Joined: Oct 16, 2011
Posts: 251
Location: Shawnee, KS
Posted:
Mon Oct 24, 2016 3:31 pm
So, I have been thinking about a new team so I got a couple of rollups. They are big across the board and I am not quite sure what I would do with them. I just had a second to glance at it and here are some initial thoughts.
11-10-17-9-10-4-9 -> 13-6-17-11-16-4-9 BA/TP, maybe bump WL and/or CN once then just get hit
5-12-16-9-10-5-13 -> 9-12-16-13-16-5-13 SL, maybe bump CN/WL for endurance
3-13-15-10-3-16-10 -> 9-13-15-13-7-16-11 ST
13-12-14-13-3-10-5 -> 19-12-14-17-7-10-5 ST, maximize dmg and hope to connect
6-9-16-15-6-6-12 -> not sure on this one
I got no problem burning skills on stat trains, really only interested in arena guys.
_________________ Nos morituri te salutamus!
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One Armed Bandit ArchMaster Poster
Joined: Apr 15, 2004
Posts: 2958
Posted:
Mon Oct 24, 2016 4:34 pm
I'd probably go:
11-10-17-9-10-4-9 --> 11-10-17-15-15-5-11 LU
5-12-16-9-10-5-13 --> 8-12-16-15-15-5-13 TP
3-13-15-10-3-16-10 --> DA
13-12-14-13-3-10-5 --> 15-14-14-17-9-10-5 BA
6-9-16-15-6-6-12 --> 9-9-16-21-10-6-13 ST
KidArcane Grandmaster Poster
Joined: Apr 26, 2003
Posts: 674
Location: San Antonio, TX
Posted:
Mon Oct 24, 2016 5:16 pm
They are a basketball team masquerading as gladiators. But some have a lot of potential.
11-10-17-9-10-4-9 --> 15-10-17-15-11-5-11 ST/BA/PS This one is gonna hit HARD!!
5-12-16-9-10-5-13 --> 9-13-16-15-13-5-13 TP/PL/PS
3-13-15-10-3-16-10 --> ?? Doesn't matter. Dark Arena..... HO!!!
6-9-16-15-6-6-12 --> 9-9-16-21-6-6-17 AB/ST/PS I can make a good argument for any of these styles; it just depends on your preference.
Aside from one guy, I think the rest of the team should be able to graduate to ADM. After that, well.... I never worry about that. Not at bad team at all.
_________________ "Don't make me destroy you." -- Darth Vader
Manta Advanced Expert Poster
Joined: Jun 20, 2015
Posts: 194
Posted:
Mon Oct 24, 2016 7:57 pm
11-10-17-9-10-4-9 burner basher 15-10-17-12-16-4-10 to 15-10-17-13-17-4-11
or burner basher 12-10-17-14-16-4-11 to 13-10-17-15-17-4-11
5-12-16-9-10-5-13 burner lunger 10-12-16-12-16-5-13 to 11-12-6-13-17-5-13
3-13-15-10-3-16-10 slasher 5-13-16-15-9-16-11, if little endurance DA
13-12-14-13-3-10-5 basher 15-12-14-17-9-10-7
Last one same as OAB
The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10142
Location: on the golf course, in the garden, reading, traveling, and now Consulting
Posted:
Tue Oct 25, 2016 2:51 am
The_Master wrote:
So, I have been thinking about a new team so I got a couple of rollups. They are big across the board and I am not quite sure what I would do with them. I just had a second to glance at it and here are some initial thoughts.
11-10-17-9-10-4-9 -> 13-6-17-11-16-4-9 BA/TP, maybe bump WL and/or CN once then just get hit
5-12-16-9-10-5-13 -> 9-12-16-13-16-5-13 SL, maybe bump CN/WL for endurance
3-13-15-10-3-16-10 -> 9-13-15-13-7-16-11 ST
13-12-14-13-3-10-5 -> 19-12-14-17-7-10-5 ST, maximize dmg and hope to connect
6-9-16-15-6-6-12 -> not sure on this one
I got no problem burning skills on stat trains, really only interested in arena guys.
Without yet reading any other input, here is what we would probably do with these rather-tough-to-design basketball phenoms ...
11-11-17-15-15-4-11 LU
8-12-16-15-15-5-13 SL (bump ST)
9-13-15-11-9-16-11 PS/ST
15-12-14-17-9-10-7 BA
11-9-16-21-9-6-12 ST
_________________ The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10142
Location: on the golf course, in the garden, reading, traveling, and now Consulting
Posted:
Tue Oct 25, 2016 2:55 am
P. S. We are copying here the "design principles/thoughts" that we provide to rookie managers starting in DM93 .......
1. Design to strengths/excesses, generally making high roll numbers higher
2. WT is the first factor examined, followed by WL, which then determines the design and style direction.
3. Offensive oriented warriors need higher WT to last. Design to 15, 17, 21 for skill breaks
4. 21 WT, 21DF, and 21 WL are coveted. The 21DF makes an aimed-blow almost inevitable. Most managers automatically think Aimed-Blow when they can get 21 deftness. Not always, but usually.
5. All warriors except AB must have normal damage and really need good. Make certain that ST/SZ allow that, and have high enough WL to bump stats if not.
6. 9 WL is the acceptable low for offensives. Some warriors can do well with 7 or 8. Maybe.
7. Do not add to CN for pure offensives.
8. Defensive style warriors need solid WL and CN.
9. Physicals never hurt any warrior. Warriors can win early with lesser skill, but good physicals.
10. If all else fails, make the design a TP. They can win under almost any circumstance. However, they need a higher combination (total) of CN, WL, and ST. (especially WL)
11. If the warrior is to be long-term (meaning a godling or really, really nice roll), do not design a burner. (A burner is one where the manager intends to raise stats and physicals as an intended strategy to enhanced winning. Burners require high WL as stat raises are dependent on WL.)
12. However, there is not a thing wrong with making a burner.
13. Have variation in styles in arenas. This allows for better challenging, avoiding, and matchups. (Adding also fun and learning through variety.)
14. Design to the numbers, then choose style, rather than predetermine style, then design.
15. PRIMARY PRINCIPAL: Design each warrior with the idea of winning 60%+ of its fights. Period.
_________________ The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
Assurnasirbanipal ArchMaster Poster
Joined: Oct 21, 2002
Posts: 1769
Location: San Jose, CA
Posted:
Wed Oct 26, 2016 11:22 am
Without reading anyone else's input, here is what I would do:
11-10-17-9-10-4-9 -> DA. Can't make anything I want to run. If I 'had' to run him: 15-11-17-11-15-4-11 WS/TP
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