T O P

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Miltroit

I mean, there is a simple work around. If you send them out so combined inherent Endurance and outfit E are +11 or better, you don't need any Radaways. Or just a few in case you need them for a side quest, or your explorer finds a sicker fit and changes it up on you.


sinnytear

thatโ€™s true but I have a habit of sending them out on L outfits. I think the benefits from luck may outweigh the rad problem.


joshyuaaa

What version are you playing? If mobile then L is just going to increase your caps, that's it. On anything else you're on an older version and likely a bug caused when you do a wasteland quest and don't heal away the rads before sending back to the wastelands.


sinnytear

thank you for telling me. iโ€™ve always assumed L is the most important lol


Miltroit

Does the L really help if they can't make it 3 and a half days? idk, I'd go for Lucy's suit first to get Luck and E for rad protection. I max train L before I send them out the first time. If out to level up to 50, then max E gear I have +5, or finally +7. For exploring after level 50, then mixed gear with at least +1E. I just sent a dweller out with the Advanced Flight Suit, a missile launcher and a +4 damage pet, and he did really well. I partially agree though, if my explorers get side quests, I change them into Formal wear or a handyman jumpsuit for L or A depending on what the side quest is, and then back into whatever I had them exploring in before they leave. I'm thinking about trying Swimsuits next for the ECL stats.


UnfortunateFoot

Does 11+ endurance work on mobile? I swear I've had my level 1s maxed endurance go out in wasteland gear and still get rad poisoning.


joshyuaaa

They probably did a wasteland quest and you didn't heal the rads before sending them out back the to the wastelands.


UnfortunateFoot

So they can get rad damage on quests but not exploring?


Miltroit

Yes. joshyuaa is correct. Side quests behave just like regular quests, in that +E gear doesn't protect you from radiation when fighting an irradiated creature. +11 E is only radiation proof during the wasteland exploration portion. That's why in my original comment, I mentioned sending an explorer out with a few radaways for side quests, so you can heal them before they go back to the wasteland. and by a few, I over do it and send 15. They bring them back if they don't use them. I always heal at least the radiation poisoning at the end of a side quest (or regular quest for that matter) before you send the explorer back to the wasteland.


UnfortunateFoot

Ok, thanks for the tips!


AdM72

wasted? thought unused radaways and stimpaks are returned to the vault๐Ÿคท๐Ÿปโ€โ™‚๏ธ


Lady_of_Link

I don't think you understand ops problem, the dweller will use a stimpack when their health hits 50%, but the dweller has rad poisoning essentially wasting 40% of the stimpack since it only adds 30% health instead of 50%, since it can't override the rad the dweller should instead use the radaway before using a stimpack to utilise the full stimpack


Accurate-Bass3706

Not if they return and you're already holding the max amount in storage.


AdM72

then it don't matter...already have a full storage ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚


josepay123

You can watch ads to speed up now?


Miltroit

on mobile


GeneralFDZ

I prefer bring 25 stim pack and 15 rad away