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Week 7 Tutorial: Size a gate

Work out from measured damage output how much health a boss needs in order to stop the player it is meant to stop, then check the arithmetic by simulation.

22 April 2027

Before the tutorial

Re-read the multiplication in the lecture until you could do it on a napkin.

In the tutorial

You are adding a third boss at 110 s. A run ends at 120 s, so first lengthen it to 140 s, or the boss’s 26 s clock never runs out. The boss should stop anyone holding fewer than ten upgrades and let through anyone holding more.

Measure what a ten-upgrade player actually deals per second. Do not compute it from the rules’ constants; builds differ, bolts miss or bank up, and the average is what matters. Multiply by the window. Set the health. Then run three groups of 51 against it and see whether the line falls where you put it.

It usually does not, the first time. Say why.

Where it goes wrong

What a finished answer looks like

The specimen’s own first gate, in the form yours should take:

The rules say 17 damage every 0.85 s: 20 a second, 520 hp over the 26 s window. Measured, the 100 ms player declining every card lands a median of 476 hp on the first boss in that window, about 18 a second, and 561 hp at most, so a gate for that player has to be over 561 hp. Set to 884 hp for two upgrades or fewer, and 510 hp for four, who should get through. Players who decline every card: 0 of 51 alive after the window. Ordinary players: 47 of 51.

Afterwards

Your gate, its arithmetic and its three pass rates are this week’s quiz answer.

The spec

What you walk out with. Every line is something the person sitting next to you could check.

Teaching team