Dungeon 11 Turn 26
————
Once again the Enforcer is able to dodge almost all of the party’s attacks, with only Daisy and the mushroom managing to land hits, and not being able to deal any damage at all. On the bright side, the guard’s attack against Kamau seems to be weaker than the previous one, so he fairly easily blocks it. Still, it begins to dawn on Ricki and the others that this might take a long time.
Rinse and repeat.
Kamau: Interpose
Everyone else and their moms: Attack the Enforcer
By now it is clear she has more dodge than 30%. Likely another 30% from her acrobatics, but unclear how it stacks.
Somersaults look like they require lots of space, so I suspect she’ll be easier to hit in cramped corridors. It would also go with her theme of outdoors fighter.
Hence, the plan:
Everyone: move down towards the note, then attack if she follows
Kamau: interpose all the way instead of attacking
If attaking after moving like this is against the rules, I’m ok with not attacking as long as she moves away from the top of the tower.
Right now the probability of dealing significant damage is somewhere between 1/3 and 1/5, but it will rise significantly if her dodge chance decreases. Also her shield will be less efficient.
I don’t think she has any extra special evasion besides the ring. I believe what we are seeing here is just good old RNG, the same that almost never lets Kamau counterattack and that more often than not majes Ricki throw away her thieves tools when we still need them.
But reducing the Enforcer’s defenses is a sound strategy. The Undead Knight and the Faithless both followed us around different rooms. And if we risk turns where we won’t even scratch the Enforcer’s hit points even when our attacks connect, maybe we really should move our guys down one room.
See my comment. Reducing her defenses is an impossible strategy. We could have done by attacking her with Kamau alone, then moving him. But now, we can’t move her without risking everyone.
We don’t know for certain whether we need to move to nextvroom to not be ‘outdoors’ anymore, so this might still work.
If she doesn’t follow us to the note we might loose some attack but can a) assume that ‘outdoors’ is the upper area only and not the whole room and b) have the option to disenage from the fight
People, it’s a logical extension of the lighting rules.
A screen is either lit entirely (even if by a single torch) or unlit.
In the same way, a screen is either inside or outdoors.
You may notice all the dead baatles standing in the lower floors of this screen. Being on the lower floors didn’t reduce her capabilities an inch. We’d have to move a whole screen to do it. That said, moving to a lower floor without changing screen wouldn’t do any harm, since Kamau can interpose while moving on the same screen.
Its extremely bad RNG if you believe miss chance is 30%.
For reference Pr[getting at most 4 hits out of 11] is…
… 2% with 70% accuracy
… 25% with 51% accuracy (two independent 30% rolls for dodge)
… 53% with 40% accuracy (60% dodge)
And dodge ring does not explain acrobatics. All things considered, it’s possible this is simply unlucky rolls, but 10x times less possible than dodge abilities
Have you… Ever seen LSN’s dice. Fine, google “dungeoneyes counterattack” and see how many times that popped up. Should have been a 10% chance. In reality it was closer to 1%
Nowhere at Dodge skills did it ever say “advantage on outdoor floors” or some such thing. Rick HAS dodge on her skill list. Let us not be silly.
About dodge: 100% correct. Nevertheless, she has advantages from being outside:
CORONA Shield: Def +2, or Def +4 against holy damage or if in an outdoor room.
SUN’S RAZE Weapon: Atk +2. Three times per dungeon, can add 1-3 additional holy damage to an attack, or 3-5 additional holy damage if in an outdoor room.
We can move down floors as long as we’re absolutely clear we’re not moving down screens.
Let me change the bolding a little:
CORONA Shield: Def +2, or Def +4 against holy damage or if in an outdoor room.
SUN’S RAZE Weapon: Atk +2. Three times per dungeon, can add 1-3 additional holy damage to an attack, or 3-5 additional holy damage if in an outdoor room.
There’s a good chance the entire screen is an “outdoor room” and would give her the benefit.
If the Enforcer has an extra Dodge skill there is no reason to assume it work’s the same as Ricki’s.
Do you think dodge skill would make Ricki do a crazy jump every time she dodges an attack? This is clearly a different skill
LSN has frequently exercised his artistic license in the past. He obviously enjoys doing so, and the readers have overwhelmingly expressed appreciation of it.
As Siv says, we *know* Dodgy exists as a feat (or Ability in DE-speak), and we also know it’s a multi-stage one. It’s possible we’ve just been (very) unlucky with rolls so far; and it’s possible she has at least +10% innate on top of the ring (with a likely max of +30%). We can’t answer that without a lens, so we won’t know until the post-dungeon stream, if ever, but it doesn’t matter anyway: she has what she has, and we’re pretty much committed to dealing with it. Might as well enjoy the representation while we do rather than twist yourself into knots over it. 🙂
Don’t worry guys, we’ll be done by Friday! Yes, I am fully aware I am posting this on Saturday… LSN, you made your case for Steal being a good skill…
No, I am not proposing we run, because we can’t, she’ll follow.
EDIT: I was going to post a plan to move her inside, to deactivate her shield, but I realize it is actually impossible to move her safely now. If the folks go down one screen, she can attack them, even if Kamau interposes. For she can just ignore interpose and follow and attack the rest of the group on the next screen, like what happened in the farm. For good or ill, we are locked with her until the bitter end
I understand that NeKpoT’s plan is not to leave this screen, but to move down two floors on the same screen. The hope is that the place downstairs would not count as an outdoor space.
This happened in the farm? What turn?
I’ll scrap my second suggestion, if that is the case.
EDIT: Just checked the archives. Is was not moving from a room that allowed the Ratking to strike at Lohk.
We gave order for everyone to simply move. There was no command for Kamau to interpose. He simply turned his back on the enemy and walked away.
That’s not what NeKpoT and my plans are doing. Kamau is still interposing.
Check stream comments for the farm. Don’t know if Marth wrote them down, but I was at the stream. LSN made it quite clear an intelligent enemy can just ignore interpose and waltz by kamau if it suits their purposes.
Interpose isn’t taunt it doesn’t draw aggro. It merely redirects attacks.
If the enemy ignores interpose to chase a fleeing Pc across screens, that’s totally valid.
Oh, crap.
Let the forever battle go on then. It’s not like I’m not enjoying the trapeze act the Enforcer and the Shroom are doing now
EDIT: Apparently, moving down one room is a really bad idea.
Forget that.
So Longbow and Arrowcatcher are 45g, while the Corona and Sun’s Raze are another 45g. All we’ll need now is some Armor that’s at least 10g and we’ll have the primary goal complete! Once this is over, we definitely should use Case on those individual minibosses behind those walls which are presumably controlled by levers. I don’t know if we can fight all of them and survive with all our HP and get it done in the time limit, but we can quickly find the armor that way. We can also scan all of them to see if any has a healing item, and, time allowing, attack that one first.
Mac with Golly already have enought items between them to finish the dungeon.
scale (24), leather (13), arrowcatcher (25), shield (20), bow (20)
Case is limited to 1 enemy per dungeon, while we can case more than 1 chest.
Other way around
Come to the discord side of the dungeon:
https://discord.com/channels/343970307926786051/1204734425607438398/1204734429084520448