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I've never seen a benefit to using MIRV in either case. Outside of vault, MIRV just leaves the nastier enemies alive longer when you want them dead sooner. Inside the vault, I've seen no real increase in kill speed against multiple target raids using MIRV over Dragons Maw. The still die 1 at a time using full MIRV loadout on my defense force and they actually die a bit slower than when I use full Dragons Maws.
Using legendary junk to craft Overcharget Plasma Throwers might seem like you're saving resources, but why not just use common pistols then and save ALL the resources?? Using up flasts and boards to make Overcharged Plasma Throwers instead of Dragons maws is wasting all those leg materials.
Just make rare Plasma Rifles to fill in your dwellers cheaply and quickly. They're the "best" rare (doesn't take any legendary junk) and will give you solid damage until you get the junk to make Dragons Maws for your in vault dwellers.
Vengeance vs. Dragons Maw outside of the vault is mostly preference I think. IMO I prefer the carry over damage Vengeance can give, particularly for wasteland explorers going into random locations because they're alone. Still wouldn't use MIRV for this even though it'd seem smart to hit 4-5 things at a time instead of 1 (carry over to 2) at a time because it's even more important to focus down boss enemies. The benefit of a few more average damage on Dragons Maw is usually wasted due to death clipping so it's quite rare that something would have died to fewer hits from a Dragons Maw than from a Vengeance
For Apparel, yes there is no real need to having endurance gear on dwellers after they reach level 50. There some slight reduction to radiation damage from having more endurance but other SPECIALs are better at bringing in more legendary junk or killing faster. Endurance is the SPECIAL for Nuka-Cola plants so don't completely ignore filling in more +7 endurance gears but you can safely make 5-6 to ensure you have enough to outfit your wasteland explorers leveling from 1-50 and concentrate more on strength gear for your nuclear reactors because power is what gets drained most often by incidents.
For outside the vault, I prefer luck gear for my quest teams. I can't verify 100% but multiple places I've looked have said luck ups your legendary junk finding in quests. On top of that, Luck makes crits happen more often which ups your damage. Also, the only quest based objectives you can really affect via gear are the crit ones and those go faster with getting crits more often.
For wasteland explorers, its better to have a broader range of SPECIAL stats because every encounter they have while exploring checks against a different SPECIAL. It's nice to win one encounter type every time it happens but not nice to then lose more of the other 6 types. Using gear with +1-2 in 4 different SPECIALs should give your explorers a higher overall success rate. Pipers outfit and Minuteman uniform are typically the preferred crafted gears for wanderers but I found heavy merc gear to be a nice cheap alternative with boosts to all 3 "combat" SPECIALs (agility perception and luck for more crits, easier crits, and faster attacks). It's only +7 total and only 3 stat, but it helps with those random location mini quests where your sweller is alone vs. whatever you run into in there.
Again THANKS a TON for helping me with these half obscure topics you can't really find out without self experimentation you have saved me so much time
Unlike a lot of the sources I've looked at before, it seems like it is very thorough and accurate. Most of the other places I could find info for fallout shelter were partial wikis or small info blurbs with sometimes obvious incorrect info.
The above link (now my ONLY browser favorite for Fallout Shelter...) actually pointed to me being wrong about a few things.
S.P.E.C.I.A.L. Effects[github.com] From the above info site explains SPECIAL effects better than anywhere else I've seen.
I've been using Luck gear for my quest teams because I thought it helped with legendary junk on quests on top of the crit chance increase. Apparently that is incorrect and all that luck does in quests is the crit chance increase.
I've also been thinking only luck affected legendary junk chance in exploring. Apparently endurance charisma and luck all help significantly with perception helping too but at a smaller effect.