Fallout Shelter
Missions scale weird
Yesterday I noticed something strange with the missions. I took a level 46 and a level 36 charecter, both with completely maxed out stats in power armor on a level 12 mission. During the low level mission, no enemies spawned accept Rad Scorpions, and frequently in large numbers. My Level 36 only made it about half way and died by some super attack a boss creature made, taking over half her HP in one attack. I was able to get through it with the level 46. It should have been an easy walkthrough for either of them alone, but such was not the case. Note, my level 46 was a 49 when I finished the level, where I probably should have gotten little experience.

So, Warning! Despite a mission being low level, if you bring high level carecters, the level will scale to challange the highest level charecter. So, even if you bring 3 charecters, make sure they are close or equal in level to the highest level in the group.
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Showing 1-9 of 9 comments
Tetsuri Jun 6, 2017 @ 11:57am 
uh, believe it scale wit your average or some
Viking Jun 6, 2017 @ 1:30pm 
Step 1: Take lvl 1 character and max every stat it can have with training rooms
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.
JPMcMillen Jun 6, 2017 @ 3:45pm 
Originally posted by ApocNizmith:
Step 1: Take lvl 1 character and max every stat it can have with training rooms
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.
Tetsuri Jun 6, 2017 @ 5:09pm 
well,that doesn't work 100%, I have sent a dweller with +3 end, for her to pick up a +5 perception and wear that. That worked out for me tho, because that gave her increased drop rate, so her inventory filled faster, but her hp gain was reduced. So unless you're wearing heavy wasteland or some other legendary, there's a chance you'll still need radaways.
Good to know JPMcMillen, but I was not exploring, I had them on an actual mission.
To elaborate, it was not the radiation I could not control, and I had plenty of stims and rad-away. It was the constant spawning of 'near to top' enemies (in a level 12 quest/mission).

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! :)
JPMcMillen Jun 6, 2017 @ 8:05pm 
Originally posted by packor:
well,that doesn't work 100%, I have sent a dweller with +3 end, for her to pick up a +5 perception and wear that. That worked out for me tho, because that gave her increased drop rate, so her inventory filled faster, but her hp gain was reduced. So unless you're wearing heavy wasteland or some other legendary, there's a chance you'll still need radaways.
As long as they are wearing an outfit with +5 in total bonuses, they won't change outfits. I used ones with +3 end and +2 perception. Supposedly a higher perception finds items more often.
Tetsuri Jun 7, 2017 @ 3:41am 
right, if your dwellers have one that have end on them
Unseen Jun 7, 2017 @ 4:10am 
Some of those enemies like the green rad scorpion or alpha deathclaw will one hit anyone no matter how high their hp is... Ok maybe not one hit, but damn near it... I lose people with max stats in some of those lvl 50 missions, just gotta keep a surplus of caps and revive... I dont think I'll be playing this game on survival mode, not till I unlock all trophies and I'm just bored as hell of FO shelter and wanna watch characters die for good from deadly fires.
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Date Posted: Jun 6, 2017 @ 11:29am
Posts: 9