Fallout Shelter
Briannicus Apr 26, 2022 @ 5:21pm
Ridiculous increase in strength of attacks
All of a sudden the roaches are killing all my people. Why do they quickly go from being a minor pest to ending the game with no hope of stopping them? Is there any point to playing this without spending money?, because it doesn't look like there is.
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Showing 1-15 of 33 comments
AT Apr 27, 2022 @ 2:25am 
There is no point to spending money in this.

Enemies scale to the average level of your dwellers and to the upgrade level of the room in which events start (such as a fire).

If you crank up the level of your dwellers while they have low stats and poor gear they will have a tough time of it.

The 'ideal' dweller will be trained up to endurance 10 at first level, and then only leveled-up while wearing a +5 or +7 endurance outfit - this grants them maximum health, and is not retroactive.

While questing use maximum agility gear instead, though if you are running with dwellers under lvl 50 on the quests bring along a high endurance outfit to swap between them as needed. You don't have to be wearing it all the time, only when you click to level up (so an entire vault can share a single +7 suit between them if they have to).

Give the dwellers the best guns you have and long-term work towards a large stock of dragons maw weapons for your vault. On quests you may prefer one or more vengeance weapons but that is personal choice. In the vault _only_ the average damage matters.
Mardoin69 Apr 30, 2022 @ 9:26am 
I found that sometimes you get a bad run of luck with a vault. I've had vaults start out / progress where I would hardly get any weapon / outfit drops from loot. Nor any decent characters to join. I then just deleted the vault and started over......getting a much better run of luck--sometimes doing so a few times.

The thing is, you need to get all your 'survivors' equipped with wpns as early as possible. They're going to keep leveling up and that means enemies get more difficult. They won't be able to just stomp on roaches anymore. Even if it's cruddy ol bb guns....it's better than hands n feet.

Not sure how much there is to AT's philosophy on cranking their endurance with outfits before leveling them........since we can't actually see their hit point stats. They do gain hp as they level though and endurance gives them more hp. If they're wearing something increasing their endurance, the hp goes up a little. But, it drops back down a little when they take it off also.

Strength is good if they don't have a wpn.....fists only....so, give wpns to ones that have the lowest strength first.....unless it's a melee wpn ofc.....those are better for higher str char.

Perception + Agility affects their ability with shooting wpns...perception more than agility. Agility also helps them avoid getting hit though. Edit: According to Fandom Wiki--Agility is actually a governing factor in attack.....more so than Perception--even though game hints I'd seen might suggest otherwise. Anyway...search game and fandom wiki to see lots of info on game...(thx to Stardustfire for showing me link)
Last edited by Mardoin69; May 7, 2022 @ 10:59pm
AT Apr 30, 2022 @ 10:12am 
Originally posted by Mardoin69:
Not sure how much there is to AT's philosophy on cranking their endurance with outfits before leveling them.......
Entirely based on the various online guides, which state that hitpoints from endurance are not retroactive.

On quests agility increases the rate at which dwellers fire, while perception slows down the critical hit reticule, and luck makes the critical hits charge up faster.
The effect of strength (and whether it scales above 10) differs between sources.
Stardustfire May 3, 2022 @ 9:29pm 
the mass of your dwellers and the level of the room are the main scale for the "attack" power. the dweller mass part specially is something you must prepare beforehand. first get you ppl and equip in shape, than rise your inhabitant number.
Last edited by Stardustfire; May 3, 2022 @ 9:35pm
Exemplar May 7, 2022 @ 11:35am 
Originally posted by AT:

Enemies scale ... to the upgrade level of the room in which events start (such as a fire).
In my experience this is a major factor. You can have a 3-block wide room and the encounters are manageable, but once you upgrade you should at least have every dweller in that room well armed.
Ramar May 9, 2022 @ 1:07pm 
So it's the level of the rooms that increase the attack strengths? Or is it the amount of dwellers? Or is it the level of the dwellers?
Mardoin69 May 9, 2022 @ 1:39pm 
All 3. Even if you leave rooms at level 1 (of 3) you'll still get tougher monsters as your overall average dweller level increases. Also, the more dwellers you have does factor in.....although it's probably the lowest factor. I mean you could have 100 level 1 dwellers and you should NOT be getting any REAL hard enemies.....I believe--never tested that theory.

So, to summarize;
Main Factor will be room upgrade level AND size--enemies will stay in larger rooms longer than smaller rooms (3 block wide vs 2 or 1 block wide room sets.)

Second biggest factor is Dweller avg level. So if you get some special dwellers that have high levels, sending them to wasteland to explore can help reduce spawned enemy difficulty in the vault.

Third (smallest) factor will be how many dwellers you have in total. It's not a factor that makes much difference though. This is only something you should worry about where supply issues are a concern.....food / water consumption rates.
Stardustfire May 10, 2022 @ 12:58pm 
Mardoin the 100 dwellers are already a long way over the danger trashhold that releases Radscorpions and Deathclaws on your base, so your 100 lvl 1 woud soon be much fewer ppl.
https://fallout.fandom.com/wiki/Incident
Last edited by Stardustfire; May 10, 2022 @ 1:00pm
Mardoin69 May 11, 2022 @ 9:38am 
Yeah, that was a bad number to use in my example.
Ivar May 11, 2022 @ 3:53pm 
Same
Zohan Dwir May 20, 2022 @ 3:25pm 
Attacks are not fun, actually quite annoying. Whish I could build some kind of defenses.
Stardustfire May 22, 2022 @ 11:09am 
raiders, ghouls and deathclaws ever come over the front door, so you only need to have strong armed Dwellers (and in the first place leveled with high E) stationed in that first rooms. having 2 Guards (all SPECIAL max and E at 17 from lvl 1-50) with Avenger as guards in the door room (becasue the gatling laser is a autofire weapon it remaining shoots in a salve automatic change to the next target if the first one died in the middle of the salvo), raiders and ghouls dont survive that, the next room (a reactor) i have 6 guys leveled with E at onyl 10 and each one armed with a Dragonmaw. very scarce a Deathclaw survives this second room, if so it enter my Radio studio and gets instant fragged by my 4 Radiomaidens (also with Dragonmaws)

fire, crickets and molerats can start anywhere and only spread to neighbouring rooms. so if you let one level of earth betwen your etages with rooms you are fine, because than the can only spread over the same etage and than end if not stoppeed before.

the real headache are the RadScorps, because they start at a Random room and than change to another random room (no need for conncetion) if not stopped, up to 5 rooms in total. they soack a lot of energy from your pool and are very lethal with there big dmg and rad damage. lost badges of trainies when they entered a training room (because the clunky drag and drop thing mostly malfuntions in such situations when you want to evac ppl from a room) . only thing how you can save ppl is by transfer them into a room a Scorp already visisted in the attack before there room get attacked by chance, because the never go 2 times in the same room.

btw Mardoin Str is no factor for dmg, only the weapon counts in your vaultrooms
Last edited by Stardustfire; May 22, 2022 @ 11:14am
Mardoin69 May 23, 2022 @ 8:59am 
Then wth is Str good for? Most what you've told us (@Stardustfire) is not how the attributes usually work in any RPG I've ever played nor the TES games for that matter. Somebody really randomized the usage of attributes in this game, lol. And, I'll agree...them Radscorpions are the WORST....ugh. If you're lucky enough to keep them from wiping out all your lower level toons or one's with not so great weapons, they're draining the crap out of your power supply. Best thing you can hope for is they go into a room with toons that have awesome weapons.
chefcook90 May 23, 2022 @ 6:10pm 
I want to point out that individual enemies do NOT, in fact, become stronger as your average level rises (or if they do, it's BARELY noticable)- it's tied entirely to the size and upgrade level of your rooms.

I've lost how count of how many times I've seen a Radscorpion get bolo'd by a level 1 dweller with a sawed-off shotgun because it was unfortunate enough to tunnel into in the small level 1 training room they happened to be training in xD

Also enemies that spawn inside the vault will scale up and down to match whatever room they're currently in - it's not dependent on the room they started in. If a molerat infestation starts in a large empty level 3 storage room and spreads to a nearby small level 1 room, the molerat in the level 1 room die as easily as if the infestation started in that room.

Dweller POPULATION does increase the types of attacks you'll receive, (I've yet to see Radscorpions or Deathclaws show up at under 60 pop, but I get them all the time in my 80+ pop vaults) but definitely NOT average level. (think about it - dwellers born in the Vault start at level 1, so average level would DECREASE if you undergo a population boom, and I've only ever seen new enemy types show up after a major population boom)

tl;dr - if attacks are getting too difficult to deal with, it's because you upgraded your rooms to level 3. NEVER under ANY CIRCUMSTANCES upgrade your production or training rooms to level 3. (storage rooms and living quarters are ok, since you'll usually leave them unmanned)

Oh, and to answer a previous question, Strength increases melee damage and allows your dwellers to pass random strength checks while exploring, such as prying open storage lockers or digging through rubble.

Last edited by chefcook90; May 23, 2022 @ 6:18pm
Stardustfire May 23, 2022 @ 10:57pm 
Str only helps in the Vault itself with rooms production speed that need it (Energie Production and some weapons/outfits that need it for production) or when you send out dwellers into the wasteland.
Last edited by Stardustfire; May 23, 2022 @ 10:59pm
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Date Posted: Apr 26, 2022 @ 5:21pm
Posts: 33