

So it's better to have one high-stat dweller rushing than a bunch of medium-stat dwellers. So let's say you have a water treatment plant, the primary stat for dwellers in the room is "P", so the game looks at the average "P" of dwellers working the room, and the average "L" of dwellers working the room, and calculates fail off that. (shrug) you can see the percentage of failure before you try it.ġA) the guide Diamuhnd referred to has the equation, but basically to reduce chance of rush failure, what matters is the average primary stat of the dwellers working the room, and average Luck of those working the room, as far as I know.

I never tried this since it seems like a cheat and nothing bad can happen when the game is off, except that a person left in the wasteland can die.ġ) what makes them? you try to rush, and you fail.

I also read that closing the game as an incident arises will stop it from happening. I hope the dwellers combined luck is under consideration. Originally posted by Webprenuer:What makes them? How do I prevent them? I read that the better luck for a better chance of success, with 10 luck you get 10% failure rate the first time and 20% the second.
