Fallout Shelter
s0laris May 25, 2017 @ 6:12am
Dweller health
Hey,

Had some suspicion before, but yesterday went through some testing and wiki reading:
http://fallout.wikia.com/wiki/Fallout_Shelter_SPECIAL

Problem: If you level up your dwellers that are below the max achievable Endurence, they will have lower max HP than the ones you train at level 1 to max endurence before sending them out for quick leveling.

This makes rare or legendary dwellers crippled on the longer run as they always come higher level.

Is there any way to correct this? Or should i just train new folks and throw away the legendaries?
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Showing 1-15 of 49 comments
Eratosthenes May 25, 2017 @ 6:44am 
I wouldn't say it cripples them. The difference in health isn't huge; they'll still likely be fine in quests/wasteland/incidents.
JPMcMillen May 25, 2017 @ 7:11am 
Unless you are playing on survival, I wouldn't worry. I've had dwellers that leveled from 1-50 with only a 10 End (no outfit bonuses) and they were fine. For rare/legendary dwellers, just train them to 10, get them a +5 or +7 end outfit, and you can probably make up most of what they lost fairly quickly.
s0laris May 25, 2017 @ 7:39am 
Originally posted by JPMcMillen:
Unless you are playing on survival, I wouldn't worry. I've had dwellers that leveled from 1-50 with only a 10 End (no outfit bonuses) and they were fine. For rare/legendary dwellers, just train them to 10, get them a +5 or +7 end outfit, and you can probably make up most of what they lost fairly quickly.

I am talking about the early game where you need to send whatever you can to the Wasteland to get caps, clothes and weapons. Training E only comes later. I got James and Alistair early and they were the guys jumpstarting my vault with wasteland loot, but due to the quick leveling on low E means they are crippled now and only good in the vault. You cannot use them for questing, cannot use them for wasteland runs because they chew through stimpacks like candy and when they get to a location, they have a good chance to die if low on stims (last encounter pitted James against deathclaws and he died in no time due to being very low on stims).

JPMcMillen May 25, 2017 @ 7:48am 
Originally posted by s0laris:
/Snip.
You can always kick them out of the vault once you have End 10 people to replace them with.
s0laris May 25, 2017 @ 7:57am 
Originally posted by JPMcMillen:
Originally posted by s0laris:
/Snip.
You can always kick them out of the vault once you have End 10 people to replace them with.
Indeed i can, but how is that rewarding gameplay wise? :) I do like the idea of forming the elite squad i use for wasteland or questing from the famed Fallout characters.

This mechanic is stupid and should either go, or new feature should be added to the game to correct it. Dunno, new room? Personal quest? At the moment those legendary dwellers do not feel like a reward when a level 1 fully trained normal dweller is outperforming them (minus the weapon and armor they come with).
Battleseed (Banned) May 25, 2017 @ 8:34am 
Originally posted by s0laris:
Is there any way to correct this?
Nope. Every time they level up without having max E, the lost HP can't be made up. It's lost potential.

Originally posted by s0laris:
should i just train new folks and throw away the legendaries?
Depends. In normal, the need for having 17 E from level 1-50 is far less than being needed in survival. The role they play will matter as well. Wasteland explorers will benefit the most from max HP as they fight solo in random encounters. At 50, those fights can be tough when it's versus multiple deathclaws at once, including a boss. The max HP dweller wont need to chug stims. If the dweller is 1 of 6 in a non defence vault room, it won't matter as much. So it's up to you where you draw the line to keep them or not.

For me, once the E training room is unlocked, don't keep any dwellers that can't reach 13E per level on average. My vaults don't expand past 50 dwellers on normal and 35 on survival till all the substandard dwellers have been replaced. This is in conjuction with my other two rules. Not upgrading rooms to level 3 and not leveling dwellers that stay in the vault. Makes incidents less of an issue.
Last edited by Battleseed; May 25, 2017 @ 9:12am
Symatrix Hill May 25, 2017 @ 9:27am 
Originally posted by s0laris:
Hey,

Had some suspicion before, but yesterday went through some testing and wiki reading:
http://fallout.wikia.com/wiki/Fallout_Shelter_SPECIAL

Problem: If you level up your dwellers that are below the max achievable Endurence, they will have lower max HP than the ones you train at level 1 to max endurence before sending them out for quick leveling.

This makes rare or legendary dwellers crippled on the longer run as they always come higher level.

Is there any way to correct this? Or should i just train new folks and throw away the legendaries?


I do not like the way this mechanics work and it is unfair.Basically we need to give a lv 1 max Endurance lv 10 + max Endurance gear and now we are able to lv upp from 1 to lv 50 and now we get max hp and that sucks.
The mechanics should be based on the lv your warrior got ( 1 - 50 ) and on each lv you are at you get a hp bonus depends on lv endurance ( 1 - 10 ) and + lv endurance gear your warrior use.
This way nobady get crippled but i guess the devl never gonne changes the mechanics so whay not writhe down al new dwellers afther they got max endurance lv and gear and now you lv them upp to lv 50 and all your other bad dwellers you just send them to wasteland whitout any gear and weapon and just let them die and now you breed new kids ,-)

https://www.reddit.com/r/foshelter/comments/3ibkjj/endurance_affects_hp_only_during_leveling_not/


( sorry my english by the way )
Tetsuri May 25, 2017 @ 11:19am 
uh, the thing is, there's nothing special about legendary dwellers, except they come wit free unique gear. So, wai does it matter if you throw them away? Mostly, you just want a higher SPECIAL dweller in the early game to give yourself an easier time... after that, they don't matter.
Last edited by Tetsuri; May 25, 2017 @ 11:20am
Symatrix Hill May 25, 2017 @ 1:36pm 
If you look at it that way whay throw anyones when you need them al to unlock new building ,-)
Basically if you feel to swap out any dwellers whay not doit at the time when you reach max population.
s0laris May 25, 2017 @ 1:38pm 
Originally posted by packor:
uh, the thing is, there's nothing special about legendary dwellers, except they come wit free unique gear. So, wai does it matter if you throw them away? Mostly, you just want a higher SPECIAL dweller in the early game to give yourself an easier time... after that, they don't matter.
Its a little flavor :) Also, consider that most of them are coming from a box, making the reward kinda useless on the longer run, the equipment on them worth more (in Alistair's case, not even the equipment).
Symatrix Hill May 25, 2017 @ 2:53pm 
Alistair is a nice boost when you need to make more kids ( early on ) whit 3 nice stats and 1 of them is luck.
Tetsuri May 25, 2017 @ 3:41pm 
Originally posted by Symatrix Hill:
If you look at it that way whay throw anyones when you need them al to unlock new building ,-)
Basically if you feel to swap out any dwellers whay not doit at the time when you reach max population.
dwellers are not hard to get. You simply breed a new baby, the only challenge is being able to produce enough for upkeep. It's very easy on a non-survival vault to rush your way to 100 dwellers to unlock all buildings before you even have the caps for them.

There are actually only 2 things that actually really take time in this game. Training up stats and getting equipment. If you spent a whole 2 weeks max-ing out a dweller, just to have subpar hp on it because it was level 20 two end before stat train, then it's possible that you may not liek it so much. It's possible that you don't care, they can still function; but I'd say that there's really not much to this game, so wai not get 10+ end level 1 dwellers? It's not that hard to set up for it. You can be sentimental and not throw away dwellers if you want. You're free to play the game your way, but for me, I'd prefer better stats.

As for legendary dwellers, liek I said, they're not special. You can rename your generic dweller and give him/her a makeover, and voila, legendary dweller, with better stats...
Last edited by Tetsuri; May 25, 2017 @ 3:47pm
rock May 25, 2017 @ 4:01pm 
Short answer: You want to throw away your starting dwellers, but you don't need to.

Longer answer: It doesn't really matter once dwellers hit lv30+. If they stay in the vault, you can easily have them deal with any vault threat provided they have good weapons (16+ damage). So, no, you don't need to replace your old dwellers or throw away legendaries. The only time it will matter how much health they have is defending the vault door from death claws on higher average dweller level and sending dwellers on quests.

For quests, you want 17E dwellers, as the toughest quests in the game are pretty damn crazy, especially if you're playing on survival. Bosses can one-shot even 15E, lv50 dwellers if you're not prepared. For defending the vault door 10E is about as much as you would want. I generally take the 15E dwellers, that I sent on quests and later replaced, to guard the door, the first level, and the second level. The rest don't really matter and are up to you if you want to replace or not.
Tetsuri May 25, 2017 @ 4:30pm 
Originally posted by RockTheShoulder:
For quests, you want 17E dwellers, as the toughest quests in the game are pretty damn crazy, especially if you're playing on survival. Bosses can one-shot even 15E, lv50 dwellers if you're not prepared.
Just an add on. So, for quests, it's probably best to send your highest hp dwellers(if your dwellers are not already all 50's), and that'll give them an edge, because monster strength is based on your vault's average level, let meow know if I'm wrong.
Battleseed (Banned) May 25, 2017 @ 4:40pm 
Originally posted by packor:
Originally posted by RockTheShoulder:
For quests, you want 17E dwellers, as the toughest quests in the game are pretty damn crazy, especially if you're playing on survival. Bosses can one-shot even 15E, lv50 dwellers if you're not prepared.
Just an add on. So, for quests, it's probably best to send your highest hp dwellers(if your dwellers are not already all 50's), and that'll give them an edge, because monster strength is based on your vault's average level, let meow know if I'm wrong.
Nope. Overseer quests are set. You know what they will be before you send the dwellers and why they have min requirements. Random encounters in the wasteland (eg:Red Rockets) will be based on that dwellers level. Why a lvl 50 dweller with 2E gets wreckt on those.

The stuff that attacks the vault via the front door, that is determined by the avg level. The stuff that spawns inside the vault is determined by the room size and upgrade level.
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Date Posted: May 25, 2017 @ 6:12am
Posts: 49