 
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Post » Sun Feb 14, 2016 4:28 pm

There are studies claiming that stats make no difference with the in-vault fights and only dweller level affects HP in vault. Training all dwellers in END would be useless if that's true. Does anyone have two level 50s they can throw in the same room, one with 1 END and one with 10 END? Observing how much damage the two take in the same incidents would tell if this is wasted time spent training END.

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Pixie
 
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Post » Sun Feb 14, 2016 2:19 pm

I only have mine two wide because I'd rather have the resource rooms three wide for maximum output.

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Nicholas C
 
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Post » Sun Feb 14, 2016 9:24 am

Endurance adds more HP's to their total when they level up. So that's why you do it before leveling them if possible.

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Auguste Bartholdi
 
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Post » Sun Feb 14, 2016 3:03 pm

Ok so an update.



1 wide un-upgraded room 9-10 stat and dweller alone = 20+ hours



3 wide fully upgraded 9-10 stat and dweller alone = 18+ hours



3 wide fully upgraded 9-10 stat and dweller with max room mates = 16+ hours



So you can save a max of 4 hours. I don't know what the savings are for the lower levels but I'd wager they are diminished like 8-9 being a max of 2-3 hours saved.



This isn't as significant as I hoped it would be. At the stage I'm at I should probably just spend caps to molerat proof my vault instead.



I suppose when you have high volumes of dwellers it would be worth it though.



It seems like the full upgrades save you 2 hours and the population of the room can save an additional 2 hours. Not worth 12k caps unless you have nothing else to do with them. Which many may not.

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Kristina Campbell
 
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Post » Sun Feb 14, 2016 4:52 pm

That's interesting, I hadn't heard this before. Is there a study somewhere? It's really frustrating that this game has so many hidden stats, all of the other Fallout games have full disclosure of stats, formulas and mechanics.

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Curveballs On Phoenix
 
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