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Step 2: Put it in high endurance/luck gear best you can find
Step 3: If you have adamage reduct pet use it on them
Step 4: GIve said character 25 stims/25 rad-away
Step 5: Send into wastes for 6 days
Step 6: You now have a lvl 50 character that wil never ever ever fail a mission and is all but unkillable as a lvl 1 10 endurace character will cale HP on lvls, this character will at lvl 50 have over 1200HP and be all but unkillable.
Step 7: Profit.
Actually, if the dweller has a 10 endurance and an outfit that boosts endurance, they won't need rad-away unless they explore a discovered location. I've tried that out recently with two dwellers, both with 10(+3) endurance, sent them out with 25 stims/0 rad-away. They both came back with full inventories, most of their stims, and ZERO radiation damage.
When I lost my runner, she had very little rads and over half heath, and was basically one shotted by a glowing green rad scorp with a red scull by his health indicator. Beating this boss did not even cpmplete the mission.
To reproduce, max out all attributes on 2 toons and place them in Power Armor. One was equipped with a Tuned Alien Blaster, the other has a Tuned Laser Rifle. Then run a low level quest. See how it scales way above what a level 12 character could handle. But also notice that the quest/mission rewards more xp to your tunes than you would expect.
Frankly, don't really care. A game is a game. This is just not the behavior I expected so thought I should warn/complain a little. And... knowing is half the battle! :)