Duel2.Com  
•   Home  •  Rules  •  Your Account  •  Forums  • Newsletters  •
Navigate
· Home
· Content
· Encyclopedia
· Forums
· Members List
· Newsletters
· Old Newsletters
· Private Messages
· Setup
· Tourneys
· Your Account
User Info
Welcome, Anonymous
Nickname
Password
(Register)
Membership:
Latest: JdBVJmgowG
New Today: 2
New Yesterday: 0
Overall: 1242

People Online:
Visitors:
Members:
Total: 0
Duel2.Com: Forums

Duel2 :: View topic - 10-13-7-14-13-5-8
 Forum FAQ  •  Search  •  Memberlist  •  Usergroups   •  Register  •  Profile  •  Log in to check your private messages  •  Log in

 
Post new topicReply to topic
View previous topic Log in to check your private messages View next topic
Author Message
york
Expert Poster
Expert Poster


Joined: May 07, 2012
Posts: 77
Location: Austin, TX

PostPosted: Fri Dec 07, 2012 9:43 pm Reply with quoteBack to top

Might try an OTP, something like 11-13-7-17-17-6-13. Any tweeking suggestions would help, thanks.

York
View user's profileSend private message
Street_Legal
ArchMaster Poster
ArchMaster Poster


Joined: Jul 29, 2002
Posts: 3405
Location: The Big D (etroit) area

PostPosted: Fri Dec 07, 2012 11:08 pm Reply with quoteBack to top

If your looking to go OTP I'd consider:

10-13-7-14-13-5-8 -----> 14-13-7-17-17-5-11 (could also be any Parry style even WS; also a nasty LU)

only because I'd likely trade a little more damage over the DEF and PAR skill at 13 DF. Really no need to take SP to 6 as all you'll get is a DEC and an INI skill so at the least I'd take that point and move it to ST or CN. My suggestion for my design is so I could bump ST to 15 and use the BA; no off-hand and you'll be suited SZ wise. Could even go with either a 15 WT or WL and make ST 15 and another point to CN (like 15-14-7-15-17-5-11; leaving you not far from the 16/16 carry so you can armor like a brick and hit like an offensive, the longer fights will help you learn so 15 is pretty good).

Also could make a long-term burner/bust-out type 11-13-7-19-19-5-10 LU but that is an extreme design and if your more looking for an arena warrior that'll be fun to run I'd avoid this!

Either way you go this is a RU I certainly would like on my team!

_________________
A wise and frugal government, which shall leave men free to regulate their own pursuits of industry and improvement, and shall not take from the mouth of labor the bread it has earned - this is the sum of good government.

Thomas Jefferson
View user's profileSend private message
The Consortium
ArchMaster Poster
ArchMaster Poster


Joined: Nov 23, 2002
Posts: 8836
Location: on the golf course, in the garden, reading, traveling, and now Consulting

PostPosted: Sat Dec 08, 2012 12:16 am Reply with quoteBack to top

york wrote:
Might try an OTP, something like 11-13-7-17-17-6-13. Any tweeking suggestions would help, thanks.

York


Very nice rollup.
11-16-7-17-17-5-11 WS for us (could be PS/TP)
14-13-7-17-17-5-11 SL (pr BA, LU, PL, PS, ST)

_________________
Ye Old Consortium Scribe & Crapmaster 2013, Crapgiver 2014
1000 ADM graduates (with 40+ manager IDs) including 105K+ fights and 68K+ wins plus 4 teams with 1000+ wins (Animal Farm DM11 @1518*; Bulldogs DM11 @ 1460; Lenpros DM30 @ 1424; Fandils @ 1336
View user's profileSend private messageSend e-mail
One Armed Bandit
ArchMaster Poster
ArchMaster Poster


Joined: Apr 15, 2004
Posts: 2595

PostPosted: Sat Dec 08, 2012 12:26 am Reply with quoteBack to top

The difference between 11 ST/7 SZ and 12 ST/7 SZ is pretty large damage-wise. I would go 12-15-7-17-17-5-11, myself.

It would make an excellent TP, but also WS, LU, or PL.
View user's profileSend private message
Tripwire
ArchMaster Poster
ArchMaster Poster


Joined: Mar 10, 2008
Posts: 1973

PostPosted: Sat Dec 08, 2012 4:38 am Reply with quoteBack to top

If it is an arena warrior it could be an awesome burner as well.

10-16-7-20-16-5-10

Could be any style..

Burn to: 11-17-7-21-17-5-11 niiiiiiiice...

_________________
Active Arenas: Of Wolf and Man - DM 18, DM 81
Alliance: The Iron Council
View user's profileSend private messageSend e-mail
Street_Legal
ArchMaster Poster
ArchMaster Poster


Joined: Jul 29, 2002
Posts: 3405
Location: The Big D (etroit) area

PostPosted: Sat Dec 08, 2012 4:58 am Reply with quoteBack to top

Not only from my own thinking but from what OAB said I looked at the Terrablood Damage Matrix and he has an excellent point.

If the theory is correct that there are 3 damage possibilities per combo of ST/SZ; I have had a 12 ST 7 SZ come back great damage; and the matrix is correct then 11/7 is listed at -N+ (someone must've entered one with little damage) and 12/7 is -G+. This "appears" to be a breakpoint, and as far as my humble opinion goes probably the most important break point in the game is between Little and Normal damage (less so for aimers or brick defensives). Granted your 1 train away from it but as long as your not giving up an important point in another stat it seems worth taking a 12 ST. If it came down to shafting WT/WL/DF from an important number I'd gamble the slim chance of getting little damage knowing one train should break it.

I would almost swear I had an 11/7 LU get Great Damage, and the one I'm thinking of is Dead (Steve Vai of The Headcutters II in Aruak) so his write-up should be in my Dead file and easy to find. I'll get back with this later but right now I need to TRY and sleep one last time as it's 8 AM. Rolling Eyes Mad Rolling Eyes

_________________
A wise and frugal government, which shall leave men free to regulate their own pursuits of industry and improvement, and shall not take from the mouth of labor the bread it has earned - this is the sum of good government.

Thomas Jefferson
View user's profileSend private message
KidArcane
Advanced Master Poster
Advanced Master Poster


Joined: Apr 26, 2003
Posts: 492
Location: San Antonio, TX

PostPosted: Sat Dec 08, 2012 5:34 am Reply with quoteBack to top

This guy seems tailor-made for WoS or TP. I think the design has to go with the intent -- well, everyone knows that, right? So for ME, since I don't get involved with tournaments anymore, I'd go...

10-13-7-14-13-5-8 --------> 13-13-7-17-19-5-10 and burn it up, baby!

WL to 20, DF to 11, then skills for a while... eventually aiming to bump ST & CN up at least one, and WL to 21....

but that's just ME. I like Consortium's WoS, but I always feel a bit peevish about giving up points to CN.

_________________
"Don't make me destroy you." -- Darth Vader
View user's profileSend private messageSend e-mail
_Buri_
Grandmaster Poster
Grandmaster Poster


Joined: Nov 07, 2010
Posts: 838
Location: Asgard

PostPosted: Sat Dec 08, 2012 9:26 am Reply with quoteBack to top

One Armed Bandit wrote:
The difference between 11 ST/7 SZ and 12 ST/7 SZ is pretty large damage-wise. I would go 12-15-7-17-17-5-11, myself.

It would make an excellent TP, but also WS, LU, or PL.


This is true, at 11 you have an outside shot at getting little damage, and at 12 ST you can't. I'd go with this design, WS or TP.

_________________
Buri, Crapmaster 2012
Aesir 003 & 100 & 102, The Club 010, The Blues 021, Omnitrix 030, Venture Bros 051
View user's profileSend private message
RascallyRabbit
Grandmaster Poster
Grandmaster Poster


Joined: Jul 17, 2002
Posts: 715
Location: Orting, Washington

PostPosted: Sat Dec 08, 2012 11:28 am Reply with quoteBack to top

10-13-7-14-13-5-8

12-15-7-17-17-5-11, LU (what else would you expect from me?)

Damage should come out normal or good), and a bump for good if needed in most cases
Carry is right where you need it
Will have can take alot for damage
Endurance will be good (outside chance of great).
Without looking at the charts Att should be around 13 and Def 8

Pretty much a classic Tank LU, would also be a good Waste, or what I call a Hybrid TP (my OTP's look like this one that TV'e the rookies at the last FTF 10-10-6-17-21-6-15)

_________________
Steve/RR

"Every day life gives us 10,000 chances, all we have to do is reach out and take just one"
View user's profileSend private message
Street_Legal
ArchMaster Poster
ArchMaster Poster


Joined: Jul 29, 2002
Posts: 3405
Location: The Big D (etroit) area

PostPosted: Sat Dec 08, 2012 1:45 pm Reply with quoteBack to top

Interesting design by one of the leading tank LU managers RR. He of the brought to you by the number "ONE/WON" fame Laughing

After 4 hours sleep had to get up for the traditional Army/Navy game(pretty good thus far after Roger Staubach brings Navy some magic while he's in the booth; interesting note he almost signed to Purdue 1 year before Bob Griese;jokingly was lamented he might've played Basketball instead of sit behind Staubach and possibly never a '72 Dolpnins.... My Father served as a "Scrub Tech" in an Army Evac Hospital and my Maternal Grandfather was a Pacific Theater Naval Fighter Pilot so I don't root for anything but a good game and players health.....anyways back on track now).

My guy was a SZ 8 so never mind. What I will say is this:With 11 ST you have a slim shot at Little damage and no shot at great. At 12 ST you have a slim shot at Great and NO shot at little, "by all appearances". I think no matter which way you go we all,who read this thread, may have learned a VERY valuable DM/D2 lesson being "At 7 SZ 12 ST is an INCREDIBLY valuable number if you can afford it!!!"

I'd like to thank York most of all for posting this guy and OAB for making a VERY interesting point that leads too much thought and digging. This is why this site has been invaluable to keeping this game of ours alive.People caring enough to ask questions and others caring enough and being open to giving answers that help ease frustrations with information that will aid new or returning managers from loooong hiatuses not feel like they cannot compete. And that teach "Old dogs new tricks". Cheers!

_________________
A wise and frugal government, which shall leave men free to regulate their own pursuits of industry and improvement, and shall not take from the mouth of labor the bread it has earned - this is the sum of good government.

Thomas Jefferson
View user's profileSend private message
Display posts from previous:      
Post new topicReply to topic
View previous topic Log in to check your private messages View next topic
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



Powered by phpBB 2.0.10 © 2001 phpBB Group

Version 2.0.6 of PHP-Nuke Port by Tom Nitzschner © 2002 www.toms-home.com
Forums ©
:: fisubsilver shadow phpbb2 style by Daz :: PHP-Nuke theme by coldblooded (www.nukemods.com) ::