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If this sheet has helped you, please upvote the main thread so that others can see it and we grow the stream of data coming in:
Foshelter Efficiency Thread
Author:TunderProsum
Version 1.5 - 10.07.2015
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Guidance
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Direct all missing data to the thread shown in the first line of this sheet. Section 2.5, 7.0 and other parts of this file should be a complete, single source of truth for the community. Don't hoard and fragment data.
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This is a personal worksheet I put together for myself and the foshelter subreddit. Go ahead and copy the data and formulas, but don't claim work as your own.
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Any cell shaded in this colour is a variable to be changed for testing.
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Any cell shaded in this colour marks an important question that remains unanswered
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Layout1. TrainingHi eveyone. TunderProsum here.

My iPhone broke, lost my game data and haven't played in over a month.

I'm thinking about starting again on Android, but in the mean time I'm looking for someone in the community who would like to carry on this workbook. Would seem a waste that I haven;t been able to update it with everyones new findings. Please get in touch.
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2. Resource Rooms
Actual Time = Triangle(skill level) * 30 minutes * Mod-Happy / (1+(Mod-Group + Mod-Level))
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3. Caps, Rushing, Upgrades
where:
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4. Resource Consumption
Mod-Happy = (1- (Vault Happiness / 10)
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5. Happiness
Mod-Group = 2% *(Number of trainees in room - 1)
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6. Hints from the Loading Screen
Mod-Level = 6% *(Room Level -1)
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7. Waste Wandering
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8. List of Outfits
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9. List of Weapons
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10. List of Dwellers
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New Stuff
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17/7/15Sction 4.1
Dwellers in the waste do not consume food and water
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10/7/2015Section 10.2
Legendary Dwellers from the Radio (speculation).
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10/7/2015Section 10.3
Powerleveling to max SPECIAL and level 50.
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10/7/2015Section 7.7
Level 1 Dweller has 100 health, there's a combat event ever 100 seconds in the waste. If I assume there's 200xp/hr just for being in the waste, I get some round XP numbers out: Lvl2 needs 4000, lvl5 needs 12000m lvl 8 needs 15000. I don't see a pattern though.
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10/7/2015Section 7.6
Dmg and xp is fixed for each enemy. You take 0-3 dmaage on success, 1-10 damage on failure and 1/10th the XP of sucess.
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8/7/2015Section 1
People in a training room will make others train faster even if they are max stat and don't need to train themselves.
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8/7/2015Section 3.1
My caps income has dissappeared. Bug or something we don't understand about caps on resource collection. Section 3.1 has details.
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8/7/2015Section 7
Pattern: Fixed Events that reward an amount of xp ending in 0 (60,70,80...) reward caps. All found events that reward loot end in 5 (65, 75, 85....). We may be missing some events.
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4/7/2015Section 7
The case isn't strong for Luck affecting combat and survivability in the waste. Removes a variable from combat analysis at least.
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4/7/2015Section 7
Confirmed bug at 100 items, loot after this is not picked up by dwellers.
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3/7/2015Section 7.1
Evidence for rare/legendary chance increasing with time for the hourly loot drop is looking pretty good. I've made an estimate with the limited data we have so far.
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2/7/2015Section 7.1
New Fixed Time Event's found thanks to /u/HabeQuiddim and /u/Riogray at the 75 and 15 hour marks.
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Priority dataz we need
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8/7/2015Section 7
Sequenced waste exploration data. If you're sending a geared dweller out for multiple days, please consider recording their progress every 24 hours just like shown in section 7.4. This data is extremely vlauable right now.
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It's hard to use however if you don't know if a rare was from an hourly event or fixed event. The best data would be 4 days sampled every 24 hours where you know how many rares came from the 5 fixed events that reward rares. This takes effort, but I'd love you for it.
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8/7/2015Section 7
A screenshot of a dweller being rewarded with legendary loot form the hourly event. Everything points to this being possible, but we haven't got the screenshot yet. (except for the negative time bug)
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8/7/2015Section 7
Screenshots of rewards from fixed events that disagree with what is recorded in section 7.1.4
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7/7/2015Section 7
We've found fixed time events rewarding xp in 5xp increments from 10 all the way to 125. We're missing events for 15xp, 110xp and 120xp. There may be events we haven't recorded.
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