DUEL 2 NEWSLETTER
Date : 10/24/2016 Duedate: 11/05/2016
NIANIA ARENA
DM-2 TURN-697
This Weeks Top Honors
THE DUELMASTER IS
CRYINARA
THE RUNAROUND (381)
(2-6131) [20-22-1,92]
Chartered Recognition Leader Unchartered Recognition Leader
CRYINARA POSITION IS EMPTY
THE RUNAROUND (381)
(2-6131) [20-22-1,92]
Popularity Leader This Weeks Favorite
CRYINARA CRYINARA
THE RUNAROUND (381) THE RUNAROUND (381)
(2-6131) [20-22-1,92] (2-6131) [20-22-1,92]
THE CURRENT TOP TEAM
THE RUNAROUND (381)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. THE RUNAROUND (381) 22
2. 2ND DIRE LANCERS (693) 2 2ND DIRE LANCERS (693)
3. SAM'S TOYS (677) 1 Unchartered Team
4. DELINQUENTZ (511) 0
5. MENTOR DEMENTOR (697) 0 HELTER SKELTER (601)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1 2ND DIRE LANCERS (693) 25 10 0 71.4 1- 1 MENTOR DEMENTOR (697) 5 1 0
2- 2 DELINQUENTZ (511) 11 7 0 61.1 2/ 3 THE RUNAROUND (381) 4 5 1
3/ 3 SAM'S TOYS (677) 10 8 0 55.6 3/ 2 2ND DIRE LANCERS (693) 3 1 0
4- 4 MENTOR DEMENTOR (697) 93 78 7 54.4 4- 4 DELINQUENTZ (511) 1 0 0
5/ 5 THE RUNAROUND (381) 152 194 16 43.9 5/ 5 SAM'S TOYS (677) 0 3 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
SPY REPORT
Ready for some action-packed adventure, some thrills, chills and spills? Well
fergit it, cause this is the Spyreport for NIANIA. Too bad, MENTOR DEMENTOR, but THE
RUNAROUND was just too good to be stopped. MVP award for COOL RUN-IN? THE
RUNAROUND's proud of him after beating MR. MONKEY and getting 2 points. This
Duelmaster is like something else! CRYINARA stopped KHALHUMS DWARF dead in his
tracks! Who was the wiseguy that said NIANIA's Duelmaster was paying for drinks at
Jim's Tap Room? Don't look at me!
AAARRGH!!! I HATE SPYREPORTING!!! Sorry. I just had to say it. THE RUNAROUND
was the most avoided team. Is a 152-194-16 record really that scary? Hhmph! What
kind of warriors are 2ND DIRE LANCERS? THE RUNAROUND, an easy team to beat if I ever
saw one, can't get them to accept an invitation! Can 2ND DIRE LANCERS' FENZE be more
popular than me? He was challenged the most, but is that really the same?
What does a fighter fight for? I mean, the crowds don't give a hoot if someone
gets killed. Not after four more fights. What if they had a fight and nobody showed
up? I'd be out of a job, that's what!!!
Remember, blood on a purple robe may stain. Soak it in cold water, and hand
wash. I'm getting tired of writing this stuff, so I'm calling it quits. Remember
you guys, ease up sometimes! Chill out! Later, Debby Tonte
DUELMASTER W L K POINTS TEAM NAME
CRYINARA 6131 20 22 1 92 THE RUNAROUND (381)
CHALLENGER CHAMPIONS W L K POINTS TEAM NAME
-GATLITH 6026 10 1 0 108 2ND DIRE LANCERS (693)
CHAMPIONS W L K POINTS TEAM NAME
FENZE 6024 10 3 0 68 2ND DIRE LANCERS (693)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
COOL RUN-IN 6213 9 12 2 65 THE RUNAROUND (381)
ADEPTS W L K POINTS TEAM NAME
-RITHLO 6022 5 3 0 47 2ND DIRE LANCERS (693)
-COBAIN 6244 4 3 2 45 MENTOR DEMENTOR (697)
MR. MONKEY 5850 4 7 0 40 SAM'S TOYS (677)
-LADY GAGA 6243 5 4 0 36 MENTOR DEMENTOR (697)
CHALLENGER INITIATES W L K POINTS TEAM NAME
-EAU DE PERE 5789 2 27 0 33 THE RUNAROUND (381)
-JOSHUA 4463 2 2 0 27 DELINQUENTZ (511)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
DA1 6274 0 1 0 THE RUNAROUND 381 BANDIT PRINCE 697 NONE
PERSONAL ADS
LAST WEEK'S FIGHTS
DA1 was dealt death by BANDIT PRINCE in a 1 minute Dark Arena fight.
CRYINARA viciously subdued KHALHUMS DWARF in a 3 minute veteran's Title duel.
COOL RUN-IN defeated MR. MONKEY in a crowd pleasing 4 minute bloody duel.
FENZE overpowered FRATSFA SLAVE in a 1 minute one-sided fight.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 3 PARRY-STRIKE 1 - 0 - 0 100 |
|SLASHING ATTACK 1 PARRY-RIPOSTE 1 - 0 - 0 100 |
|STRIKING ATTACK 1 PARRY-LUNGE 2 - 1 - 0 67 |
|PARRY-LUNGE 0 WALL OF STEEL 4 - 2 - 0 67 |
|PARRY-STRIKE 0 AIMED BLOW 17 - 17 - 0 50 |
|PARRY-RIPOSTE 0 LUNGING ATTACK 9 - 9 - 1 50 |
|LUNGING ATTACK 0 SLASHING ATTACK 8 - 10 - 0 44 |
|BASHING ATTACK 0 TOTAL PARRY 3 - 4 - 0 43 |
|TOTAL PARRY 0 STRIKING ATTACK 9 - 18 - 3 33 |
|WALL OF STEEL 0 BASHING ATTACK 0 - 2 - 0 0 |
Turn 697 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
SLASHING ATTACK 1 - 0 AIMED BLOW 1 - 2 4 AIMED BLOW
STRIKING ATTACK 1 - 0 PARRY-LUNGE 0 - 0 2 SLASHING ATTACK
PARRY-STRIKE 0 - 0 2 STRIKING ATTACK
PARRY-RIPOSTE 0 - 0 1 LUNGING ATTACK
LUNGING ATTACK 0 - 0 1 PARRY-RIPOSTE
BASHING ATTACK 0 - 0
TOTAL PARRY 0 - 0
WALL OF STEEL 0 - 0
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
AIMED BLOW FENZE 6024 10 3 0 68 2ND DIRE LANCERS (693)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is CRYINARA 6131. The most popular warrior this turn
was CRYINARA 6131. The ten other most popular fighters were COOL RUN-IN 6213, MR.
MONKEY 5850, FENZE 6024, DA1 6274, 0, 0, 0, 0, 0, and 0.
The least popular fighter this week was DA1 6274. The other ten least popular
fighters were FENZE 6024, MR. MONKEY 5850, COOL RUN-IN 6213, CRYINARA 6131, 0, 0,
0, 0, 0, and 0.
The following warriors will travel to AD after next turn:
CRYINARA (2-6131) THE RUNAROUND (381)
An Informative Guide to the Parry-Riposte Style
composed by Sir Jessie Jest
Greetings to all. After many weeks of compiling a database with informationon
the parry-riposte, I would like to thank the many managers that donated their time and
effort to make this project work. We all hope that many managers benefit from these
efforts to further the interest in this style.
This article can also be found in the Duel Masters Web page on the internet at:
http://www.netis.com/johnh/dm.htm
Also, for those of you who have e-mail access, I invite you to join in on the DM
discussions on the Roundtable. The roundtable is a forum that discusses anything that
has to do with Duelmasters. It is made up of many other DM managers like yourself,
and will answer any question you have about the game. To join the Round Table send e-
mail to listserv@ambience.com.au with the message "Subscribe Duel-L Your Name".
*** *** ***
Parry-ripostes, or rippers, can be very deadly if trained and managed
effectively. Rippers aren't as widely understood as the more common high skill base
styles are. They do draw managers who like more of a challenge. It is not a style
for quick fix, so to speak. They start with much less skill and development than
many other styles. This means they require a much longer development time before
reaching that successful stage. Rippers are not good short-term warriors. They lack
what it takes to get many wins early in their career. When you make a ripper, you're
in for the long haul.
When making a ripper, it is good to think about making him survive through Basic.
Rippers have the second highest death rate, with aimed blows being the first. The
main reasons for this, I believe, are poor warrior design and/or poor strategy.
Rippers, even if designed exactly the same, vary more from one to another than most
styles in general. The aimed blow, I believe, is the only other style that varies
more widely from one to another than the ripper. Finding your ripper's likes and
dislikes may be quite a task, indeed.
The first thing to get a good ripper is warrior design. His starting stats will
greatly effect his starting skill bases as well. Since rippers starting skill base
is lower than some of the other styles, getting as many bonus skills from initial
stats is very important. These bonus skills are given most in the WIT and DEFTNESS
stats. Odd numbered stats are where most of the bonus skills are at, such as 13, 15,
17 and 21. There are no bonus stats to be gained at 19 in any stat except speed.
Good rippers will have a minimum of 32 points between wit and deftness. 34 or more
points is preferred. 17 or 21 WT and 17 or 21 DT makes the best rippers.
Ripper stats:
Strength: 7-11 gives you the range you need for all ripper weapons.
Con: 10-14 helps keep your ripper alive and helps with encumbrance. A wise
manager would put any left over points here, rather than speed. We'll
get to that in a minute.
Size: 3-11, no bigger. It's a waste of points and kills your defense, which
is one thing that will keep your ripper alive.
Wit: 15, 17 or 21 -- No less. You need the bonus skills and the quick
learning to make up for the lower skill base.
Will: 15+ Not necessary, but to be successful quicker in ADM get at least a
15.
Speed: 5-9 Speed is the most disputed thing among ripper managers. It is
split 50/50 on its contribution to a rippers success. I believe any
extra points left over after adding to odd number WT, WL, and DF should
go to CON, not speed. It makes no difference whether you get those
skills gained from speed now, or later on. They are still the same
number of skills. Those few skills won't make as much difference
now, as CON does in keeping the ripper ALIVE. A dead ripper's bases
don't matter much, now, do they? ;)
Deftness 15,17, or 21 no less. This is a MUST. Deftness gives the most bonus
skills out of all the stats. Unlike other styles, which start out
with higher bases, a ripper needs all the bonuses he can get. Don't
skimp here. Also, many of the rippers weapons require high deftness.
The average skill bonuses you get for the parry-riposte style are as follows:
(Taken from the "Ween Chart" that includes decimals)
Skill Bonus
====== ======
Attack -1.6
Parry -0.1
Defense -3
Initiative 3.1
Decise 1.8
Riposte 4.6
Naturally, rippers get more bonus skills in the riposte area. To help
understand that chart, round the numbers up to the nearest whole number. Example,
Decise 1.8 = 2 extra decise skills. There is no way to predict exactly what your
ripper's starting skills will be. But you can get a good idea when your get your
overview back by using the skill chart which is not listed here. There is the luck
factor, which is a random number that RSI gives to make sure no two warriors are
exactly alike. Some are blessed and get more than average skills, whereas others get
considerably less. Rippers in general seem to get LESS more than MORE skill in the
luck factor part of character generation.
Listed below are some examples of actual rippers in ADM and Primus.Please take
note of the + or extra skills these rippers received with thestats they have. Notice
the amount of extra skills they received from high WIT and DEFTNESS. The luck factor
had some play in these startingbases. These are also examples of when the luck factor
gives you MOREstarting base skills. The one at the bottom, with the -2 skills, is an
exampleof bad luck. The average skill base totals is +4.8 or 5 skills rounded up.That
means that if you get a ripper with more than + 5 skills to his base,he is lucky.
Less than + 5 he is unlucky, depending on his stats. If theripper has less than a 32
total points WIT and DEFTNESS, his chancesof getting less than +5 is MUCH higher. If
you get more than +5 skills withless than 32 points in your WIT and DEFTNESS total,
you a very lucky.One exception is when you have a 30 WIT/DEFTNESS total and a 21
WILL.Then you should get +5 or better to your skill base. If not, you are unlucky.
ST-CN-SZ-WT-WL-SP-DF BASE: ATT INIT DEC DEF PAR RIP (Bonus +/-)
17-13-4-17-9-9-15 60(0) 60(+4) 30(+2) 40(-1) 45(+1) 65(+5); +11
9-13-8-17-15-5-17 55(-1) 55(+4) 15(0) 30(-4) 55(+3) 70(+6); +8
11-9-12-15-17-5-17 55(0) 35(+2) 20(+1) 30(-3) 45(-1) 75(+9); +8
9-12-5-17-15-9-17 45(-3) 50(+1) 40(+3) 45(-2) 40(0) 70(+5); +4
10-10-9-21-15-4-15 60(-1) 50(+2) 45(+5) 35(-4) 35(0) 65(+5); +7
8-9-7-17-17-9-17 50(-3) 50(-1) 50(+4) 50(-2) 40(+1) 85(+8); +5
8-10-12-17-17-3-17 60(-1) 45(0) 25(+2) 30(-5) 40(+1) 55(+4); +1
8-9-8-15-11-12-21 50(-2) 75(+5) 35(+2) 35(-4) 50(+1) 80(+5); +7
12-10-8-17-11-9-17 40(-3) 45(0) 40(+4) 30(-4) 15(-4) 70(+5); -2
The numbers in the parenthesis are the + or - the projected skill base for that
set of numbers. Example: +5 means that he got 5 more than the average projection.
Pluses are good and minuses are bad.
A simple method to see whether or not your ripper was lucky is to add the WIT and
DEFTNESS together. If it is above 32 then you should get + 5 as an average, and any
more than +5 is lucky. The higher the WIT/DEFTNESS total the higher the average.
This is a quick guesstimate to see if your ripper was unlucky at getting a good number
starting skills. It is not an exact way to tell. You can tell more accurately by
using the skill chart that lists the skill bonuses, and the style modifiers.
Good WIT statements for a good ripper include high order ATTACK, DEFENSE, and
PARRY. An initiative statement is nice, but harder to come by for a ripper, unless
you give up one of those 3 up there. If you get ATTACK, DEFENSE, PARRY and INITIATIVE
high order you have a GREAT ripper. Rippers almost always get some kind of Riposte
statement. Riposte isn't really as important as those 4 up there are in the long run.
Decise skill is meaningless to a ripper.
ARMOR
-----------
Rippers should wear heavy armor at the beginning of their career. It is better
to run a ripper defensively or `scum' him for awhile until he gains more skill. When
he starts getting his experts in defense and parry, then you can take off some armor.
Rippers are more like to DIE in their first 10-15 fights than later on when they have
more skill and experience.
Some people don't like playing defensively, and run them offensively at the
beginning. Rippers are long term projects and are not ready for this. They lack the
skill and experience to do this in the beginning. For this reason, and the fact most
people don't put much armor on them at the start of their career, is why so many
rippers DIE. Putting heavy armor on them and playing them defensively, increases the
ripper's chance to make it to ADM ALIVE. I've put rippers in ACM and APA in basic for
their first 15 fights. It keeps them alive and gets them learns without affecting
their performance.
Weapons
-------------
Your ripper's favorite weapon is VERY important. Rippers have a very limited
number of weapons to choose from, but do have some good ones.
This is a list of ripper weapons. They are listed in order of which is best to
which is worst according to a poll of 58 ripper mgrs.
1. Scimitar -- The best ripper weapon, without question.
2. Longsword
3. Epee -- I wouldn't advise using this weapon in Basic.
4. Shortsword
5. Shortspear
6. Longspear
7. Hatchet
Using that chart above, you can tell whether or not your ripper got stuck with a
lousy favorite weapon. Down below is more info on ripper's favorite weapons.
Out of 44 parry-ripostes, the following is a chart of the favorite weapons they got:
EP (11), SC (8), LO (8), LS (4), SS (7), SH (6)
Notice that most got the top 3 ripper weapons. Just hope your ripper doesn't get
stuck with a lame weapon.
Off-hand weapon
------------------------
Rippers do better with 2 weapons than one. In ADM, a ripper can use either one
or 2 and still be effective. Shortswords and hatchets are the most effective.
Daggers and shields are OK, but not really good in ADM. If you have a ripper with
high enough deftness, twin longswords or scimitars can be devastating. Rippers have
an unusually high chance of being ambidextrous.
Strategy- Using tactics
-------------------------------
Rippers in general don't react well to tactics. This is agreed on by most ripper
managers. They can use lunge, dodge, response and parry to some effectiveness. Out
of 44 rippers, 3 got Lunge, 6 got Riposte, and 3 got Parry as a favorite tactic.
Riposte tactic is lame, and should never be used on a ripper. He ripostes well enough
without that tactic. All it will do is penalize him in other important areas.
Strategy- (favorite rhythms)
-------------------------------------
Unlike other styles, the ripper favorite rhythm is used more closely. Most
managers use different strategies in basic than they do in ADM for their rippers.
They play it more by ear in Basic, and stick mostly to the ripper's favorite rhythms
in ADM. Unless, of course, they have very bad rhythms for favorites. Then they may
go back to playing it by ear.
Below is a graph of 44 Parry - Riposte's favorite rhythms.
A. L. -- O. E. VL LO MO HI VH TOTALS
VL 3 1 2 0 0 6
LO 2 1 2 2 0 7
MO 2 19 0 1 0 22
HI 2 0 5 2 0 9
VH 0 0 0 0 0 0
TOTALS 9 21 9 5 0
As you can see, most of the favorites for a Parry Riposte fall in the LOW
offensive and moderate activity range.
To give someone an example of a basic strategy, I will give you an example below.
MIN 1 2 3 4 5 6 Desp.
OL 2 2 2 4 4 3 7
AL 2 2 2 4 4 2 7
KD 5 5 5 6 6 5 5
Att RA----------------------------------------------->
Pro HE----------------------------------------------->
You can experiment with other strategies, and might even check out how your
ripper likes tactics.
In ADM, I'd stick with the favorite rhythms, unless they aren't working for him.
Best style match-ups for a ripper in basic are: PR, TP, BA, PS, WS.
Worst in Basic are : SL, LU, AB, PL, ST.
Best style Match-ups in ADM are: TP, PR, BA, ST, PS.
Worst in ADM are : LU, SL, WS, PL, AB.
Well, that should be enough information to get any manager started with a good
ripper. If you need more information about rippers or anything else about DM,
contact me. I can be reached via e-mail at 103260.3347@ compuserve.com or you can
Diplo me at the Joker's Wild 2 in DM 75. I hope this helped someone.
Cheers,
Sir Jessie Jest
Credits -- Major contributors:
Mitch Nakagawa -AKA- Sensei Slowburn
Glenn Uren -AKA- Heretic JRK
Jeanette Jerles -AKA- Shark Jester
Gary Triplett -AKA- Miles The Boss Man
The Lunatic Voo-Doo
Assurnasirbanipal Soultaker
Lord Bosk Buri
C.J Caviness -AKA- The Visionist Doctor Scot
Manager(Dwayne) Revenant
Eric Goche Seeker
Rajesh Nanda
Johan Behrenfeldt -AKA- Bartender
and many others.