Fallout 4

Fallout 4

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k1rage Nov 5, 2015 @ 5:53am
Will Endurance be retrocative?
anyone have any info on this?

If like in FO3 end is not retoactive it may behoove anyone who wants to min/max to start with high End
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Showing 1-15 of 19 comments
k1rage Nov 5, 2015 @ 6:15am 
I take it that no one has any idea....

Gubbkirk Nov 5, 2015 @ 6:16am 
Retroactive in what aspect?
JJ Nov 5, 2015 @ 6:23am 
im guessing you mean if you bump your END up to 10 half way through the game will it increase your health as if you had 10 END since lvl 1? probably, they most likely just have a formula that sets your health by taking your lvl & your END. so i dont think you really have to worry about it to much.
k1rage Nov 5, 2015 @ 6:25am 
Originally posted by JJK:
im guessing you mean if you bump your END up to 10 half way through the game will it increase your health as if you had 10 END since lvl 1? probably, they most likely just have a formula that sets your health by taking your lvl & your END. so i dont think you really have to worry about it to much.

this is indeed what im talking about and its quite important as to how much END to take at the start, if its not retro-active (ala FO3) then its wise to start with at least 9 END, if it is reto-active then you can take it whenever and it wont matter
JJ Nov 5, 2015 @ 6:28am 
idk, i dont mind having a bit lower health really, more concerned about the DT on my gear
Last edited by JJ; Nov 5, 2015 @ 6:28am
Ogmok Nov 5, 2015 @ 6:28am 
EDIT: I just checked Orcz.com and they got different amounts of life for the lifegiver perk (3 ranks, +20hp each). That ruins the calculation below. I'll keep it here anyways because the calculation itself (with endurance involved) still sounds reasonable, even though the min / max hp will be different.


ORIGINAL MESSAGE:

Vault111.com got some information about the hitpoint system as a sidenote to the perk "lifegiver". --> I can't tell you how much speculation is involved, but it sounds reasonable:

Perk lifegiver: instantly get +30 hitpoints per rank (4 ranks; +30 - 120 hp total)

Hit Points are calculated at 80 + (END x 5) and increase by 3 + (END/3) per level rounded up. Maximum achievable number of Hit Points is 600 at level 51 with 4 ranks in Life Giver and a starting Endurance of 10. Minimum achievable number is 285. Hit Points do not increase beyond level 51. Base number of Hit Points increase retroactively as your Endurance level goes up, but level increments do not. Being poisoned or irradiated will reduce your maximum number of Hit Points until removed.

All subsequent ranks have level requirements and may also include additional features. Suggested features: heal twice as fast whilst sleeping, recover 50% more health from fresh food and water. Full details to be confirmed.

--> my first character will start with 7 endurance. He will potentially lose up to 50hp (550 instead of 600hp, depending if I max endurance before I hit level 51).
Last edited by Ogmok; Nov 5, 2015 @ 6:31am
k1rage Nov 5, 2015 @ 7:49am 
Originally posted by Ogmok:
EDIT: I just checked Orcz.com and they got different amounts of life for the lifegiver perk (3 ranks, +20hp each). That ruins the calculation below. I'll keep it here anyways because the calculation itself (with endurance involved) still sounds reasonable, even though the min / max hp will be different.


ORIGINAL MESSAGE:

Vault111.com got some information about the hitpoint system as a sidenote to the perk "lifegiver". --> I can't tell you how much speculation is involved, but it sounds reasonable:

Perk lifegiver: instantly get +30 hitpoints per rank (4 ranks; +30 - 120 hp total)

Hit Points are calculated at 80 + (END x 5) and increase by 3 + (END/3) per level rounded up. Maximum achievable number of Hit Points is 600 at level 51 with 4 ranks in Life Giver and a starting Endurance of 10. Minimum achievable number is 285. Hit Points do not increase beyond level 51. Base number of Hit Points increase retroactively as your Endurance level goes up, but level increments do not. Being poisoned or irradiated will reduce your maximum number of Hit Points until removed.

All subsequent ranks have level requirements and may also include additional features. Suggested features: heal twice as fast whilst sleeping, recover 50% more health from fresh food and water. Full details to be confirmed.

--> my first character will start with 7 endurance. He will potentially lose up to 50hp (550 instead of 600hp, depending if I max endurance before I hit level 51).

very interesting thanks for that

so basically base is retroactive, but level bonus is not

so its a good idea to start with high endurance but not all together mandatory if i understand you correctly
Ogmok Nov 5, 2015 @ 7:52am 
you'll most likely get the maximum possible hitpoints only if you start with 10 endurance. The question is: "how many hitpoints to you lose if you do not start with E10? And how many are you willing to sacrifice?"

I don't like putting 10 into endurance at the beginning though since I guess that the bobbleheads shown in a few videos will probably give +1 to the attributes (that's only guessing of course).

Starting with 7 endurance sounds like a very good compromise for me; I'll have a lot of life, but I still got enough points for other stuff. I hope that I won't need the maximum hitpoints in the endgame with superior Intellect and perks ^^

My second character will probably start as an Endurance and Melee monster...
Last edited by Ogmok; Nov 5, 2015 @ 7:54am
k1rage Nov 5, 2015 @ 7:54am 
Originally posted by Ogmok:
you'll most likely get the maximum possible hitpoints if you start with 10 endurance.

I don't like it though since I guess that the bobbleheads shown in a few videos will probably give +1 to the attributes (that's only guessing of course).

Starting with 7 endurance sounds like a very good compromise for me; I'll have a lot of life, but I still got enough points for other stuff. I hope that I won't need the maximum hitpoints in the endgame with superior Intellect and perks ^^

I intend to start with 9 int and 9 end and head strait for the bobble heads if at all possible

seems like the best way to build
-shhfiftyfive Nov 7, 2015 @ 8:18pm 
it was NOT retroactive in the mobile game recently released. fallout shelter. if your dweller didn't have E10 at level 1 before leveling, AND if you didn't level that E10 while wearing high END gear, then your dweller's health pool was gimp as hell and it was a worthless dweller. (in regards to sending it out to wasteland for days to get a chance for good gear, which is based on how long they can stay outside)

for everyone still wondering the formula, here:

in fallout 4, you start with minimum 85 hp (80 base + 5 per point of END. starting with 1 END.)

you will get 5 hp per point of END. E1 is 85 start. E10 is 130 start.


ALSO, per level, you will get 2.5 hp PLUS 1/2 of your current END level.
that's (2.5 + (.5 * END)) PLUS (that 80 base + 5 per END)

then there's the question of END clothing... were you wearing END gear when you leveled? in fallout shelter this factored into the 2.5 + (.5 * END)

the difference is massive.
Last edited by -shhfiftyfive; Nov 7, 2015 @ 8:21pm
Inherited Nov 7, 2015 @ 8:24pm 
I was already planning to take 7 endurance at the start because going to play on hardest difficulty. However this is indeed interesting, you would get shafted pretty hard though if you go low END at begin and later take higher and it doesn't scale.
-shhfiftyfive Nov 7, 2015 @ 8:26pm 
best way to test is when you get fallout 4, use console to boost your character level to 101. then boost endurance to 10. then check your health against the known formula to see if it is retroactive or not.
-shhfiftyfive Nov 7, 2015 @ 8:27pm 
im also curious if END can be boosted to 11 or 12 with bobblehead and that special baby book. i know we can't spend perk points to boost it beyond 10, but it is untested to see if we can use the other 2 items to boost above 10.
Inherited Nov 7, 2015 @ 8:29pm 
Originally posted by -shhfiftyfive:
im also curious if END can be boosted to 11 or 12 with bobblehead and that special baby book. i know we can't spend perk points to boost it beyond 10, but it is untested to see if we can use the other 2 items to boost above 10.

Yes endurance can go above 10, otherwise solar powered last perk in END tree would give a useless effect: grant +2 endurance because you need 10 for the perk itself. Every stat can go above 10.
Last edited by Inherited; Nov 7, 2015 @ 8:31pm
-shhfiftyfive Nov 7, 2015 @ 8:31pm 
Originally posted by Inherited:
Originally posted by -shhfiftyfive:
im also curious if END can be boosted to 11 or 12 with bobblehead and that special baby book. i know we can't spend perk points to boost it beyond 10, but it is untested to see if we can use the other 2 items to boost above 10.

Yes endurance can go above 10, otherwise solar powered last perk in END tree would be useless.
that's not the same. you would think it should be, but it is a case by case basis. test individually. do not assume.
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Date Posted: Nov 5, 2015 @ 5:53am
Posts: 19