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it relies on much basic math to get the job done.
So your un-geared & un-trained dweller is a pile if brahman dung in a fight.
Give him a bunch of Agility & some other specials.
Give them wicked boom-sticks & armour.
Then they will still stand there like bullet sponges ... but most of the bullets will bounce off while they terminate everything near them with extreme prejudice.
Perhaps because both modes are not even related to each other?
In normal exploration they only get XP from encounters and minimal damage (RP reason could be they can use their environment to their advantage) while in quests it is a one on one duel to the death in a very enclosed room, from which you almost always get items worth your while as aditional loot. In comparison to fighting a Radscorpion and getting squat but XP?
Heck, I almost always get out of a "quest". with more stimpacks than without. What's exactly the problem here?
Stats do make a difference. Still learning about them. There is a wiki but I haven't looked at it.
Agility is rate of fire
Endurance is HP
Perception is critical chance, the yellow target thingy
Strength is damage(?)
There is more I bet. However, the main thing is loading up on stimpacks and radaway.
If you don't have plenty of meds/anti-rads to give them, then you generally won't do well at settlement combat areas. The settlers generally are terrible anyways below level 10 or so.
Dog helps alot because the bad guys tend to focus on a Dog in combat, and this can help you quite a bit.
If you really want to venture to settlements in a more battle-ready state; get the Overseer Office and upgrade it. Then do quests. Before you do such quests, its better to have your settler choices already picked in your head, then equipped them properly already first. Then choose quest and pick those well equipped settlers. Overall settlements done via these kinds of quests, you'll be able to send out settlers in a group; combat will fair much better for you when you have multiples.