DUEL 2 NEWSLETTER

Date   : 01/05/2008    Duedate: 01/18/2008

NOBLISH ISLAND ARENA

DM-93    TURN-251

This Weeks Top Honors

THE DUELMASTER IS

RAPHAEL
LORDS OF LIGHT (1458)
(93-8434) [7-3-1,45]

Chartered Recognition Leader   Unchartered Recognition Leader

RAPHAEL                        HOLLAND
LORDS OF LIGHT (1458)          SHENANIGANS (1494)
(93-8434) [7-3-1,45]           (93-8660) [3-0-0,42]

Popularity Leader              This Weeks Favorite

MISS SCARLET                   KOS-MOS
GOTTA GET A CLUE (1484)        SHENANIGANS (1494)
(93-8596) [4-5-0,32]           (93-8659) [2-1-0,19]

THE CURRENT TOP TEAM

MIDDLE EARTH (1488)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. SHENANIGANS (1494)          46
2. MIDDLE EARTH (1488)         28      LORDS OF LIGHT (1458)
3. EYES OF SET (1489)          19      Unchartered Team
4. LORDS OF LIGHT (1458)       17
5. ELLISHOOD (1493)             8      MIDDLE EARTH (1488)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*MIDDLE EARTH (1488)       20   9  1 69.0   1/ 1*MIDDLE EARTH (1488)      10  4 0
 2/ 5*SHENANIGANS (1494)         9   6  1 60.0   2/ 2*EYES OF SET (1489)        9  6 0
 3/ 2*MIDDLE WAY 19 (1502)       5   4  0 55.6   3/ 3*ELLISHOOD (1493)          7  8 0
 4/ 4*EYES OF SET (1489)        12  12  0 50.0   4/ 9 LORDS OF LIGHT (1458)     6  9 0
 5/ 3*ELLISHOOD (1493)          10  10  0 50.0   5/ 6*MIDDLE WAY 19 (1502)      5  4 0
 6- 7*THE CYRKLE (1472)         14  16  0 46.7   6/ 4*SHENANIGANS (1494)        5  5 0
 7/ 8 LORDS OF LIGHT (1458)     22  28  1 44.0   7/ 5*GOTTA GET A CLUE (1484)   4 11 0
 8- 9*FAUX TIDES (1482)          7  11  1 38.9   8-10*FAUX TIDES (1482)         2  6 1
 9/10*GOTTA GET A CLUE (1484)   16  29  1 35.6   9- 8*THE CYRKLE (1472)         1  3 0

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT

       >)]H[(< + -----:----- + >)] Getting the Jump [(< + -----:----- + >)]H[(<

     One of the most common questions that new players ask is what they can do to
defeat a certain warrior from another team who always attacks first and beats their
own warrior before he can get an attack in.  Attacking first in a fight is called
"jumping" your opponent, and it decides the victor in a majority of fights between
two offensive warriors.  By offensive, I mean Strikers, Bashers, Lungers, Slashers,
and Aimed Blows, although any style can be run offensively.
     In this article, I will teach some of the more common things you can do to make
your warrior get the jump.

Part 1, the setup:  To design a fast warrior, you must take into account Decisiveness
skills.  Decise is gained from only three statistics: Wit, Will, and Speed.  Of these
three, Speed is the only stat that has a large number of Decise skills in it.  So if
you design a rollup with a high Speed stat and/or a high Wit and Will, it will be
fast.
     Styles are also an important consideration.  Strikers, Bashers, and Aimed Blows
start with more Decise skills than any other style.  Slashers and Lungers have
slightly less, followed by Parry-Strike, Parry-Lunge, and Wall of Steel.  Total
Parries and Parry-Ripostes have very low starting Decise scores.
     Each style also learns Decise skills at different speeds.  Strikers learn Decise
the fastest. Parry-Strikes also learn it quickly, and Bashers learn it reasonably
well.  The other styles fall into the "don't count on learning it unless it's your
favorite learn" category.

Part 2, the strategy:  What you put on your strategy sheet drastically affects your
chances of getting the jump.
     Offensive effort:  As high as possible (10).  The more your warrior tries to
attack, the more likely he is to take the first opportunity offered him.
     Activity level:  As high as possible (10).  The more your warrior moves around,
the more chances he will see to attack.
     Note that running at these levels will tire your warrior out very quickly, and
your warrior may not fight at his best.  Most styles prefer a much lower activity
level as their "favorite".  But this article is about getting the jump, not fighting
efficiently.  :)
     Kill Desire:  Kill desire is one of the most intangible factors in Duelmasters,
but one of the common theories is that each number of KD corresponds to a certain
skill, maximizing that skill.  Seven is supposed to be the magic number for
Decisiveness.  Try it and see if it works for you.
     Tactics:  Obviously, the Decisiveness (D) tactic increases your Decise.  Other
tactics may increase your Decise, like the Bash tactic, but they don't increase it as
much as Decisiveness does.
     Armor:  None.  Nada.  Zilch.  Armor weighs you down.  Even if you have the
ability to carry a large load, you will still be faster running naked.  Of course,
you will take much more damage if you get hit, so you'd better make sure you can put
your opponent down before he hits you back.  With this strategy, you either win big
or you die.
     Faster weapons:  Lighter weapons are faster than heavier ones, but there are
certain weapons that are considered to be "faster" in general.  Warhammer and Hatchet
are some of the best.  Dagger and Bare Fist (FI) are probably the fastest, but
fighting bare-handed is dangerous.

So you've designed your warrior, probably a Striker or Basher with a good speed, wit,
and will.  You're running him 10-10-7 Decise with no armor and a Warhammer.  And that
same enemy warrior *still* outjumps you.  If that's the case, he's probably running a
similar strategy and just has more Decise skills than you.  So you have one more
trick up your sleeve:  the Responsiveness tactic ('S' in the defensive tactics
section).  If your opponent is using Decise and you use Response, you will probably
win.  If your opponent is not using Decise, you will probably lose.  It's like a
rock-scissors-paper relationship:
     Decise beats no tactic; no tactic beats Response; Response beats Decise.

There are some other minor factors in getting the jump that are beyond the scope of
this article.  Hopefully this will give you a better idea of how the warrior who
attacks first in a fight gets chosen.

Captain K., manager of Men of the Sea in DM 12 and assorted others

           +>]H[<+-----+>]H[<+ Question of the Week #2 +>]H[&lt;+-----+>]H[<+

     For those of you who came in after I started posting this series of questions
And answers, they are being taken from the newsletter for Aruak City, DM 11.  The
questions were being posed by Hanibal, a relatively new player and Noblish alumnus,
and the answers were offered by any members of that arena who cared to respond.

Question, turn 400:

All -- I think I have a basic grasp on most aspects of this game, but one Thing I
have no clue about is how to maximize skill learning.  I had an 18 wit TP challenge
up to a warrior who had 21 more fights than me and I only learned 2 skills.  The next
fight I was matched up against a less experienced warrior And I learned 5 skills.
This is not an isolated incident.  Any tips on skill learning? -- Hanibal's Q.O.W.

Answers, turn 401:

ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it,
that sometimes the number of learns appears random.  Some suggested variables include
fight experience differences between combatants, total skill differences,
intelligence level of one or both combatants, what each's favorite learn may be, what
styles the two warriors are....  There are so many, it's difficult to say.  Sometimes
you can see the effect of one variable more than another.  Other times, one has
absolutely no clue. -- Adie

Hanibal -- In your example of warrior learns, did you lose the fight against the more
experienced opponent, but win the fight against the less experienced opponent?  The
outcome of a fight may affect learning, with the winner being bonused and the loser
being penalized.  I believe that the best way to make a warrior learn well is to give
them a 21 wit.  That's why wit is my favorite stat to have a 21 in!  (Not to mention
all the base skills it gives.) -- Generalissimo Puerco

Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the
higher the better.  But luck (die roll) plays a big part, as do what the other
warrior can teach, how many skills yet to learn and a few lesser factors. --
Kennelworth

Hanibal, re the question of the week -- The main thing is to TRAIN skills.  Okay,
everybody stop laughing.  You people (Hanibal, too) already realize this, but there
may be a new manager reading this reply who doesn't.  Seriously, I once had a manager
whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and
ask why one of his warriors hadn't learned any skills.  He sent me the warrior's
numbers, and a little simple math revealed that this warrior had eight stat increases
in those ten fights!  He hadn't been TRAINING skills.  Lesson there, never overlook
the obvious.
     As to a more useful answer, I don't have one, but I do have some secondary
questions.
     For instance, I was once told that a warrior learns better with an odd-numbered
WT.  Since I have never personally run a warrior with an even-number WT that I can
recall, I don't know.  It sounds unlikely, but then, who knows how a computer thinks?
     Challenging up increases the ODDS of learning but is not guarantee.  Does 
anybody have any information as to whether a lower-ranked warrior who teaches well is
one with lots of skills?  My own information would tend to contradict that, as I have
some excellent teachers in other arenas who have yet to receive their first rating.
     I have heard that there is an increased chance of learning when the fight is a
long one.  Anybody know whether this is true or just wishful thinking on the part of
those matched against scum?
     Is the caliber of a warrior's teaching on a given fight reflected in his point
gain in the rankings?  I have been given to understand that points gained in excess
of the basic minimum reflect how well above the average the warrior performed.  In
theory, a good performance means better demonstration and thus better teaching, but
does it work out that way?
     Do warriors of a given style tend to teach a specific skill or group of skills
better than other skills, as for instance, do total parries teach parry and defense?
     I've heard it said that when facing an opponent who has only one skill left to
learn, a warrior teaches best that skill he learns best.  Does this hold true in
other circumstances? -- Leeta

Question, turn 402:

All -- I understand that Deftness is the ability to better protect and attack your
chosen location.  I could care less if I hit my attack location as long as I hit.
Does Deftness have any effect on connecting?  I believe it is your attack skills vs.
your opponents def/parry skills that determines this. -- Hanibal's Q.O.W.

Answers, turn 403:

Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills.
This will increase your warriors' chances of hitting.  Shot placement accuracy is
said to be based on coordination (DF+SP), but I think having a good attack rating can
lead to better shot placement as well.  Kill desire may well influence shot placement
also.  It has been suggested that a warrior's chosen location to protect is the
source of the "luck parry" comment that often results in broken weapons.  While I
personally fancy this theory, I think it would be difficult to prove or disprove.  It
sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco

Hanibal -- Re the QOW, probably.  At least, I notice that those of my warriors with
very low DF (and I've got some doozies here and there) spend a lot of time flailing
wildly and missing. -- Leeta

                                      SPY REPORT

     So why do I have this bag over my head?  Because I am The Unknown Spymaster and 
I'm going to give you a spy report!.  Coming up with a solid 3-2-0 outing, LORDS OF 
LIGHT has advanced 5 places in the rankings.  Hey everybody, watch out for HOLLAND, 
who flew up 16 points in the rankings after mashing THE USEROUS MERCHANT like a 
melon.  Keep your eye on this guy.  It's a proud day for the LORDS OF LIGHT stable, 
as their warrior, RAPHAEL, ascended the Duelmaster's throne.  Advice to 
bashers--never force anything, just get a bigger halberd!   
     But enough of that bunch, let's get on to the wimps who like to avoid battle!  
And hey, kiddies, those of you who didn't avoid LORDS OF LIGHT, please raise you 
hand.  Wow.  Does NOBLISH ISLAND really have that many liars?  For those of you who 
like math, try this one:  LORDS OF LIGHT + Weapons That go Boom = ELLISHOOD + Avoid 
City.  And who is this PROF. PLUM you ask, with 17 points and a 4-5-0 record.  Ooh, 
the tales I could tell!  In a touching display by a 'touched' warrior, AKHENATEN went 
after PROF. PLUM, who was higher by 19 points.  Well, when the dust settled, 
AKHENATEN subdued PROF. PLUM.   
     Death is kind of like a new puppy:  he's always around wanting to play.  (Ha 
Zontani, how's that for a wise saying?).  Ask not the elves for counsel, for they 
will say both yes and no.  Silly buggers, eh?   
     Well, there's the manager of the NOBLISH ISLAND giving me the 'cut' sign (or is 
that 'They're going to strangle you in the alley?).  Okay, so I may not be the 
world's best comedian, but then you guys aren't the world's best warriors.  Its been 
real, and its been fun, but it hasn't been real fun...-- The Unknown Spymaster  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 RAPHAEL 8434                  7   3  1    45       LORDS OF LIGHT (1458)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 HANIEL 8433                   6   4  0    43       LORDS OF LIGHT (1458)
 HOLLAND 8660                  3   0  0    42       SHENANIGANS (1494)
 URIEL 8435                    6   4  0    34       LORDS OF LIGHT (1458)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 MISS SCARLET 8596             4   5  0    32       GOTTA GET A CLUE (1484)
-KLAATU 8514                   4   3  0    31       THE CYRKLE (1472)
 DARK ARENA MEAT 8624          5   1  0    30       MIDDLE EARTH (1488)
 GIMLI 8623                    4   2  0    29       MIDDLE EARTH (1488)
 REBMA 8651                    4   0  0    26       ELLISHOOD (1493)
-ONE EYED MACK 8579            3   0  0    26       FAUX TIDES (1482)
-DUNKIN' MCCLOUD 8672          2   0  0    25       THE CYRKLE (1472)
 CANTOR SHEN 8629              2   3  0    24       EYES OF SET (1489)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 ANUBARIS 8631                 4   1  0    23       EYES OF SET (1489)
-BROTHER TAO 8580              2   1  1    23       FAUX TIDES (1482)
 LEINAD 8700                   2   0  0    23       ELLISHOOD (1493)
 ARAGORN 8626                  5   1  1    22       MIDDLE EARTH (1488)
 TALHO 8657                    2   1  0    21       SHENANIGANS (1494)
 MAHO 8658                     1   2  0    20       SHENANIGANS (1494)
 KOS-MOS 8659                  2   1  0    19       SHENANIGANS (1494)
 AKHENATEN 8673                2   1  0    19       EYES OF SET (1489)
 ZARGON YORETH 8710            2   0  0    18       MIDDLE WAY 19 (1502)
 BOROMIR 8627                  4   2  0    17       MIDDLE EARTH (1488)
 NIGHTFALL 8595                4   5  0    17       GOTTA GET A CLUE (1484)
 PROF. PLUM 8594               4   5  0    17       GOTTA GET A CLUE (1484)
-GABRIELLE 8515                3   4  0    17       THE CYRKLE (1472)
 GUDGE 8593                    2   7  1    14       GOTTA GET A CLUE (1484)
 RATZIEL 8432                  2   8  0    14       LORDS OF LIGHT (1458)
 KALESHMET 8632                3   2  0    13       EYES OF SET (1489)
 TEEBI SHOSTALLO 8707          1   1  0    13       MIDDLE WAY 19 (1502)
 KHAMAEL 8436                  1   9  0    12       LORDS OF LIGHT (1458)
 ASSYLA 8652                   2   2  0    11       ELLISHOOD (1493)
 ANEMONE 8656                  1   2  1    10       SHENANIGANS (1494)
 NECRONABUS 8633               1   4  0     8       EYES OF SET (1489)
 BALROG 8717                   1   0  0     8       MIDDLE EARTH (1488)
 COL. MUSTARD 8639             1   5  0     8       GOTTA GET A CLUE (1484)
 AKIRE 8654                    1   3  0     6       ELLISHOOD (1493)
 XANTIPAR WYE 8709             1   1  0     4       MIDDLE WAY 19 (1502)
 VILLITA ULAN 8708             1   1  0     4       MIDDLE WAY 19 (1502)
-GORLOCH 8674                  0   1  0     1       THE CYRKLE (1472)
-GLADIUS ROSE 8698             0   1  0     1       FAUX TIDES (1482)
-BO DILLY 8697                 0   1  0     1       FAUX TIDES (1482)
 YELHSA 8716                   0   1  0     1       ELLISHOOD (1493)
-BASTOR 8699                   0   1  0     1       FAUX TIDES (1482)

'-' denotes a warrior who did not fight this turn.

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
ROSINA QUIRN 8706       0  1 0 MIDDLE WAY 19 1502   BROTHER TAO 8580      250   

                                     PERSONAL ADS

Jorja -- Thank you.  I took a first in Prose at the Han Lin Academy. -- Li-Kao

Aragorn -- Perhaps Gladiatorade might help? -- Cantor Shen

Prof. Plum -- Ow.  You hit me so hard I forgot how to lace up my sandals.  Good on
you! -- Akhenaten

Brother Tao -- Drat, NOT the kind of beginning I hoped to make here.  Oh, well. --
Ghost of Rosina Quirn

Bo Dilly -- Bad style choice, but then, so is mine.  You might want to try dropping
the offhand weapon. -- Xantipar Wye

Bastor -- Two points occur to me here:  Drop the offhand shield, and get off the mark
faster, higher offensive effort and activity level. -- Villita Ulan

Leinad -- That was well done.  Although, if you had--as the introduction indicates,
the Wit to use that weapon, you didn't really need to train it higher. -- Teebi
Shostallo

Ah, yes, the Embezzling Scribe.  I was told it would be a "thrilling" encounter, and
that was about right. -- Zargon Yoreth

     The Regional Arena News is down for repairs but will return soon.

22 December 2007
All -- Just that tired old reminder to check your e-mail settings when you send ads
and such.  Please send stuff as plain text rather than as HTML or formatted text.
HAL, being the simple golem it is, doesn't know what to do with anything other than
plain text.  Note, this also means it doesn't know what to do with "smart" or "curly"
quotes, whether single or double, em-dashes (rendered here as two hyphens "--") or
everyone's favourite ellipsis (..., aka three dots). -- A public self-service
announcement from your Ed.

                                  LAST WEEK'S FIGHTS

CANTOR SHEN was viciously subdued by HANIEL in a 4 minute Challenge fight.
AKHENATEN subdued PROF. PLUM in a 2 minute Challenge melee.
LEINAD demolished RATZIEL in a 2 minute bloody uneven Challenge fight.
NECRONABUS was bested by REBMA in a 1 minute novice's Challenge fight.
KALESHMET was narrowly defeated by MISS SCARLET in a 3 minute Challenge competition.
AKIRE was vanquished by MAHO in a 2 minute mismatched Challenge fight.
ASSYLA was beaten by ANUBARIS in a 1 minute amateur's Challenge brawl.
RAPHAEL luckily beat GIMLI in a action packed 1 minute Title melee.
URIEL viciously subdued NIGHTFALL in a action packed 4 minute gory duel.
HOLLAND viciously subdued THE USEROUS MERCHANT in a 3 minute gory duel.
DARK ARENA MEAT overpowered VILLITA ULAN in a 1 minute uneven match.
ARAGORN overpowered COL. MUSTARD in a 1 minute one-sided fight.
BOROMIR savagely defeated KHAMAEL in a 2 minute bloody competition.
TALHO devastated XANTIPAR WYE in a 1 minute one-sided battle.
GUDGE was viciously subdued by TEEBI SHOSTALLO in a 2 minute bloody bout.
ANEMONE was unbelievably bested by ZARGON YORETH in a 5 minute beginner's fight.
KOS-MOS viciously subdued YELHSA in a crowd pleasing 6 minute bloody novice's fray.
BALROG unbelievably bested MORDANT DESERTER in a 2 minute brutal novice's fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  6         SLASHING ATTACK   36 -  14 -  1      72  |
|PARRY-RIPOSTE                    5         LUNGING ATTACK    31 -  14 -  4      69  |
|LUNGING ATTACK                   4         WALL OF STEEL      9 -   8 -  0      53  |
|SLASHING ATTACK                  4         STRIKING ATTACK   32 -  34 -  4      48  |
|TOTAL PARRY                      4         AIMED BLOW        18 -  20 -  2      47  |
|BASHING ATTACK                   3         PARRY-LUNGE        5 -   8 -  0      38  |
|WALL OF STEEL                    3         BASHING ATTACK    10 -  18 -  0      36  |
|AIMED BLOW                       2         TOTAL PARRY        6 -  12 -  0      33  |
|PARRY-STRIKE                     2         PARRY-STRIKE       6 -  13 -  0      32  |
|PARRY-LUNGE                      1         PARRY-RIPOSTE      8 -  23 -  0      26  |

Turn 251 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:

AIMED BLOW         2 -  0     STRIKING ATTACK    2 -  4         4  SLASHING ATTACK
PARRY-LUNGE        1 -  0     TOTAL PARRY        1 -  3         2  STRIKING ATTACK
LUNGING ATTACK     4 -  0     PARRY-RIPOSTE      0 -  5         2  LUNGING ATTACK 
SLASHING ATTACK    3 -  1                                       1  PARRY-LUNGE    
BASHING ATTACK     2 -  1                                       1  AIMED BLOW     
WALL OF STEEL      2 -  1                                       1  BASHING ATTACK 
PARRY-STRIKE       1 -  1     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
PARRY-LUNGE      RAPHAEL 8434                7   3  1   45 LORDS OF LIGHT (1458)
STRIKING ATTACK  HANIEL 8433                 6   4  0   43 LORDS OF LIGHT (1458)
LUNGING ATTACK   HOLLAND 8660                3   0  0   42 SHENANIGANS (1494)
SLASHING ATTACK  URIEL 8435                  6   4  0   34 LORDS OF LIGHT (1458)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is MISS SCARLET 8596.  The most popular warrior this 
turn was KOS-MOS 8659.  The ten other most popular fighters were ANEMONE 8656, URIEL 
8435, HANIEL 8433, MISS SCARLET 8596, HOLLAND 8660, LEINAD 8700, KALESHMET 8632, MAHO 
8658, RAPHAEL 8434, and BOROMIR 8627.

The least popular fighter this week was YELHSA 8716.  The other ten least popular 
fighters were ZARGON YORETH 8710, GUDGE 8593, XANTIPAR WYE 8709, COL. MUSTARD 8639, 
VILLITA ULAN 8708, ASSYLA 8652, AKIRE 8654, NECRONABUS 8633, PROF. PLUM 8594, and 
BALROG 8717.

                             The Effects of Coordination

     Coordination has long been ruled as having no effect on a warrior.  I have 
noticed a few things that may be the cause of certain coordination levels.  So I 
decided to write this article to give the general DM populace something to ponder.  
Below is the coordination table:

Coordination =  SP + DF

06 - 16  = Clumsy
17 - 20  = Slightly Uncoordinated
21 - 27  = Normal
28 - 31  = Highly Coordinated
32 - 39  = Very Highly Coordinated
40 - 42  = Marvel of Fighting Coordination

     Since I run a lot of bashers that have a clumsy rating most of the time, I 
noticed a few things that happen to them and not the high coordination warriors I 
have.  Most people don't have clumsy warriors, save some bashers and TPs, so it may 
not be paid that much attention to.
     The first thing I have noticed is that a clumsy warrior seems to drop his weapon 
more often than a higher coordination warrior.  So I think that maybe he has a higher 
chance to do this than normally coordinated warriors.
     Second, I noticed that clumsy warriors have harder time trying to quick draw 
their back-up weapon, causing them to fumble around trying to get it.
     Third is that the clumsy warrior also is slower to get up after he has been 
knocked down.  It may also influence the roll on whether you get knocked down or not, 
along with other factors.
     These things aren't as noticeable the higher the coordination becomes.  That's 
probably why a lot of people don't place any  value on coordination.  At the higher 
levels of the game there aren't any clumsy warriors, so coordination isn't noticed.  
You can still get knocked down, lose your weapon, and draw your back-up quickly, but 
the odds are more in your favor with a higher coordination in my opinion.
     Well, may joy and happiness be with you.  If you would like to chat , I can be 
reached at 103260.3347@compuserve.com  
     You may diplo me at LORDS OF THE ABYSS, in DM 11, or any of the JOKER'S WILDS 
scattered about.

                                                         Ta-Ta,
                                                         Sir Jessie Jest
                                            (He who always gets the last laugh......)

                      Top 10 Things to Do to Have a Better FTF!

10.  Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.  
Bonus points if that meal includes the use of utensils.  (Double bonus points if you 
already knew how to use utensils)

 9.  Recycle all those cover sheets and unwanted roll-ups into ammunition for the next 
great paper ball fight!  (And don't assume that because you don't have any ammo, 
you're not in the game.  When these things break out, ANYONE is a potential target!  
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting 
there in the middle of things trying to read your fights as the paper balls fly in all 
direction, you're not only likely to get hit by a misfired projectile, but I will be 
aiming for you!)

 8.  Showering at least once a day is not an option.  REPEAT:  Showering at least once 
a day, is NOT AN OPTION!!!

 7.  Much like a watched pot never boils, asking if your overviews or reprints are 
there yet every three minutes will only make the person sitting behind the desk 
irritable (or even more so than usual).  They'll be there when they get there.

 6.  Yes, the printer will break down, the hard drive will crash, and RSI will undergo 
some sort of catastrophe.  This is normal.  Be prepared for long delays.  Some people 
like to play Magic while waiting, some of us prefer heavy drinking.  

 5.  For you first timers, it is customary to do a triumphant little war dance each 
and every time you win a fight, complete with whoop-whoops.  That's what the raised 
platform is for, so the rest of us can see you.  If you don't do the dance, RSI will 
take away your TVs and you will forever get 3 WT roll-ups.  Would I lie to you?  

 4.  Converse with your fellow managers.  Take the time to chat, and introduce 
yourself to at least one complete stranger.  "Have you seen this warrior?" is not a 
good way to introduce yourself.  "Hi, my name is _______ and I run _______; nice to 
meet you!" is a much better way to introduce yourself.

 3.  When the run off fights are being read, I want to hear a lot of noise!  Cheer 
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh 
derisively when a warrior falls down.  Cheer those who read a good fight, and heckle 
those who can't.  Get crazy.  MAKE SOME NOISE GOLDURNIT!!!

 2.  Conversely, if you insist on reading your fights out loud and you don't have an 
audience, go back to your room until the urge passes.

 1.  Buy your good ol' buddy Forge a beer!

  As always, your own tips and comments are appreciated.  *LOL!*  Hope to see you all 
there!

                                                                      -- Forge

                          'TWAS THE NIGHT BEFORE TOURNEY...

'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
 
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
 
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
 
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year, 

Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;

"How 'bout FREE WILLY? Or RODMAN? Or PUSSY? Or KNOCKERS? 
Or SHEIK T'WEEZEL? Or BALLSY? Or TAKE OFF THEM DOCKERS!?
Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! 

The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.

And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says. 

At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh. 

At Aradi's table -- how they giggle, at the cartoons and stories 
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string; 

The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
 
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!

The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close, 
And giving a nod, on a chair Sandy rose; 

Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,
"GOOD LUCK TO YOU ALL, AND TO ALL A GOOD DAY!"

****Hey, what do you expect for a quickie?... <grin>

                                   The Basic Ripper

     Why isn't one of basic's most entertaining styles, a style capable of beating all 
others, a common sight upon the sands?  The myth that rippers are difficult to run and 
inherently prone to dying is widely accepted.  True, the graveyard is full of rippers 
that began their careers running little numbers and the parry tactic.  This is no 
mystery given that very few rippers start with great defenses and the parry tactic 
destroys a young ripper's offense.  In their efforts to make better punching bags, 
many managers have turned to big constitutions and heavy armor.  A dose of sanity is 
long overdue.  If you would like to run some rippers who will survive and win, read 
on.
     DESIGN:  My approach is somewhat unorthodox.  I maintain an evolving list of 
physical requirements for each style, i.e., endurance, punishment, damage, and carry 
capacity.  If you don't have the means to accurately forecast these ratings, ask 
around.  If at all possible, I first max out a new rollup's WL at a value of 15, 17, 
or 21 and then compare the rollup's physical potential with each style's physical 
requirements.  Generally, the style that matches up best and requires me to add the 
least number of points to ST and CN is the one I want.  It isn't absolutely necessary 
for a fighter to be physically fit at the beginning of his career.  Plan ahead.  Will 
a few preselected attribute trains make him so?  Must points be added to the rollup's 
ST or CN so that he can make the grade with no more than two trains per attribute?  
Which weapons will he use?  With these questions answered, it's simply a matter of 
taking WT to the highest odd value possible (avoid 19) and then doing the same with 
DF.  Godlings are not born as a results of how many points you can pump into WT, WL, 
and DF; that's luck's job.
     Young rippers need to be able to go fast for two minutes without tiring.  If your 
ripper isn't physically fit, he will slow down.  If he slows down, you are gambling 
with his life.  The more frail the warrior, the greater the gamble.  That said, if 
your ripper can quickly meet the following criteria and learn reasonably well, you 
will get your money's worth.
     Endurance: Something in the neighborhood of 350 (that's {ST+CN}WL)
     Punishment: Anywhere from the high end of very frail to midrange normal
     Damage:  Normal
     Capacity: Cannot carry a lot (minimum ST/CN combos: 9/8, 10/7, 11/6, 12/5)

     ST: 9 +   Midgets need an 11 or better.
     CN: See Endurance, punishment, and capacity requirements
     SZ: Small (3-8) to medium (9-14)
     WT: 15+   If your ripper doesn't learn, he's toast.
     WL: 15+   See endurance and punishment requirements.
     SP: Though frequently unimportant, it helps to have points here if you're stuck 
with a few 15's in WT, WL, and DF.
     DF: 15+   13 will do if you're fortunate to have a big WT and/or WL.

Strats:        X    8    9    5    5    5    8
               X    8    5    3    3    3    10
               X    6    7    7    7    7    5
               ARM ------------------------- >
               HE -------------------------- >
               N --------------------------- >
               N ------------------------ >  R

     Why the missing numbers in the first minute?  You'll want to find what works for 
your new ripper and possibly change his numbers as he develops.  8-8-6 is probably the 
best opening minute for a young ripper.  If your youngster has a high speed, try 10-
10-6.  6-8-6 is a bit slow for my taste.  Nevertheless, this might be the way to go 
even if your ripper doesn't need to build up his endurance.  Something I call "the 
change" occurs when your ripper approaches his master in riposte, his AD Ex in parry, 
and Experts in attack, defense and initiative.  This is a moment of decision.  If your 
ripper takes normal punishment, this is when you can opt to slow him down.  I don't do 
this, but I have seen 5-7-5 and 5-5-5 parry work rather well.  It's probably wise for 
a slow-running ripper to run fast in desperation.  If your ripper continues to run 
fast after "the change," a first minute strat of 8-10-4 often works well.
     WEAPONS:  A scimitar or longsword belongs in your ripper's hand.  After he starts 
critting, check to see if the epee is his favorite.  I don't believe in heavy backups 
for youngsters; a dagger will do.  Most youngsters will benefit from an offhand dagger 
(preferred), hatchet, or shortsword.  After "the change," rippers who don't slow down 
can improve the quality of their attacks by getting rid of their off hand weapons.  
These guys will need a backup scimitar, longsword, or epee.  Rippers who do slow down 
should keep their offhand weapons.
     ARMOR:  Very frail rippers should debut in ASM/H.  After ten fights or so, it's 
probably best to go with APL/H.  Guys who cannot take a lot of punishment belong in 
ARM/H for their entire basic careers.  Put them in ALE/H if you're feeling gutsy.  
Rippers who take normal punishment can debut in APL/H, ARM/H, or ASM/H.  After ten 
fights or so, it's definitely time for APL/H.  If you decide to slow one of these guys 
down, you'd better put him back in ARM/H or ASM/H.
     CHALLENGES:  Scummers deserve numbers like 4-1-6; keep that big desperation, 
though.  If you know that an opponent is out to kick you when you're down, go with 5-
8-5 or 5-5-5 while he's playing dead and 8-8-5 and 9-5-7 when he's active.  Good aimed 
blows are a pain.  Still, like every other style, they can be beaten with standard 
strats.
     Many people have contributed indirectly to the content of this article.  Foremost 
in my mind are The Lunatic, Scrag, Voo-Doo, U-Star, Shark, Moriarty, and Wormtongue.  
Thanks.  If you have a bone to pick or a story to tell, you know where to find me.

                                                       Cadmus
                                                       Wild Oats (479)
                                                       Solven, DM 22

                          Stimpy's Thoughts on Total Parries

                                       part II

     Well, when we last spoke I gave you a rundown on I feel TPs should be designed.  
Now I will give you my ideas on how to run them.
     First, you need to consider what type of warrior you now have.  A total parry is 
what its name suggests.  Total defense.  The idea around a TP is to concentrate on 
defense first and utmost.  Only when the situation arises will the TP decide to 
attack.  With this in mind NEVER run a TP with an offensive effort (OE) above 5.  In 
doing so you have just told your TP to do what they weren't designed to do.  Go 
offensive.  If you want to run your TP above 5, you should have made an offensive 
styled warrior, NOT a TP.  By using a high OE, you cause your TP to ignore defense and 
go offense.  This results in numerous "flailing" and "wild" attacks.  So don't do it.
     While running your TP, you may find that he tends to really turn on the offense 
often.  That is typical, typical of a warrior who favors initiative skills.  This does 
not mean that you should boost your OE.  What is happening is that one of your 
warrior's favorite learns is initiative.  So he/she will be naturally adept in 
initiative.  And remember that initiative is the skill that allows you to continuously 
make attacks on your opponent.  Since your TP decided to attack, your opponent should 
be relatively worn down.  So it will be hard for your opponent to steal that 
initiative back from you.  Hence the reason that your TP looks like an offensive 
killer.  But that's good.  It means that you have a very dangerous warrior on your 
hands.  High endurance burning styles, look out!
     I know, I know!!!  There are managers out there still that believe in the 
offensive TP and suggest using higher OE.  That's all fine and dandy.  Let those 
managers do just that.  I personally guarantee that if you run your TP with a low OE 
like the style was designed to do, you'll win fights.  Experiment with unorthodox 
strategies when you get a better hang of the game.
     Activity level (AL) is the variable in TP strategies.  I would definitely begin 
running a TP with a moderate/low AL.  Try a 3 at first.  After a few fights you'll see 
if your TP likes to dodge more or parry more.  It should be quite obvious; your TP 
will learn more skills in his "favorite" area.  Chances are, though, if your TP has 
received the statement: "avoiding rather than trading blows," or "relying on his speed 
to stay out of danger," your TP would rather dodge than parry.  And that's just fine.  
Boost your AL to about a 4 or 5.  If you choose to use the dodge tactic in defense, 
use AL up to 7.  Beyond that tends to hurt your warrior more than it helps.
     So why not go with an AL of 7 all the time if your TP likes to dodge more than 
parry, you might ask?  That's simple; your TP may like to dodge more, BUT HE STILL 
PARRIES.  So you'll need to be less active to allow your TP that choice.  With an AL 
of 4-5, your warrior will dodge when it is more advantageous, parry when it isn't.
     Kill desire varies greatly from warrior to warrior.  To be on the safe side, I 
always go low KD with my TPs, until they gain expert in attack.  After that point, I 
may begin to experiment, seeing how my warrior reacts to various KDs.  Generally, if 
your warrior learns attack skills relatively well, then a higher KD won't inhibit them 
at all.  If this is the case, I believe that your warrior is not looking for landing 
several blows to win the match (favoring initiative skills), but is instead looking to 
land a few good blows (favoring attack skills).  In the latter case, a moderate to 
high KD may help.  Keep in mind though that your TP is still defensively oriented.  An 
extremely high KD will cause any warrior to behave like a berserker, and may cause 
your TP to make lots of bad attacks.  With this in mind, stay below 7.
     Now to place it all together...

Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             2 ------------------------ >    "
KD             2 ------------------------ >    "

or

Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             4 ------------------------ >    "
KD             2 ------------------------ >    "

     These show my general strategies for parry and dodging oriented warriors, 
respectively.  Seldom do I use any tactics, unless I am making a challenge and wish my 
warrior to behave differently to that challenge (i.e., using the dodge tactic against 
a lunger).  At that point I would refer to the paragraphs in the beginning to 
customize that particular minute to fit the tactic.
     Attack and protect locations are totally up to you.  I like to protect the head 
and body, while attacking the head, arms, and legs.  This protects my vitals, yet can 
allow my warrior to land blows on parts of the body that can cause a warrior to lose a 
fight with the minimum number of hits.
     Desperation is my opposite area.  If I was relying on a low AL in the regular 
minutes, I will boost it in desperation.  While going vice versa if I had a high AL in 
regular minutes.
     Now the one tactic I haven't touched on is the riposte tactic.  Occasionally your 
TP will favor this tactic.  When he does, I like to raise my OE to 3, sometimes 4, and 
the AL to 4.  If I use the riposte tactic, I will use 4-5 OE and a 3-5 AL.  When these 
numbers are any lower, your TP may refrain from attacking in a riposte situation in 
favor of more defense.
     I have found that these strategies work well whether your warrior fights as a 
SCUM or skilled TP.  If you remember from my last article, the difference between the 
schools of thought are the amount of damage the warrior is willing/able to take.
     Well, I hope that this has been informative for the newer players, and the older 
ones, too.  Good luck and see you on the sands.

                                                                 Stimpy

                              MORE ADVICE FOR BEGINNERS

     Many essays dwell on style specifics.  This piece describes a playing philosophy.  
When you just want to WIN, create scum TPs and size 17 monsters with impunity.  Don't 
worry about getting these warriors into ADM!  YOU'RE concerned with winning those "Top 
Team" and "Team on the Move" awards.
     By comparison, managers with an excellent setup shouldn't be too concerned with 
the team win/loss record.  Their character must develop, gain every skill possible, in 
order to blossom into a deadly duelist.  THEIR goal is to advance this fighter into 
ADM, and eternal life.
     Here are some broad parameters for assessing a warrior's value, and a few 
representative samples:
Primus Bound:
     - WT, WL and DF total 49+.
     - 4 or more wit statements.
     - Start with Expert rating or gain it in one or two skills.
     - [13-5-5-21-13-10-17, 6-6-9-17-21-9-17, 11-7-9-17-17-6-17, etc.]
Basic/ADM Only:
     - WT, WL and DF total to 35+.
     - At least 3 wit statements.
     - Gain Expert rating in no more than five skills.
     - [17-9-10-17-9-9-13, 13-11-11-17-13-8-11, 9-13-10-15-21-5-11, etc.]
Dark Arena: [Any two of these qualify the character as "expendable"]
     - WT less than 13.
     - Less than 3 wit statements.
     - Is clumsy.
     - Has very little endurance.
     - [15-15-16-11-13-5-9, 7-18-13-17-5-13-11, 13-15-13-13-17-6-7, etc.]
     The Primus Bound setups are rare; they are coddled, protected and sometimes 
sandbagged for a year or so in order to build up a few Ad Experts to help them survive 
in the arena.
     The Basic/ADM Only fighters have mediocre to decent stats, and are going to be 
very dependent on their overview for that elusive "luck factor."  This class of 
warrior should be highly competitive.  Most of the fighters seen in the arena are in 
this category.
     Finally, the Dark Arena fighters: conceived from pitiful setups with little 
chance of being competitive.  However, these rollups might prove useful.  Don't fight 
the system; learn to use it to your advantage!  Many managers send fighters to the 
D.A. who might have provided them with a successful (if brief) career in Basic.
     Give BIG numskulls lots of ST and SP; these are your killer LUs and STs.  More WL 
= LU; Higher DF = ST. (I don't advise making Bashers unless you have a 17+ wit and 15+ 
points in WL.)  Give LITTLE morons a boost to WL, ST and CN; these are your TP scum.  
If they have absolutely no WT or WL, escort them to the Dark Arena.
     Of course, some fighters have good stats and decent overviews yet still lose most 
of their fights in the beginning of their career.  The "old" method of dealing with 
this phenomenon was to bump all stats by two or more.  Now, it's generally agreed that 
this increases performance at the cost of future skill learns.  This takes away from a 
duelist's competitive abilities in the higher levels of play.  Competitive fighters 
should be making as few stat raises as possible until they have "maxed out" in at 
least three of four skill areas. (Some managers advocate waiting until a character is 
completely "maxed out" before raising stats; this will take a long time for most 
warriors.)
     Some warriors (particularly the finesse styles: AB, PR, PL, PS) take a little 
longer to develop.  If they DON'T have the stats or the overview to raise visions of a 
Primus inductee, take a HARD look at their potential.  Will stat raises help?  Well 
they come easily?  Is the rest of the team strong?  How much money are you willing to 
invest in this character?
     ANYONE can create an awe-inspiring fighter by adding a couple of points to key 
stats.  It means the fighter may lose some of its long-term potential, but so what?  
Duelmaster, Most Popular Fighter, Best Win/Loss Record, etc. all equate into free 
fights and recognition.  If you don't have that Godling in your stable, what other 
goal might you have but to excel in your arena?!!
     I urge new managers to run EVERY setup at least once in the arena.  Look on 
rollups as a challenge; try to make the best killer or scum possible out of Dark Arena 
material.  There's a tremendous amount of experience to be gained by this.
     See what effect a high ST or DF has on specific styles; compare overviews to find 
what works and what doesn't; gain new insights on character design.  You will enjoy 
playing far more than you do now!  You might even come up with a better way of 
designing a character for a specific style, and write an article to share your views.
     The point is, DON'T wait around for the "right" rollup, or waste time and money 
(or sentiment) on characters who aren't doing anything for you.  Play the percentages.  
If a promising warrior is losing repeatedly, be patient.  Once a few AdExperts are 
gained he will probably turn things around.  If you Dark Arena Mutant loses a lot and 
his scumminess or killer-design aren't working, either bump a couple of stats or DA 
him.  If your scum/killer goes out there and wins a few, start paying attention to 
challenges/avoids (which you SHOULD be doing anyway).  Send that scum against a LU or 
ST; send that monster ST against a midget Parry-whatever.  Style vs. style matchups 
are crucial in the early careers of EVERY fighter.
     Generally, even lousy STs, LUs, BAs and TPs do well starting out.  Later the 
finesse styles--PL, PS, PR, AB--usually take over.  Summary: Recognize the difference 
between playing "to win" and playing "longterm."  Start noticing which teams have high 
win/loss percentages: what kind of warriors are they running?  Start sending diplos; 
don't be bashful.  You can bring that win/loss to a respectable level with careful 
play, short-term Mutant killers and scum, and the occasional stat-bump for those 
mediocre fighters whom you plan on retiring later.  Try it and see.  It gives the game 
more spice, you win more often, and you have more FUN!  And just remember... I told 
you so!

                         Diplo me with comments, questions, rebuke:
                              -- The Arcane Kid, of Astral Kin in Osksi (DM-3)

                                  "Favorite Weapons"

     One of the best ways to improve a warrior's record in basic is to find his 
favorite weapon.  The effect of using a favorite weapon is that a warrior's attack 
ability will improve.  A warrior will throw more critical attacks, improve the odds to 
inflict critical damage, and make attacks that are more difficult to dodge and parry.
     There are two methods used to find a favorite weapon.  The first is, "Don't worry 
about it.  They tell you when you get to ADM anyway."  While some managers have the 
patience to wait that long, I would rather have my favorite in hand in fight one!
     The second method is called, "Charting."  The way I chart weapons is I break 
down, statistically, my warrior's attacks with a particular weapon. (No, it's not 
difficult to do!)  I chart 4 categories, (1) Total number of attacks, (2) Total number 
of crit attacks, (3) Total number of crit damages, (4) Total number of knockdowns.
     (1) Total number of attacks (#ATT) -- Record the total number of attacks with the 
weapon in question, including hits, crits, misses, parried attacks, dodged attacks, 
and wild swings.
     (2) Total number of crit attacks (C ATT) -- Record the total number of critical 
attacks with the weapon in question.  Do not get good attacks confused with critical 
attacks.  A good attack is a statement that is more descriptive than, "strikes with 
dagger," but is not as spectacular as a critical.  An example of a good attack is, 
"Bats outward with her quarterstaff," or, "Makes a lunging attack wielding a short 
spear."  These are more descriptive but are not outstanding.  A critical attack is 
exemplified by spectacular statements such as; "Catapults forward, longsword stabbing 
cruelly at his foe," "Punches with piston-like horsefelling power," or "Hatchet 
flashes with snake-like speed and accuracy."  As you can see, crit attacks are very 
obvious.
     (3) Total number of crit damages (C DAM) -- A crit damage statement will signify 
a significant amount of additional damage and is typified by a statement such as; 
"Spectators cringe as the horrific power of the blow strikes home" or "It was a 
devastating attack."
     (4) Total number of knockdowns (# KD) -- Record every time an opponent is knocked 
off his feet with the weapon in question.
     The next step is to convert this data into a usable format.  To do this I divide 
the last three categories by the first.  This gives a "batting average" of sorts.  
EXAMPLE: Dark One fights his first three fights with a scimitar.  In those three 
fights Dark One made 16 attacks, 2 crit attacks, 4 crit damage, and 1 knockdown.  This 
breaks down as such:
C ATT = .125
C DAM = .25
# KD = .06
     Remember, the more fights with the weapon, the more accurate your chart will be.
     Looking at Dark One's performance with the scimitar we can conclude that it is 
not his favorite weapon.  I determine this by looking at the three categories in order 
of precedence.
     First I look at C ATT:
     .00-.25  Doubtful
     .25-.35  Slight possibility
     .35-.50  Very possible
     .50 +    BINGO!
     If your warrior is critting 50% of the time, stick with that weapon.  Favorite or 
not, it is VERY effective.
     Next is crit damage.  This is trickier to look at, as the primary chance to do 
critical damage is primarily based on strength.
Does little     0%
Normal         1-5% (style dependent)
Good           10%
Great          25%
Tremendous     50%
Awesome        75%
     Look for increases in the expected average crit rate.  These numbers may be a 
little off as I don't have a large enough sample of warriors with high damage ratings.  
In the example, Dark One rated at 25%, and with his great damage rating it appears he 
is not doing any additional crits.
     Finally, knockdowns.  I don't have a fast and easy rule for this, but anything 
over 15% or 20% if attacking the legs, could bear investigating.  It's best to look at 
all three and infer a weapon's performance.
     Dark One switches to a short spear and after 4 fights has 15 attacks, 7 crit 
attacks, 6 crit damages and 2 knockdowns.
C ATT = .466
C DAM = .40
# KD = .13
     This weapon suits him much better.  His crit percentage is up for all categories.  
This weapon has a very good chance to be his favorite weapon.  In this example it 
wasn't, but his W/L record improved with 6 straight wins. (By the way, the names and 
weapons have been changed but the numbers are from one of my ADM warriors.)
     Okay, I've figured out that the weapon I'm using is not my favorite.  What now?  
There are some indicators to help you.  Look at how your warrior uses his current 
weapon.  If he likes to slash a lot, stay with a slashing weapon.  Also, look at good 
attacks.  If a warrior makes quite a few good attacks with the weapon, try a weapon 
that is used in a similar fashion.  I.E. epee is used in similar fashion to a long 
sword.  Dark One loved to lunge with his scimitar at a 3:1 ratio.  Try weapons that 
fit your stats at first but don't be afraid to try a weapon that is out of your stat 
parameters.  Should you find your favorite and you don't have the strength, size and 
deftness to use it, who cares.  The fact that it's your favorite will nullify or 
minimize all those penalties.
     I know that this is a question on the mind of new managers, as it was for me when 
I was new to the game.  I hope someone can get some good use out of this article and 
expand upon the charting method in their own way.  If you have any questions, 
comments, additions, or criticism please feel free to Diplo.
                                   -- Abe
                                      Ango (DM 64, 103)
                                      Imploding Ducks (DM 19, 103)