Dungeon 3 Turn 58
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Ricki and Kamau continue to fight the sun creature, dealing less damage than previously but still chipping away at it. Once again the creature ignores Ricki completely and focuses on fighting Kamau, but deals no damage. Kamau’s armour continues to hold up to an improbable amount of abuse.
Kamau: attack sunhead, hopefully finishing it off.
Ricki: examine winch and attach rope to it. If possible, pick up the throwing dagger after the fight.
I think Kamau dealing damage alone this round should be enough to defeat the sunhead.
(turn 5:
Kamau 5 damage (3 base +2 longsword)
turn 6:
Kamau 5 damage (3 base +2 longsword)
Ricki 2 damage (1 base + 1 dagger)
turn 7:
Kamau 5 damage (3 base +2 longsword)
Ricki 2 damage (1 base + 1 dagger)
so altogether, that was 19 damage needed to kill the sunhead)
and right now we are at 14 damage (7 in turn 57 and 6 in turn 58) and Kamau can deal another 5 next turn, ending up at 19 (over 3 rounds, the same as the other fight) as well.
turn 57
Kamau: 6 damage (3 base +2 longsword +1heroic effort)
Ricki 2 damage (throwing dagger)
tun 58
Kamau 5 damage (3 base +2 longsword)
Ricki 1 damage (base, no weapon)
turn 59
Kamau 5 damage (3 base +2 longsword)
However, I still have no idea how much def and how much HP a sunhead has. I’m assuming at least 4 def (1 base like most humaniods, might be higher plus 3 from the armour – it will not be less efficient on him than on us, I’m guessing – might also be higher; because it’s not tarnished when the sunhead wears it.)
so 4 Def would mean 1 HP in turn 5, 3 HP in turn 6 and 3 HP in turn 7, which only makes up 7 HP.
and 4 Def would also mean 4 HP in turn 57, 2 HP in turn 58, and 1 HP in turn 59, which also gives us 7HP.
But that is in direct contradiction with the fact that the “heroic effort” is supposed to trigger if an enemy has TWICE as much HP as Kamau and he still has 4, so that would be at least 8 HP for the sunhead.
whereas if we assume 3 def (maybe sunheads don’t have a base of 1, but of 0), then that would mean 2 HP in turn 5, 4 HP in turn 6 and another 4 HP in turn 7 was dealt, damage wise. Which would add up to 10 HP (which is quite a LOT, but would match the “at least 8 HP” condition).
and 3 def would also mean 5 damage dealt in turn 57, 3 more in turn 58 and 2 more in turn 59. That would also result in 10 HP and be consistent with both the other fight AND the “at least 8HP” condition.
Hrm, I gotta check out the stats of the fight with the one in the entrance room, on the way to the chandelier lever.
EDIT:
Unfortunately, we used exactly the same combo of weapons/allies through three turns for the other fight with the sunhead in the entrance room (see below) as the one in turns 5-7, so there is no new information to be gained from that. 🙁
turn 12:
Kamau 5 damage (3 base +2 longsword)
turn 13:
Kamau 5 damage (3 base +2 longsword)
Ricki 2 damage (1 base + 1 dagger)
turn 14:
Kamau 5 damage (3 base +2 longsword)
Ricki 2 damage (1 base + 1 dagger)
Yep, taking the solar armour’s 3 defense as a lower bound, the sun-head has at least 7 HP and less than 11 since it would’ve lost 2, then 4, then 4 HP. With that, it will have lost 5 and now 3 HP, so it has at least 9 and probably 10 for a nice round number. Agreed that Kamau’s sword should take it down this round.
I feel less bad now about missing out on damage this turn, as having Ricki use the sword and Kamau use the hilt would have put it at 9 HP lost, and 9 seems like a weird number to set as stats.
So now that turn 59 played out and Kamau was able to kill the sunhead, I feel confident that the Def really IS 3 and the HP is 9-10.
Thanks for already including that info in your spreadsheet @KingMarth. 🙂
Sunhead stats calc
previous fight was 5 7 7 – def
now it’s 8 6 6 – def
or maybe 8 6 5 if kamau finishes it off
it doesn’t have 4 def
5-4 7-4 7-4 = 1+3+3 =/= 8 hp
so it must have 3 def
2+4+4 damage
that must mean it has 9 or more hp since we didn’t kill it just now
5+3+?
9 or 10 hp then for sunheads
someone math at me if you found a mistake
How do we know it “doesn’t have 4def”? GathersIngredients collected all the data, and I don’t see there any case of succeeding in damaging it while having atk=4.
Assuming we don’t know anything re def, if it takes 3 hits of 577 and 866 (if Ricky helps Kamau and it dies now) or 865 (if Kamau kills it now without Ricky’s help), for various DEFs, it would have HP of at most:
def / hp@577 or hp@866 or hp@865
1: 16 or 17 or 16
2: 13 or 14 or 13
3: 10 or 11 or 10
4: 7 or 8 or 7
5: 4 or 5 or –
6: 2 or – or –
Calculated as Atk-Def, negatives removed, and summed up
‘-‘ means that we wouldn’t kill it at 3rd turn of combat
We know it has >= 8 hp, so def=5 or 6 can be rejected
EDIT: right. No def=4, see KingMarth’s comment below. I somehow wrote “we know it has hp>=8” and didn’t notice that glaring 7 in def7 d’oh.
If def=4, if Kamau kills it alone, it would mean 7HP. So impossible (heroic effort triggered). If Kamau alone can’t kill it, then it may be 8 HP. And so on.Since it ignores RIcky, I’d suggest risking one more turn and let Kamau attack it alone now, with Atk of 5. If Kamau kills it, then it means it had Def is 3 or less, and HP is uncertain but at least 10. But if he fails, then def is 4 and HP is 8.Cannot have 4 defense because we have destroyed one with 577, so with 4 defense they’d have 4-5 HP (survived with 3 missing but not 5) which couldn’t trigger Heroic Effort.
With 2 defense, it could have 9-13 HP. It would’ve lost another 4 HP this turn, so that would be 11-13 HP. Kamau could still kill it alone next turn, 5 attack would remove 3 remaining HP. GathersIngredients put it well, we have confirmed 577 works so 865 must also work since 5 deals nonzero damage and the same damage over 3 turns applies.
Turn 5 mentions that the 5-damage attack was only modestly successful at causing damage, which suggests to me that 2 defense is too low. I was fairly confident in 4 defense until we saw Heroic Effort.
Aah right. I even wrote 577 and hp=7 in that column, and wrote “hp>=8” and somehow I didn’t see the obvious. Thanks. I also don’t really believe in 2 or less def. It actually wears and uses that armour it drops, so it’d be really odd to have such a armour penalty for some reason, and also the HP would be high enough that we’d probaly see HeroicEffort much sooner (though I have to say I don’t remember how much Kamau had HP back when fighting them earlier).
This is the last major combat we know we have to deal with, and we haven’t drawn extra attackers that would make switching more dangerous. Kamau can afford to lose a HP. Last turn would’ve been better for a counterattack chance, but oh well.
Kamau: Switch to leather, continue attacking sunhead.
Ricki: Examine winch and attach rope to it. If possible, pick up the throwing dagger after the fight.