The first 20 skill in a room cuts the max cycle time by 95%, the next 20 skill you add cuts it down by another 2.5%, the final 20 skill 0.8%. The relevant skill should be spread evenly among resource rooms of the same type 1 worker in a cafeteria with 6 Agility will take the same amount of time to produce the output as 2 workers with 3 Agility each. It is not a function of average skill or total workers in the room. Time to produce output is a function of total relevant skill in the room only Side note: Nuclear plants don't produce any more Energy per node per minute, but have a much larger capacity. The Power-plant and Nuclear Plant, double rooms are better than triple rooms. If you only log in, collect resources and log out for an extended period of time (approx 20min), the skill in any room is irrelevant to you provided it's greater than zero. Output per resource room is not effected by the skill of the workers in the room. Detailed function at the end of this post.Įach upgrade to training rooms increases their speed by approx 4% The more people in a training room, the faster dwellers will trainĦ dwellers together train approx 8.5% faster than on their own. Pushing one follower from 9-10 will take 45 times as long as levelling a follower from 1-2 skill. Training time is the set of triangle numbers n? =. Training up skills is the same across training rooms and the time cost is HIGHLY exponential. This is an interesting design decision and if carried over to other parts of the game, like waste wandering and combat, could mean followers with 11-15 luck, endurance or other skills are extremely valuable. In a test, a worker with 12 strength alone in a room had the room produce at if there was 12 strength, not 10. Note: Whilst production would be fine, you'd probably want more than 1 Bottler worth of storage. Discovered thanks to HabeQuiddum's Work.ġ Nuka-Cola Bottler = Food & Water production for 100 dwellersĪdded a tool to the Google Sheet that lets you calculate your food & water consumptions/production. See the section 7 of the Google Sheet for a full list. The latest of which has been confirmed is 75 hours in. There are events set to occur at fixed times into your dweller's wastes exploration. Radiation taken per hour = (2% * (10 - Endurance Level)) + Rand (1-3)įixed Time Events reward XP, Caps and Loot Unless we find endurance contributes to something else, it doesn't seem like an important stat to push past 10. No need for science lab if all your waste-landers are 10/10 enduranceĪny dweller with 10 takes almost no radiation ( >10 take negative radiation). Confirmed to scale with time: Chance at Rare = Duration (minutes) / 36,000 Most loot is earned in an hourly event either "Found Locker" for normal loot or "What Luck!" for rare loot. Probability (Multiplier = X) = (9 - X) / 36 The number your luck is multiplied by appears to be between 1 - 8 and has a mean close to 3.3 Caps per Find Caps Event = Luck * Multiplier(1-8) The amount of caps you earn increases with Luck and scales above 10. The latest observed to date is 75 hours into an expedition.įor details on each, see section 7.1 of the google sheet.ĭwellers earn caps every 15 minutes in a "Found Caps" event. Loot each 60 mins.įixed Time Events: Special tests at fixed times that reward XP, caps and loot up to legendary. Regular Loot Events: Test stats, reward caps each 15 mins. Random Combat Events: Test stats, reduce health, every 100 seconds. Observation Events: Are just for the immersion. There are four categories of events in the waste The sheet is updated more frequently with the latest experiements/evidence. New readers This post is a summary of the work done in the Foshelter Efficiency Google Sheet. I understand some patches have changed the (like power output) and this work needs to be updated. My iPhone died, I haven't played since June, looking for an active member of the community with a love for spreadsheets to take over the Google Sheet Please get in touch. Vague or clickbait titled posts will be removedĦ) All posts and comments, in end, come down to moderator discretion. No hacking discussion whatsoever.ĥ) Please use appropriate titles. Intentional spoilers will result in a ban. Titles and comments containing spoilers may be removed without notice. We are not /r/gaming.Ĥ) Use and abuse spoiler tags when applicable. It's currently now available for android, ios and even PC.ġ) Posts must be directly related to Fallout: Shelter.Ģ) Image macros / Memes are not permitted as posts.ģ) Unnecessary flaming, personal attacks, etc will be removed. The main objective is to expand your vault to gather resources, knowledge. What's Fallout Shelter?įallout Shelter is a mobile game where you create and manage your own vault as a overseer at Vault-Tec. Your number one place for all things Fallout: Shelter. Fallout Shelter Update ideas thread | 7-16-2016.Fallout Shelter Strategy Discussion archive.
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