Fallout Shelter
narf03 Apr 6, 2017 @ 4:48am
Not worth to rush to make extra money if Mr.Handy is on that floor ?
Chances of rush failure can be as low as 29%, that mean almost 1/3 chance mr.handy will get damaged from fire or infestation, normally 5% damage to mr.handy if the room is full of ppl, 10% if the room is slightly lack of ppl, in an empty room with just mr.handy you are doomed. To repair the Mr.Handy required 2k caps if it dies.

Assume 1/3 chance of failure and each time 33 caps(33% chance=33caps), each time damage 5%, so mr.Handy can last 20 rush failures, 40 successful ones, 40x33caps = 1320caps. So by calculation, you will lose 680caps if you have mr.handy around and spend 2k revive him. i think higher chance of rush success also would end up the same cause lower caps you can make.

I dont see a free way to repair mr.handy, somebody said put him to explore will regen health, but it seems does not work for me, i have a super low health mr.handy, sent him out for almost a day, hp remains perfectly the same.

Please comment.
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Showing 1-9 of 9 comments
Salok Apr 6, 2017 @ 5:04am 
Originally posted by jkwong01:
Chances of rush failure can be as low as 29%
Nope, I went down to at least 28 with a single dweller with 6 int and 2 lck in a medbay.

Since rush success rate is based on average S.P.E.C.I.A.L. used of that room and luck, I'm pretty sure it can go lower than that.

And health lost by Mr. Handy depends on how long he stays in a fight and what he's fighting.

Your calculations being based on falsely estimated datas, your results are flawed.
Last edited by Salok; Apr 6, 2017 @ 5:05am
Diarmuhnd Apr 6, 2017 @ 5:09am 
Originally posted by jkwong01:
...
Please comment.
Sounds to me like you should really really read the many pages of stuff on the reddits & wiki 's about this. The theory crafting done there is much better than yours.

I had no problems with 1 Mr Handy auto collecting (when he broke down i repaired him).

Now i have no problem with 5 Mr Handy's auto collecting.

There are so many little things that make vault encounters harder.

Merged multiple rooms = harder enemies / fires
Leveld rooms / merged = harder enemies / fires
Vault Dwellers cap ranges = harder enemies / fires

etc etc.. go read.lol :steammocking:

but in a nutshell : Do NOT upgrade rooms or even merge them untill you ahve dwellers that can defend them or are strong enouggh for 3 alarm fires.

PS: chance of failure has been as low as 10% for me now that dwellers are trained. again. that info is also in the wiki and forums.
Last edited by Diarmuhnd; Apr 6, 2017 @ 5:11am
narf03 Apr 6, 2017 @ 5:11am 
Originally posted by Salok:
Originally posted by jkwong01:
Chances of rush failure can be as low as 29%
Nope, I went down to at least 28 with a single dweller with 6 int and 2 lck in a medbay.

Since rush success rate is based on average S.P.E.C.I.A.L. used of that room and luck, I'm pretty sure it can go lower than that.

And health lost by Mr. Handy depends on how long he stays in a fight and what he's fighting.

Your calculations being based on false/estimated datas, your results are flawed.

u missed the point that higher chance of success also mean lesser money, lets say you have 10% failure, you can only get 10 caps per rush, so back to the formula, 20 failure will kill mr.handy, with only 10% failure, you can do 90 successful rush, you should be getting 10 caps x 90 rush = 900 caps, 2000 caps to repair, you lose 1100 caps.
Diarmuhnd Apr 6, 2017 @ 5:13am 
Originally posted by jkwong01:
Originally posted by Salok:
Nope, I went down to at least 28 with a single dweller with 6 int and 2 lck in a medbay.

Since rush success rate is based on average S.P.E.C.I.A.L. used of that room and luck, I'm pretty sure it can go lower than that.

And health lost by Mr. Handy depends on how long he stays in a fight and what he's fighting.

Your calculations being based on false/estimated datas, your results are flawed.

u missed the point that higher chance of success also mean lesser money, lets say you have 10% failure, you can only get 10 caps per rush, so back to the formula, 20 failure will kill mr.handy, with only 10% failure, you can do 90 successful rush, you should be getting 10 caps x 90 rush = 900 caps, 2000 caps to repair, you lose 1100 caps.
each rush increaases the failure chance.. so your formula is no good
and if you need to make caps by rushing.. you got some serious prolems.
Last edited by Diarmuhnd; Apr 6, 2017 @ 5:14am
narf03 Apr 6, 2017 @ 5:15am 
Originally posted by Diarmuhnd:
Originally posted by jkwong01:

u missed the point that higher chance of success also mean lesser money, lets say you have 10% failure, you can only get 10 caps per rush, so back to the formula, 20 failure will kill mr.handy, with only 10% failure, you can do 90 successful rush, you should be getting 10 caps x 90 rush = 900 caps, 2000 caps to repair, you lose 1100 caps.
each rush increaases the failure chance.. so your formula is no good
then give your formula, im assuming you wait 30 mins or so after each rush. Even so i dont think my formula is completely flaw, you increase the chance of failure, at the same time the rewards also higher, but 100% failure is outta the point.
Diarmuhnd Apr 6, 2017 @ 5:19am 
Originally posted by jkwong01:
Originally posted by Diarmuhnd:
each rush increaases the failure chance.. so your formula is no good
then give your formula, im assuming you wait 30 mins or so after each rush. Even so i dont think my formula is completely flaw, you increase the chance of failure, at the same time the rewards also higher, but 100% failure is outta the point.
the point is... rushing rooms for caps is a waste of time. :steammocking:

My formula is only rush rooms mid game to late game when the chance of failure is as low as possible, and only when you absolutely have too complete Objective missions or u need more Stimpacks now and can not wait.
narf03 Apr 6, 2017 @ 5:20am 
Originally posted by Diarmuhnd:
Originally posted by jkwong01:
then give your formula, im assuming you wait 30 mins or so after each rush. Even so i dont think my formula is completely flaw, you increase the chance of failure, at the same time the rewards also higher, but 100% failure is outta the point.
the point is... rushing rooms for caps is a waste of time. :steammocking:

My formula is only rush rooms mid game to late game when the chance of failure is as low as possible, and only when you absolutely have too complete Objective missions or u need more Stimpacks now and can not wait.
actually that was my question, is it worth it, i found its no.
Diarmuhnd Apr 6, 2017 @ 5:22am 
If you need caps... make your rooms only lvl 1 (they are not as deep as t2 or t3 rooms), and hunt for the mysterious stranger. He can give thousands of caps when clicked as your vault geets more dwellers. Even at lower vault dweller stages he is a good source of caps.

Complete the mission / Quest for Bottle and Cappy. Then they will visit your base and you clokc on them for more free caps and even nuca cola bottles.

etc etc.
Diarmuhnd Apr 6, 2017 @ 5:23am 
Originally posted by jkwong01:
actually that was my question, is it worth it, i found its no.
haha :steamhappy:

your question was so long.. i didnt really know the point untill just now.

Definately Not worth it.

good luck. have fun
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Date Posted: Apr 6, 2017 @ 4:48am
Posts: 9