Theory: HP gain is exclusively determined by endurance at leveling up.maximum Health is not affected by SPECIAL changes or equipping/unequipping outfits without leveling up.Health gained is affected by outfits worn.Health progresses in a linear fashion, if no stat changes a dwellers gains the same amount of health every level.) Then I sent them out in the wasteland and watched how they gained HP. I trained 7 dwellers to have 2 in each stat with one exception (E.g. Special gains do not affect the current health, what I was trying to find out was which stats affect health. outfits worn do not affect the health gained, 2. I discovered that the base health of each dweller is 105 HP for a Level 1 Dweller.įirst test: I assumed that 1. The tools used were: This savegame decrypter so I could read the values using this editor. Medium priority for weapon alocation.ĭedicated Quest Strike teams (you'll want 9 dwellers total): Maxed HP as above, max Agility and Max Luck, highest priority for gear and weapons.Įveryone else: Max endurance is neat, but at least get them to lvl 50 so they don't melt to radscoripions.I couldn't find anything in the wiki, so I've looked into how endurance affects the health of your vault dwellers. But ideally if you want to play the eugenics simulator focused experience like I and some other do the basic algorithm is:ĭedicated Explorers: At lvl 1, max endurance, send them out for first missions until lvl 50 with the gear with the most endurance you can muster, high luck for caps. The most important thing you'll get from early exploration is caps and blue gear, though you'll be replacing it with gold gear soon enough. don't worry about it! You can fret about min/maxing stats later in the game. Tl DR: The ironic thing after all of this spiel is. It's useful to have but you can comfortably clear most missions without min/maxing endurance (Though high agility deos help). Should you panic now that you have characters in high levels that didn't have increased endurance? Nah. By the by stats do indeed go over 10, so theoretically dwellers achieve peak max HP by leveleing from lvl 1 to 50 with the legendary gear that gives you +7 endurance. What this works out to is that characters with low endurance when leveling up will have much less HP than characters that leveled up with high endurance. I don't remember the numbers off the top of my head, but, let's say that when you level up you gain 5 + Endurance max HP. ![]() The way endurance works is that it determines how much HP you gain when you level up. And I think in combat gives you higher chance to get critical hits in combat.Īlso, allow me to explain the relationship of endurance and HP, because it's poorly explained in game. It also increases your firing speed but only during combat (as in when you're controlling dwellers). Intelligence increased % chance to beat certain events.Īgility increases % to run away from powerful enemies, so it's a minor health boost in a roundabout way. I still send 'em with 10 or so becasue they might get a random encounter with rad inflicting enemies, but it makes them unecessarily.Ĭharisma increases % chance to find friendly people that give you extra supplied. It doesn't help at all in this game with energy weapons!!!!!Įndurance over 10 makes you immune to radiation, so you don't have to spend that much on Radaway. Perception increases chance of getting higher rarity items, though in my experience you'll outgrow blue weapons before long anyway. Strenght increases damage delt and gives you higher % chance to beat certain locked events.
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