DUEL 2 NEWSLETTER
Date : 12/18/2010 Duedate: 12/31/2010
NOBLISH ISLAND ARENA
DM-93 TURN-314
This Weeks Top Honors
THE DUELMASTER IS
GOOD GNUS
GNU TEAM (1567)
(93-9107) [2-1-0,33]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY GOOD GNUS
GNU TEAM (1567)
(93-9107) [2-1-0,33]
Popularity Leader This Weeks Favorite
GOOD GNUS GOOD GNUS
GNU TEAM (1567) GNU TEAM (1567)
(93-9107) [2-1-0,33] (93-9107) [2-1-0,33]
THE CURRENT TOP TEAM
GNU TEAM (1567)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. MIDDLE WAY 25 (1566) 32
2. GNU TEAM (1567) -23 SUBJUGATORS (617)
Unchartered Team
GNU TEAM (1567)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*GNU TEAM (1567) 8 7 1 53.3 1/ 1*GNU TEAM (1567) 8 7 1
2/ 2*MIDDLE WAY 25 (1566) 10 9 0 52.6 2/ 2*MIDDLE WAY 25 (1566) 6 8 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[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
The topic I've chosen to address today is The Obvious. There are some obvious
mistakes that new players can and sometimes do make. I've seen it happen. I'm sure
none of YOU have made these mistakes, but just in case....
Choice of weapon, there's a good area for mistakes. Every style has its
preferred weapons, NO weapon can be used by every style, nor can every style use all
weapons. At some point in your ten turns here in Arena 93, you will see the chart
that separates out weapons by style. Pay attention to that, this is not just whim,
opinion, or personal taste. This has been tested, over and over again. The fights
are monitored by a computer, and a computer doesn't care about "this should work" or
"that should be cool." If your weapon is unsuited to your style, you will be
penalized in the fight. This is more than just "doesn't seem to have the
strength/wit/deftness to use his weapon." That handicaps you, but not as badly. In
fact, just to confuse people, sometimes a warrior's "favorite" weapon, chosen by the
computer at the time the roll-up is first input, will be one for which he lacks the
perfect numbers. But it will ALWAYS be one suitable for his style.
Don't trust real-world logic in picking weapons, this is a game and has its own
rules. My stock example, which is TRUE, is bashers and fists. You'd think--many
have--that a basher would be a natural going in with his fists. No. Bashers are
unsuited to this weapon and will not do their best with it. Do not trust logic,
trust the charts.
Also, weapons have weight and bulk. If you go in loaded like an armory cart, as
I have seen characters in a role-playing game do, you will be at a disadvantage. The
computer is merciless when it comes to encumbrance. Always carry a backup, yes.
That's common sense. But do NOT carry a backup that's heavier than your primary
weapon, it's for emergencies, and you may not be able to draw it in time anyway.
Don't even THINK about carrying a two-handed weapon as a backup, the computer will
not allow this. The input program rejects this. Always. Yes, sure, if you go to
the Dark Arena, you might see the Shewish Giant with backup mauls. He's a special
case, he exists only to kill your warriors, and he is allowed more weapons than any
managed warrior will ever be able to carry. When you're looking for a backup, pick
something relatively light: dagger, shortsword, scimitar, if you want a sword,
hatchet, shortspear, warhammer. Maybe a mace.
Training. This is one of my stock cautionary tales, and it's true. It happened
back before Noblish Island was opened. A new manager who had run three turns and
pulled 0-15 wrote and asked me what was wrong. Not only were his warriors losing,
they hadn't learned a skill in the whole time. He sent me their stats to demonstrate
that they SHOULD have learned skills. Five warriors, three fights each, and between
them, they had TWELVE stat increases. They hadn't learned skills because they hadn't
been training skills. Read the rule book, read ALL of your Noblish Island
newsletters, and pay attention! It's depressingly easy to overlook the obvious, and
this can mean a disaster.
Armor. The offensive styles, basher, lunger, slasher, striker, are geared to
run fast, fight fast, move fast, get in and win and get out before they're hit. If
you put them in full plate, yes, you will probably reduce their chance of death. But
you will also reduce their chance of winning. They should not need the heavy armor
to keep them alive; their offensive capabilities should be doing that, by winning the
fight before they're in danger.
Perhaps not so obvious, but... you can often surrender when a fight is going
badly. If your desperation strategy is set up for that. Raising any of your fight
numbers, much less all of them, in desperation, will often cause your warrior to go
berserk, and it increases his chance of doing something stupid and getting killed.
Dropping the numbers, on the other hand, makes him feel that he doesn't want to fight
so hard, and he might surrender before his hit points drop to zero and he dies. No
guarantee, but it's worth a try in many cases.
Jorja
The Middle Way
+ ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
Profile of a Team
Middle Way 7
Instead of giving you the profile of a graduating warrior this week, I'm going
to show you what I started with and what I did to make the Middle Way 7.
Warrior #1 I made a parry-riposte, as much because I like making rippers as
because I thought this was an "ideal" ripper. (Hint, it is NOT an "ideal" ripper.)
13 + 0 = 13 I left the ST at 13 because that's enough to use any ripper's
5 + 0 = 5 weapon. I didn't raise the CN, though an "ideal" ripper would have
12 + 0 = 12 more, because I didn't have the points to spare. I can raise this
13 + 2 = 15 warrior's CN later, and in fact I did so on the first fight. Why
7 + 6 = 13 didn't I raise the WT to 17 or 19, as I could have done? Again, I
13 + 0 = 13 needed the points more elsewhere, and 15 is sufficient for any of
7 + 6 = 13 the ripper's preferred weapons. Learning with a 15 WT is fine,
also. I raised WL to 13, the maximum allowable addition of points, because that is
THE most important stat. Without a decent WL, you can't raise any of the other
stats, and 13 is marginal anyway. If this warrior survives to graduation, it will go
into automatic retirement because of that low WL. SP I left alone because that's
more than enough for any ripper to start with. DF I raised by the maximum six points
because it's so useful for a) getting initial skills (this warrior was born with an
expert in riposte) and b) hitting on target and winning fights before the low CN
loses them. This warrior is very frail--mostly the low CN, but incredibly quick
(relatively high SP and DF combined). She can't carry much weight, but she does do
good damage.
Warrior #2 I made a wall of steel, which may be my favorite style. I added
6 + 3 = 9 three to ST because I HATE warriors who do little damage. Also,
10 + 0 = 10 raising ST to 9 will allow this warrior to use the SC, one of my
16 + 0 = 16 favorite weapons. Nothing to CN, 10 is okay. Not great, but okay.
12 + 5 = 17 Five to WT, since I have the points to spend there, gives me 17,
7 + 6 = 13 just about the ideal starting WT. The full six to WL for the same
6 + 0 = 6 reason as above--gotta get it as high as possible, and this is
13 + 0 = 13 still just marginal for a long term warrior. I left the SP at 6,
because I never know what to do with SP anyway. And DF left at 13 because the points
were needed more urgently elsewhere, and 13 will give this warrior the SC, the wall
of steel's best weapon. This warrior came out slightly uncoordinated (the low SP)
but at the same time quick on his feet. He can trip faster than anyone you ever saw!
Again, can't carry much weight but does good damage.
Warrior #3 I made another ripper. Hey, I warned you I'm doing rippers right
9 + 0 = 9 now! It would probably have made a better lunger, but I didn't
8 + 0 = 8 feel like making a lunger, and besides, the idea of a seven-foot
20 + 0 = 20 tall ripper tickled my fancy. I left ST untouched, as 9 will
14 + 3 = 17 give this warrior the SC. CN is acceptable, though low for a
4 + 6 = 10 ripper. Raised WT to 17, because WT is always useful to have; if
4 + 1 = 5 I could have put the two extra points on WL, I'd have settled for
11 + 4 = 15 a WT of 15, though. Six points to WL for the same reason as above
--this team is cursed in the WILL department. Oh, well, you work with what you've
got. Four added to DF for starting skills and accuracy, and the final one point I
dropped on SP because it looked so desperately low. This warrior came out with
"slightly uncoordinated" but is not listed as "slow and inactive," possibly thanks to
that extra point on SP. At least, that's what I choose to tell myself. This one
came out slightly uncoordinated but incredibly quick and active, can't carry much
weight but does great damage (the SZ).
Warrior #4 has perhaps the best potential, in my view. I made it a wall of
11 + 0 = 11 steel (you're not surprised, are you?). Left ST and CN alone;
9 + 0 = 9 they're high enough to go with. Raised WT to 15, which is a good,
13 + 0 = 13 meaty WT. Why not 16? Because that wouldn't give me anything I
10 + 5 = 15 can't get at 15, and save the extra point for use elsewhere. WL to
12 + 5 = 17 seventeen--gotta love it. If this warrior survives, that 17 WL
5 + 1 = 6 means long-term possibilities in the form of relatively easy stat
10 + 3 = 13 raises later on. One point on SP because I had it and that seemed
more useful than any other place I might put it. Three to DF, because the extra
accuracy is always useful, though I could have stopped at 11 (the minimum needed to
use a SC) and put the other two points elsewhere. If I had chosen to do that, they
would probably have gone to ST for more damage. Slightly uncoordinated but active
and very quick on his feet, can't carry much weight but does good damage. A familiar
pattern, eh?
Warrior #5 is a total parry. Somehow he just didn't look like anything else.
4 + 5 = 9 Points to ST to reach my minimum preferred of nine, so that he will
14 + 1 = 15 not be cursed with little damage. After all, he MIGHT strike a
16 + 0 = 16 blow some day. Also, I wanted him to be able to stand up under his
9 + 0 = 9 armor. An extra point to CN, because total parries can always use
12 + 5 = 17 more of that. Nothing on WT, as skills are not important for him,
9 + 0 = 9 and 9 isn't too bad... for a total parry. Five to bring WL to 17;
6 + 3 = 9 this is as important for a total parry as for any other style, and
maybe more so, since it affects endurance. Left SP alone; he won't be moving much.
Three to DF to bring that up to 9 so that he can use some weapons other than the
shields. I have a hard time thinking of shields as weapons, frankly. Normal
intelligence--no statement as to how intelligent he is, but then again, no statement
that he is "very stupid" either. A compromise I--and he--can live with. He's got
good endurance and can take a lot of damage, thanks to CN, SZ, and WL. Can't carry
much weight (the low ST) but does great damage (the high SZ). I've already raised
his ST by one and plan to up it another point to 11, as I have chosen to arm him with
a longspear (they use 'em like quarterstaves for parrying and may, on rare occasions,
even attack with them); also, if I am reading the chart correctly, there are no
skills to be burned by stat trains from 9 to 11.
You'll note that only one of them won its first fight. This is not unusual, nor
is it distressing to me. In fact, I like for them to lose their first fight, as it
teaches them a little humility! But seriously, the first fight gives you a chance to
get the feel of the warrior and decide what adjustments to make to each one's
standard strategy.
Number 1 was going 6-6-6 straight across, not fast enough to burn out early, not
slow enough to scum. She got the first blow, which is good, but I don't expect her
to do it again; her opponent should probably be cranking up his Offensive Effort to
grab the first blow for himself. She didn't start showing exhaustion statements, so
she can handle this speed, at least; it was damage (that low CN) that took her down.
The second was going 8-6-6 and did NOT get the first blow, which was appropriate
considering his opponent's style. He went down to damage, the wimp, before I could
tell if he could sustain this speed.
The third, my seven-foot ripper, went 6-6-6 and had no trouble dealing with the
Persistent Beggar. I really can't call that a test.
The fourth was jumped, knocked down, went desperate, and quit, all in the space
of a few seconds. He's going to get some teasing for that from his teammates! He
was going 8-6-6, but there wasn't time to see how he liked that.
The last one, the total parry, went down to damage, having made no attempt to
parry, dummy that he is. I may set him the parry tactic in minute one. He was going
6-6-6, for all the good it did him. If he'd bothered to parry and hung on a little
longer, he could have had that fight, because his opponent was staggering with
exhaustion in the first minute.
Jorja
Middle Way 7
+>]H[<+-----+>]H[+ Question of the Week #6 +]H[<+-----+>]H[<+
From turn 412:
AK's Q.O.W. -- There's no single trick to keeping warriors alive. Constitution and
armor probably helps the most because it's more difficult for them to run out of hit
points and die in the infirmary, plus they don't go desperate as easy which is
usually when the death intent comment comes. Warrior experience is a big help, but
it takes time to earn, of course. Tourneys could help with this, but you can die
there too. It may be at half chance, but you get so many.... It really comes down
to the death intent statement usually. Skill, and toughness (including armor) help
to keep you from getting to that point, and once there, only warrior experience makes
a difference in reducing the chance of failing the survival role after that death
intent statement. -- Adie
AK's Q.O.W. #2 -- It takes a lot more than three master ratings once you get to the
middle ranks of ADM. In the lower end, that could be enough. But success is much
more attributed to the sum of the warriors' capabilities. Are they tough? Do they
have staying power/endurance? Do they defend well, even with low skills? Do they
have good rythyms? Do they 'like' their rythyms? How bout their favorite weapon?
Is it good and do they love it or hate it? Sometimes a warrior, for a reason not
easily definable, just wins. Other super skilled ones can just lose regularly. Of
course, each warrior may win at one level of the game, like basic and as freshmen,
but maybe lose like crazy higher up. Godlings will commonly come into their own as
champions and freshmen. The very rare few can win ALL the way. Those warriors are a
true joy.... -- Adie
Another Q.O.W. -- Perhaps it is not the fact that your good roll-ups never get
blessed and the others do. But it may be the fact, that you only get few great ones,
and it is EASY to remember them not getting gifted. Kind of like that syndrome where
people find it easy to remember all the negative things in their life, but find it
difficult to point out the equal or more numerous good things. However, if this is
not the case, keep those better gifted average roll-ups. Especially those that can
win in basic. You may find them winning in ADM later too, especially once they start
training stats. Also, if you get enough great roll-ups, you will eventually get
gifted ones. Remember, some styles find it easier to be more gifted. -- Adie
AK47 -- Let's see... <shuffling through paperwork> It says here that the three
recently deceased warriors from my team had 'normal', 'a lot', and 'very frail' hit
points. The 'very frail' one died in the infirmary, which is a little different.
The hit points, if you will, just determine how much damage can be sustained before
the warrior goes desperate/frantic/careless/you-name-it. Once that happens, con
ceases to matter. I've seen all types of warriors buy the farm, from 7 will to 21,
from no armor to APA/F. You hit upon the most important point, winning as much as
possible, but beyond that it's all about luck. Running in a friendly arena can help
the statistics of dying, but it doesn't mean any individual is safe and unkillable.
Tournies aren't that safe, in my opinion. FEs are helpful, but I think they are just
a visible artifact of being a developed fighter. A warrior with a lot of FEs but a
lousy learn rate probably isn't much more survivable just due to those FEs. -- Axly
AK47 -- Three masters sounds like a good rule of thumb, but that would vary depending
on what the warrior's physicals were like. I might say two masters and two ad exes
for defensives, but I'm no expert on them. -- Axly
Hanibal, QoW -- I have no idea. Some styles get gifted more than others, and in
certain areas. If you want the best bonuses, run aimers! -- Axly
QOW / AK 47 -- I've found skills keep a warrior alive better than anything. My best
learners have all lived. Especially offensives who learn a lot of init and decise
quickly. Swing first and keep swinging. I'd take WL over CN for its skills. I fear
mentioning this that it may jinx me, but I've never lost a warrior past about 10
fights. Armor has helped me at times, but it robs warriors of much of their finesse.
If a good defensive warrior can live through about 5-10 fights and learn well
he/she/it should be well on the way to success. -- JRK
QOW / AK 47 -- I think it's an oversimplification to say three masters are needed in
AD. I also think it depends on the arena. Andorak is very competitive right now. I
have warriors with three advanced masters who can't seem to win much anymore. As to
what the requirement is... I think it depends on a number of factors, where you are
in the rankings, what your favorites are, what you get in the way of challenges,
matchups and where your attributes fall. Three masters and tremendous
damage/endurance would be much different from three masters and normal in both areas.
I'm not sure a good benchmark can be set. But it is certainly and interesting
question. -- JRK
QOW -- Overall, I would lean toward saying the reverse is true as far as giftedness.
Most of my average warriors have come out very close to average, usually a little
above. While many of my good warriors have been at least +3, often +5 or more. On
my all star team of long ago (Maxwell Honorblade, Monica Virtueshield, Michael
Honorblade, Corina Honorblade, and Angela Silverblade) all of my warriors were gifted
(four of them by +3 or more, 3 by +5 or more), average or not. I also tend to do
well in attack and poorly in init. Giftedness seems to be a fickle thing, I suspect
this is because the RUGS are involved. -- JRK
P.S. I apologize if it seems I am bragging, but my record and I have never gotten
over the graduation of all those warriors.
Axly -- Damned if I know. I found the style-linked starting points very curious.
Looks to me like there was an attempt to balance styles that resulted in drastic
imbalances! -- Leeta
Hanibal -- Once you've gotten the death-intent statement, only luck will keep you
alive. The thing you need to do is avoid getting the death-intent statement. No,
this is serious. You can up a warrior's hit points in the design stage, by adding to
CN and, I think WL (but maybe ST), and having a large SZ helps. Of course, if you
pile the points on there, he may be dumb and clumsy. You can pile on the armor,
which will help keep him alive but may lose him fights unless he can scum; some
warriors are totally immobilized by armor.
On a more positive note, if I have a warrior who is "very frail" that I really
don't want to die, I will use armor, and I will attempt to keep him alive by using
the "surrender in desperation" tactic. No, no, it isn't a joke! Honest! Say I've
got a frail warrior, probably with normal or lower endurance. I send that boy out
running hard, 10-10, even. Sometimes, especially if he's smart and deft, he wins
right off. But if he doesn't win right off, he rapidly becomes exhausted and quits.
I forget who it was who suggested this to me, years ago--Phido, maybe. It doesn't
always work (nothing ALWAYS works), but it may help. And I'd rather have good
warriors lose than die; if they stay alive long enough, they build up skills and
start winning. -- Leeta
P.S. Yes, CN keeps you alive better than WL. WL sometimes leads a low-CN warrior to
go on fighting a little too long.
P.P.S. Yes, warriors who can take a lot of damage do die, sometimes, because some
warriors can dish out a lot of damage.
P.P.P.S. The survival of low-CN high skill warriors is more a matter of strategy
than anything else. And, obviously, if you don't lose, you don't die.
P.P.P.P.S. Picking your arena does contribute to warrior survival, but it can be
tricky, since a warrior has, as a normal minimum, a year to go before graduation and
the character of an arena may change in the course of a year. Andorian is not always
a guarantee of relative safety; you need to look at the actual managers present and
evaluate THEM for propensity to run killing styles and strategies. In my opinion,
tourneys are of limited value in building up a warrior for the regular arena. Sure,
the chance of dying is only half that in regular dueling, but the chance of learning
skills or training stats is also only half. And that's what increased FE is about:
more skills, more stat trains.
P.P.P.P.P.S. There is NO number of fights that will preserve you from being killed,
and if you fight equally experienced opponents who happen to be "headhunters," it
won't improve your chances much, either! Pick your fights with care, challenge and
avoid every time. The only absolute guarantee against death is a potion of
immortality (a tourney prize) or graduation.
AK47 -- It depends on the advanced arena you're fighting in. And by "hold your own,"
do you mean have a 50% winning percentage, or rise rapidly through the ranks, or make
it to the top, or what? I have run warriors in Lirin Kiv (ADM 107) from the day it
opened, and in that arena, no, you don't have to have three masters. Oh, sure, it
HELPS, especially now that the arena has aged enough so that some of the foundation
warriors DO have those masters. But it happens to be a small advanced arena fed by
small basic arenas, and while the competition among the fossils in the upper levels
is stiff, the lower levels aren't that bad. Heck, even MY warriors win sometimes!
Or, try 101, Home Guard. Yes, the current status lets in warriors who are
potentially good, but I doubt anyone there has three masters, and if they do, they're
probably on their way out. -- Leeta
P.S. And no amount of innate ability on the part of a warrior can overcome for long
the effects of careless management. Management may not be ALL, but it's at least
half.
Hanibal -- Regarding blessed warriors and great rollups, the law of averages says
everybody has a chance to be blessed. But it takes a LOT of warriors for the law of
averages to operate visibly. I have had great (in stats) warriors who were blessed
and the same who were cursed, ditto for average ones. -- Leeta
* }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *
---===FREE BLADES REGIONAL NEWS===---
Duelmasters
-----------
DM 9 ZUKAL (turn 659): FREE WHEEL of THE WILLBURYS 9 (Rascally Rabbit, mgr.)
DM 12 RIZTAB (turn 661): HIPPASUS of DREAMERS (Sleepy, mgr.)
DM 13 DULLENS (turn 552): SCOURGE of THE CONFESSIORS (?, mgr.)
DM 15 MALCORN (turn 655): AVERY of TERMINUS (Carrick, mgr.)
DM 16 WILLAF (turn 656): KATARINA of FAR TRAVELERS (Obregon, mgr.)
DM 17 ALJAFIR (turn 648): ZEBD ARVIN of MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 649): THE GREAT GAZOO of CUNNING RUNTS (Deep Thought, mgr.)
DM 28 MORYA (turn 327): TEZCATLIPOCA of THE PENTARCHY (Le Pentarque, mgr.)
DM 29 LAPUR (turn 646): ORATHAI of ECHL-EAST (LHI, mgr.)
DM 31 CHIMLEVTAL (turn 624): MAJOR PAIN of MILITARY MAYHEM (Crip, mgr.)
DM 32 ARVAT (turn 643): FATHER O'LIES of DEVIL ADVOCATES (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 640): SCUTTLEBUTT of SEA DOGS (One Armed Bandit, mgr.)
DM 35 MURSKA (turn 632): SCAPA of ON THE ROCKS (Bartender, mgr.)
DM 43 VEASTIAN (turn 591): VAISTINIE of THE FAMILY (Jorja, mgr)
DM 45 STORMCROWE (turn 302): PAYNE of DARQUE FORCES II (Master Darque, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 296): AFRICAN QUEEN of ROYAL FLUSH (Crip, mgr.)
DM 50 SNOWBOUND (turn 283): WHISTLIN DIXIE of DARQUE FORCES II (Master Darque)
DM 56 ROCANIS (turn 522): DEBRA FARIN of MIDDLE WAY 20 (Jorja, mgr.)
DM 60 ARADI (turn 507): FALKYNOR of THE WILLBURYS 13 (Rascally Rabbit, mgr.)
DM 61 JURINE (turn 489): HUGH GRANT of DOCTORS (Sherlock, mgr.)
DM 65 DAL SHANG (turn 483): *HAPPY PHANTOM* of LITTLE EARTHQUAKES (Zalgor Prigg)
DM 73 ERINIKA (turn 232): ANASTASIA of MYSTERIOUS (Zalgor Prigg, mgr.)
DM 74 DAYLA KIV (turn 444): ".... of NUMB-ERS (Sherlock, mgr.)
DM 75 JADE MOUNTAIN (turn 439): WATERLOO of KIWI CONNECTION (The Mun, mgr.)
DM 78 LIN TIRIAN (turn 431): MATT of J (Sherlock, mgr.)
ADM 103 FREE BLADES (turn 547): SUPERIOR FORCES of DUPLICATE REDUNDANCY (A-Sop, mgr.)
Top Teams
---------
DM 9 ZUKAL (turn 659): BLUE MOON (Jorja, mgr.)
DM 12 RIZTAB (turn 661): DREAMERS (Sleepy, mgr.)
DM 13 DULLENS (turn 552): CARDOW HUNTERS (Jorja, mgr.)
DM 15 MALCORN (turn 655): TERMINUS (Carick, mgr.)
DM 16 WILLAF (turn 657): FAR TRAVELERS (Obregon, mgr.)
DM 17 ALJAFIR (turn 648): MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 649): MONOPOLY (Sherlock, mgr.)
DM 28 MORYA (turn 327): MY GENERATION (Storm Lord, mgr.)
DM 29 LAPUR (turn 646): CLAN CROW (Owsly, mgr.)
DM 31 CHIMLEVTAL (turn 324): DARQUE FORCES (Master Darque, mgr.)
DM 32 ARVAT (turn 642): DEVIL ADVOCATES (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 640): THE SEWING CIRCLE (Jorja, mgr.)
DM 35 MURSKA (turn 632): SEA DOGS (One Armed Bandit, mgr.)
DM 43 VEASTIAN (turn 590): WARRIORS OF STEEL (?, mgr.)
DM 45 STORMCROWE (turn 302): STREET WALKERS (Roadkill, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 296): LAND OF OZ (Oz, mgr.)
DM 50 SNOWBOUND (turn 283): LIFE IMPACTS (Smitty, mgr.)
DM 56 ROCANIS (turn 522): INCONSISTENT FURY (Banthius, mgr.)
DM 60 ARADI (turn 507): RED DOG GANG (Spot, mgr.)
DM 61 JURINE (turn 489): DOCTORS (Sherlock, mgr.)
DM 65 DAL SHANG (turn 483): SERPENTS HOLD (Khisanth, mgr.)
DM 73 ERINIKA (turn 232): H8 2 TXT (Sherlock, mgr.)
DM 74 DAYLA KIV (turn 444): NUMB-ERS (Sherlock, mgr.)
DM 75 JADE MOUNTAIN (turn 439): KIWI CONNECTION (The Mun, mgr.)
DM 78 LIN TIRIAN (turn 431): J (Sherlock, mgr.)
ADM 103 FREE BLADES (turn 546): MIDDLE ITALY et al (The Dark One, mgr.)
Recent Graduates
-----------------
DM 12 RIZTAB (turn 661): HIPPASUS of DREAMERS (Sleepy, mgr.)
DM 13 DULLENS (turn 552): SCOURGE of THE CONFESSIORS (?, mgr.)
(turn 551): ZOMBIE PARENT of HARRY POTTER AND THE... (Sherlock, mgr.)
DM 35 MURSKA (turn 532): ICICLE of URBAN JUNGLE (Jugger, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 296): MEDEE of THE OPERA (Manager, mgr.)
(turn 295): ROIS ANIN of WARHAMMERS (Coyote, mgr.)
DM 56 ROCANIS (turn 521): RYVAS VOLKMAURI of INCONSISTENT FURY (Banthius, mgr.)
DM 73 ERINIKA (turn 232): ANASTASIA of MYSTERIOUS (Zalgor Prigg, mgr.)
(turn 231): DEATH SUCKS of BLACKMAIL (The Mun, mgr.)
DM 78 LIN TIRIAN (turn 430): JOEY of J (Sherlock, mgr.)
DUELMASTER'S COLUMN
Notes from the arena champ.
Have you heard the Good Gnus? That's right, I'm Duelmaster! I think you should
all go door to door and ask if everyone in your neighborhood has heard the Good Gnus.
Let me know how that goes for you. -- Good Gnus
SPY REPORT
Hail and well met warriors of NOBLISH ISLAND! Know me for who I am, Zontani
Sharp Eyes, Spymaster extraordinaire of all Alastari. My praise to MIDDLE WAY 25 for
their 3-1-0 week this time out. Indeed, it was a skillfully fought round deserving
of notice! CHILMAN ELSE caught the eye of many in the gladiatorial commission as he
skillfully bested GNU BOOK and was awarded 15 points in recognition. In one of the
week's more notable duels, ABELARD CHOSE put down STUPID GNUS, causing him to lose 13
points of recognition in the process. Our Duelmaster has lost, folks, lost to
KHALHUMS DWARF, BUT GOOD GNUS is still the Duelmaster because he has the most
recognition points! Heed this! A seer has warned that if exactly 6 die in duels
this week, the whole city shall perish! Just remember...5 or 7!
I have been in deep conclave with my spies who watched all that has recently
transpired. Indeed there is much I would report.
Vendettas. Bloodied blades and broken spears. Indeed the city has seen more
than its fair share of red in recent times. GNU I KNEW must hold silent, for this
week he was humbled in the arena by a successful Bloodfeud won by BALKO DUNN of
MIDDLE WAY 25. Hail BALKO DUNN for thy victory! Dark alleys may hide both secrets
and assassins. In the arena there is only the brightness of steel. Keep vigil
always!
A thought before I go. Each warrior practices one style, but must not the wise
manager learn the secrets of them all? Sadly warriors, now longer can I keep thy
company nor savor the ale of thy fine city. Depart I must and soon! Till we meet
again, remember: a turtle walks slow, hides head in a shell, and harms no one; a
lion runs to slay its prey.-- Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
GOOD GNUS 9107 2 1 0 33 GNU TEAM (1567)
INITIATES W L K POINTS TEAM NAME
CHILMAN ELSE 9102 3 1 0 22 MIDDLE WAY 25 (1566)
OLD GNU 9105 2 1 0 18 GNU TEAM (1567)
BALKO DUNN 9101 3 1 0 15 MIDDLE WAY 25 (1566)
ABELARD CHOSE 9100 3 1 0 15 MIDDLE WAY 25 (1566)
INITIATES W L K POINTS TEAM NAME
GNU BOOK 9106 2 1 0 7 GNU TEAM (1567)
GNU I KNEW 9109 1 2 1 6 GNU TEAM (1567)
ELBETHA GRON 9104 1 3 0 6 MIDDLE WAY 25 (1566)
STUPID GNUS 9108 1 2 0 5 GNU TEAM (1567)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
DEUCE FINGERS 9103 0 3 0 MIDDLE WAY 25 1566 GNU I KNEW 9109 313 JUST REVENGED
PERSONAL ADS
Deuce Fingers -- I didn't mean to kill you, I'm Gnu here. -- Gnu I Knew
Jorja Mgr. Middle Way 25 -- As I'm sure you are aware, Gnu I Knew will be fighting
the next several turns should you wish to Blood Feud him. It would be an honor for
him to die this way... I'm sure he agrees. -- Sherlock, Mgr. Gnu Team
Abelard Chose -- Hey, Abe-Lard. -- Old Gnu
Balko Dunn -- I Dunn you good. - Good Gnus
Ghilman Else -- Maybe you should fight someone else. -- Stupid Gnus
Elbetha Gron -- And Gron gets a groan from the crowd. -- Gnu Book
Gnu I Knew -- Yeah, I did. And Jorja did. And I've just demonstrated again that
what aimed blows do best when starting out is: we die a lot. I died all over the
place, a first-rate job of death if I say it myself. -- Ghost of Deuce Fingers
Old Gnu -- But not, unfortunately, a decrepit one. Maybe I should be carrying more
armor. Of course, then I wouldn't be able to move at all.... -- Abelard Chose
Good Gnus -- Like heck it is! Good gnus would be winning. Me winning. Huh, I'm too
slow off the mark. Maybe I need a tactic, like decise or something. -- Balko Dunn
Stupid Gnus -- You were supposed to go down quick! I wasn't planning on a long
fight. Two minutes? Outrageous! -- Chilman Else
Gnu Book -- But I don't WANT a gnu book. I want a wildebeast book. And maybe more
armor. -- Elbetha Gron
P.S. Or some other opponents to take up some of your time.
Good Gnus -- You heard some from me, too! -- Elbetha Gron
LAST WEEK'S FIGHTS
GOOD GNUS was devastated by KHALHUMS DWARF in a 3 minute mismatched Title fight.
ABELARD CHOSE outlasted STUPID GNUS in a slow 10 minute novice's melee.
BALKO DUNN won victory over GNU I KNEW in a 1 minute amateur's brawl.
CHILMAN ELSE overpowered GNU BOOK in a 1 minute one-sided fight.
ELBETHA GRON was bested by OLD GNU in a 1 minute beginner's brawl.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 2 PARRY-LUNGE 4 - 1 - 0 80 |
|LUNGING ATTACK 2 BASHING ATTACK 5 - 2 - 0 71 |
|TOTAL PARRY 2 SLASHING ATTACK 5 - 3 - 0 63 |
|AIMED BLOW 1 LUNGING ATTACK 8 - 5 - 1 62 |
|STRIKING ATTACK 1 WALL OF STEEL 16 - 11 - 1 59 |
|WALL OF STEEL 1 STRIKING ATTACK 26 - 22 - 2 54 |
|PARRY-LUNGE 0 AIMED BLOW 8 - 9 - 0 47 |
|PARRY-STRIKE 0 TOTAL PARRY 5 - 7 - 0 42 |
|PARRY-RIPOSTE 0 PARRY-STRIKE 0 - 0 - 0 0 |
|SLASHING ATTACK 0 PARRY-RIPOSTE 0 - 0 - 0 0 |
Turn 314 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:
BASHING ATTACK 2 - 0 AIMED BLOW 0 - 1 2 LUNGING ATTACK
LUNGING ATTACK 1 - 1 PARRY-LUNGE 0 - 0 2 BASHING ATTACK
TOTAL PARRY 1 - 1 PARRY-STRIKE 0 - 0 2 TOTAL PARRY
PARRY-RIPOSTE 0 - 0 1 STRIKING ATTACK
SLASHING ATTACK 0 - 0 1 AIMED BLOW
STRIKING ATTACK 0 - 1 1 WALL OF STEEL
WALL OF STEEL 0 - 1
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is GOOD GNUS 9107. The most popular warrior this turn
was GOOD GNUS 9107. The ten other most popular fighters were BALKO DUNN 9101,
CHILMAN ELSE 9102, GNU I KNEW 9109, ELBETHA GRON 9104, OLD GNU 9105, GNU BOOK 9106,
ABELARD CHOSE 9100, STUPID GNUS 9108, 0, and 0.
The least popular fighter this week was STUPID GNUS 9108. The other ten least
popular fighters were ABELARD CHOSE 9100, GNU BOOK 9106, OLD GNU 9105, ELBETHA GRON
9104, GNU I KNEW 9109, CHILMAN ELSE 9102, BALKO DUNN 9101, GOOD GNUS 9107, 0, and
0.
NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS)
For those of you who keep track of such things, several additional warriors
graduated from regular DM arenas (including closed arenas) since the last tournament.
MR. GHERKIN (6-6385) of 071406AD (544)
OPUS X (11-5276) of OLD BOYS CLUB (483)
CARDINAL KRAKEN (69-8569) BEASTS OF NEON (831)
GANGRENE (82-30731) THAT SPECIAL SMELL (5042)
WAY TOO CUTE (82-32711) 12/19/04A (5398)
CHINA (82-35079) MORE PLACES (5777)
ASPARAGUS (82-38983) UNDERRATED 2 (6485)
Congrats to the grads. -- Green Eyes
Top Ten Reasons Why Duelmasters is better than Sex
10. When you spend money on Duelmasters, you know you're going to get return on your
investment.
9. One arena won't get jealous when you start playing in another.
8. With the right tourney prize, you can design your own warrior.
7. If you make it to AD, they tell you your warrior's favorites.
6. You can always DA and get another roll-up.
5. The more experience you get, the less likely you are to die.
4. SZ, CN and Charisma are less important in Duelmasters.
3. Most mangers are satisfied with two minute fights.
2. Warriors do as they're told, even if it means using ALE and a WF.
And the number one reason..........
1. You don't have to hold your turn for an hour after you're finished reading it.
Composed by the Jester and Predator
THE ULTIMATE AIMED BLOW
Oh no, not another aimed blow, you think, they always lose and have a tendency to
die if they meet the right person. But I can promise you that this fighter will give
you a lot of wins. Not a 20-0-? record, but a respectable one. Let's have a look at
the stats:
THE BEST: IF YOU CAN FIND IT: TOO BIG: TOO FAST: THE MUTANT:
ST: 9 ST: 9 ST: 9 ST: 9 ST: 7
CN: 15 +/- CN: 14 CN: 14 CN: 15 CN: 15
SZ: 3 - 5 SZ: 3 SZ: 6 - 9 SZ: 3 - 5 SZ: 3
WT: 19 +/- WT: 21 WT: 17 + WT: 19 WT: 13 - 15
WL: 18 +/- WL: 19 WL: 17 + WL: 18 WL: 13 - 15
SP: 3 - 5 SP: 3 SP: 3 - 6 SP: 4 - 9 SP: 15 +
DF: 15 +/- DF: 15 DF: 15 DF: 13 DF: 15 +
ST: So you can use some weapons.
CN: So you can stand some damage, and get at least good endurance.
SZ: The smaller the better.
WT: You need to be smart, and it helps a lot on stats and skills training.
WL: Helps you stand even more damage. It also helps a lot on stats and skills
training.
SP: The slower the better, but needs to be trained to avoid clumsiness. It doesn't
matter if this stat is low, you will hit when you want to hit.
DF: Gives you the response to other's actions, and gives you the initiative when you
need it.
The main weakness of this little fellow seems to be his speed, but this
disadvantage is made good by his small size. He will dodge nearly anything, and what
hits him doesn't matter because of his constitution. The strategy is all up to each
manager, but I prefer to run mine like this:
Weapons: Epee vs. Light Armor
Short Spear vs. Medium Armor
Shortsword vs. Heavy Armor
Shield: Medium Shield vs. Light and Heavy Armor
Armor: Depends on who I am challenging
Helm: Full helm
Strategy 1st 2nd 3rd 4th 5th 6th+ Desp.
Offensive Effort 5 5 5 6 5 4 2
Activity Level 5 6 6 6 5 5 4
Kill Desire 4 4 5 6 6 4 2
Attack Location: Head or Chest
Defend Location: Body or Head
Offensive and Defensive tactics are something I seldom use.
Challenging is very important when running an aimed blow. Try to challenge big,
unarmored fighters. Train strength, speed, and deftness.
Well, that's all, for now. Try it and send me a diplo note if you have any
comments on my aimed blow.
Brought to you by Manimal, Manager of Cowards Guild, DM-31.
May victory by yours (or mine.)
Aimed Blows My Way
Okay, so it's a pretentious title. No more so than anyone else's, what with all
these "the perfect" this and "the perfect" that; what I'm going to show you here is
several different ways to make aimed blows and win with them.
There is no one specific way to make an aimed blow. You'll hear a lot of
managers claim that they "HAVE" to have a 21 DF in order to be any good at all. Well,
that's a trifle exaggerated. It's NICE to have a 21 DF. This will increase your
attack rating, and give you a certain boost. But it isn't necessary for a good,
solid, long-term aimed blow.
I'm going to give several examples of aimed blows, both how-tos and how-not-tos.
All the aimed blows represented here actually fight on one of my stables, so I did
this all by hit-and-miss. Unlike some managers, I don't believe that the first,
third, and fifth rules of aimed blows is "they die." It's only the third rule. <grin>
Now then. Design:
ST: Any, really. You can go low, since aims can handle daggers and open hand
just fine.
CN: Again, any. A little more can help them take a hit, but if they're lucky,
they'll do all right even if they can't.
SZ: Any. This is a versatile style. Big ones do great. Little ones do great.
WT: I'm going to surprise you, here. Anything. Yep, anything. Best is 11-21,
of course.
WL: Again. Any. Honest! An aim can do without will and can also use it to its
best advantage. But from here on is where you've got to pay attention.
SP: LOW. Keep it below 9 if possible. Below 7 is better.
DF: HIGH. 21 is always best, but 17 works okay, too.
So now you have a rollup with a low speed and a high deftness and it doesn't look
like much else. You've got a good aimed blow. Yes!
Examples of "do" design aims:
1) 7-5-12-21-11-7-21
2) 11-16-6-21-9-4-17
3) 10-15-6-17-9-6-21
4) 13-9-5-17-17-6-17
5) 11-5-10-11-21-5-21
6) 8-10-9-17-15-4-21
7) 5-10-7-17-17-11-17
8) 12-12-7-21-9-6-17
9) 7-11-8-11-21-5-21
10) 9-14-8-15-17-4-17
Ten is a good, round number. 1-4 are Immortal. All have winning records. Most
of them beat lungers in one minute. The low-con ones have the most trouble, because
they can't take a hit--if they get hit, they go down. Fortunately, that's only killed
a few of mine (the dead ones I won't list just now, since it's so depressing).
Examples of "don't" design aims, unless you're as insane as me or much more
experienced in your aimed blow running:
1) 17-5-5-11-17-9-21 (beat the DA three times before he was killed--he gets a
special place at #1)
2) 13-8-12-11-11-18-11
3) 11-12-6-21-13-8-13
4) 11-12-12-17-11-4-17
5) 12-7-18-13-13-5-16 (my first)
6) 11-14-7-9-17-9-17
7) 9-11-9-17-11-10-17
There's certainly more "don'ts" than dos, but those are ones I actually have
played somewhere; 2-5 are immortal, with usually 50% records except for the 11 DF (who
is in permanent retirement). He came along early in my aimed blow career, when I was
making EVERY rollup into an aimed blow to see for myself what worked and what didn't.
That didn't. Some of the mortal ones I'm still running, and they do well enough, but
as I said, until you get a little experience there are some things you may not want to
try unless, like me, you want to see what happens for yourself. <grin>
Now for strategy. This is probably the most important thing you'll give your
aim.
Weapons: Scimitar, unless they don't have the strength for it, in which case, dual
daggers. Longsword is next, then fists, then quarterstaff. You need an 11 ST for
longsword, so that's probably not always realistic. If your aim likes to fight with
his fists, you can let him, but I'd advise waiting until he's got some experience, and
you know your opponent isn't much on armor and parrying, because you can do yourself
some serious damage on the parries. Quarterstaff is a two-handed weapon, so bear that
in mind if you use it.
Armor: Keep it light, no more than ARM/H, and then only if you're worried about your
opponent. An aimed blow is a fast, offensive warrior--don't load him down.
Strategy:
10 8 8 6 6 6 10
10 2 2 1 1 1 10
1 --------------------------------------------------------- >
LL --------------------------------------------------------- >
HE --------------------------------------------------------- >
D
That's a good, all-purpose, general strategy. Some aims will want to play around with
it, and you let them--see what they like. But, and this is VERY important: keep that
KD low! An aimed blow relies on his control and his accuracy, and higher KDs will
cause them to lose a lot of that. If you're bloodthirsty, change the attack location
to the head. I recommend the legs for knockdowns. Either way, your aim will attack
THAT LOCATION, over and over again, until he has defeated his opponent, and very
decisively, from total parries (the classic aimed blow opponent) to lungers (the
classic aimed blow enemy). Remember: the aimed blow is an OFFENSIVE style. He has
some finesse, but he is a brutal and efficient warrior. Keep him in control; he'll
win. You can also play with desperation, but for me just dropping the first minute
tactic often works just fine. As for the use of decise, as always, it's up to the
manager, but decise will help keep your aim from "standing around looking for an
opening" in the first minute. Get him moving.
As always, experiment, find what works for you, and have fun.
Raf
Lord Protector
Ivory League
Manager of Tex's Rangers (51, 100, 101), Assassins (40, 105), Impressionists (27,
105), The Damned (30, 105, 101, 102), etc.
The Mechanics of Death
By Sir Jessie Jest
Greetings, joy and happiness to everyone! This article discusses the mechanics
involved when a warrior dies in combat. It will give the reader a better knowledge of
how a warrior actually gets killed in combat.
Here is how a warrior dies... The Facts) ...in fact, get out a dead warrior's
last fight so you can follow me. To start the process of death, a warrior must first
fail to make a death roll. Let's say the death roll is 20 or less out of 100 to fail
that roll for this example.
There are 2 ways a warrior can be forced to make that Death Roll.
1. The vitals roll.
2. The second is when you run out of hit points, which is called the "infirmary roll."
The vitals roll -- every time a warrior gets hit in a vital area you make a
vitals roll. Lets say that you fail on a 1-15% out of 100. If you get hit in the
head, chest, or abdomen, you will roll the vitals percent. If you roll 15 or less you
must make the death roll to determine if the warrior was killed. Now look at the
fight with your dead warrior on it...look for the death intent statement, it will say
something like, "Trying to make this into a death match, or seeks death of his
opponent, etc. etc." (there are a lot of them) that is telling you that your warrior
was forced to make a death roll.
Now comes the scary part: if you fail the death roll your warrior dies. But the
program does not kill you immediately because you still have hit points left. So what
happens next is that you will get normal attacks and damages that hit your character
automatically in the vitals until yours hit points run out. Then it will say your
warrior is dead. Remember that it will be normal hits to the vitals, not crits or
extra damage remarks. If your warrior dodges, crit attacks , parries, has extra
damage remarks or anything else EXCEPT a normal hit to the vitals, the sentence
following right after the death intent statement comes up, then he made his death roll
successfully and the fight continues. You can have many death intent statements come
up in one fight, depending on the number of times you hit a vital. You won't get one
every time, only when you fail the vitals roll. And your warrior will have to roll
the death roll every time you fail the vitals roll to see if he is killed or not.
EXAMPLE:
INFERNO leaps to his left!
INFERNO's scimitar lunges with awesome cutting power!
NULN takes an upper body hit!
NULN is badly hurt!
NULN is becoming FRANTIC!!!!
INFERNO's scimitar lunges with awesome cutting power!
NULN is struck on the left rib cage!
What a devastating attack!!
NULN is dangerously stunned!
INFERNO is trying to make this a death match----(Death Intent)
INFERNO slashes an attack with his scimitar---(Normal Attack)
NULN is struck on the side of the HEAD!---(Vital Hit)
INFERNO slashes with his scimitar
NULN is wounded in the upper chest.
INFERNO slashes with his scimitar
NULN is hit in the forehead!
NULN curses the gods in frustration!
NULN falls LIFELESS to the ground!
INFERNO has won the duel!
INFERNO laughs and says, "What a loser!"
As you see, if you fail the vitals roll, and then fail the death roll, you will
get normal attacks to the vital areas until all of your warrior's hit points are gone.
All of your dead warriors that have died from DEATH INTENT statements will have those
three things... death intent statement, then normal attack, then hits to the vitals
until all hit points are gone. Then you will get some sort of, "falls over dead
statement." In the past, if you failed the death intent statement roll, the program
would just skip all the stuff that was in between the death intent statement and the
falls over dead statement. It would say something like this:
INFERNO seeks the death of his opponent
NULN falls to the ground lifeless
INFERNO has won the duel.
But they changed it to make death more dramatic.
The second way your warrior is forced to make a death roll is if your warrior
runs out of hit points during or after the fight has ended. This roll is called the
infirmary roll and can happen in or out of combat, and does not matter where your
warrior gets hit. If your warrior has taken many hits, that reduces his hit point
total below the preset percentage... lets say it 5% of your total hit points... then
he will make an infirmary roll. If you fail the infirmary roll, you then make the
death roll to determine if your warrior has died. In combat, you will read that you
died from serious wounds or something to that effect. After a fight is over, the
program checks to see if your warrior has fallen below that preset percentage of hit
points, if you have, you will make an infirmary roll. If you fail the infirmary roll,
an infirmary statement will appear at the bottom of your fight letting you know if
your warrior failed the death roll that comes after that. Sometimes you can die in
combat without a death intent statement that comes up during the battle . This is a
good example of an infirmary roll failure in combat from low hit points, triggering
the death roll which actually is the roll that kills your warrior. In some battles
you can get hit several times in the vitals, have several death intent statements come
up, make every roll successfully and still die from lack of hit points (i.e.: fail the
infirmary roll).
A simple way to think of this is the 2 ways are : 1. vitals roll, which deals
with getting hit in the head, chest, or abs and dying when a death intent statement
comes up. Or # 2. infirmary roll, which deals with dying from lack of hit points,
and does not use the death intent statement. I'd say about 90% of all deaths are by
death intent statement because of a failed vitals roll. Only a small percentage die
from the infirmary roll in or out of combat.
Well, that's it. These are facts, not theories. You can check this out with all
your dead warriors, and you will learn there are NO exceptions. Those percentages I
used up there are just made up, I have no way of knowing what they really are.
Now I have formed theory regarding KD or kill desire. I do not believe KD has
anything to do with a warrior dying, but is rather a tool to determine your warrior's
aggressiveness in combat. In other words the timing of his blows, his shot
selection, and other such things. For example: The higher the KD the wilder he is
with his shots, and easier to feint, dodge, parry and riposte. Some styles like Abs
(Aimed Blows) fight better with a 1 KD because they are very selective with their
shots. Most of the other offensive styles function well between 5-7 KD. Any more
than that is just a waste of endurance and has a negative effect on your warrior's
performance in battle, in my opinion.
Well that's it for now. If you would like to chat sometime drop me a diplo at
Jessie's Kids in DM 60 (yes, I've come out of retirement) ;) May the axe fall in your
favor!
Cheerio!
Sir Jessie Jest,
Lord of Puns, and Master of Laughter.
Troll-Bred Bashers
The Bashing attack is not, as many of you may have noticed, one of the dominant
styles in Duelmasters. There are two reasons for this; one of which I will cover
here, the other I will cover in an accompanying article. I will preface this article
on Bashing attack design and strategy by saying that I have been playing Duelmasters
for two years, and I have spent most of this time experimenting with and perfecting
the Bashing Attack. In my opinion, a Basher needs to possess a monumentally high
attack percentage, with decisiveness and initiative not far behind. What follows is
designed to achieve the desired results.
Let's get right down to business. First, the stats:
PERFECT
ST: 13-17 15
CN: 3-5 3
SZ: 6-9 6
WT: 17-21 21
WL: 17-21 21
SP: 5-9 5
DF: 11-15 13
Here's why:
Strength is arguably the most important attribute for a basher. A basher with a
high strength can virtually be assured of a reasonably high attack. however, excess
strength takes away points from other vital areas and, as you will see, this Basher
will not want for attack. A 13 strength gives the Basher most of the good Bashing
weapons.
Constitution is absolutely unimportant to any offensive styles warrior. Bashers,
and for that matter, offensives in general, should be designed to dish out damage, not
absorb it. If you are designing a Basher to absorb damage, then you are designing him
wrong.
Size is an attribute that this game system does not handle well. As we all know,
too large a size means that you do not have enough points to allocate to the other
attributes. You would think logically that a Basher would need a large size. I am
not talking about logic. I am talking about winning within the parameters of this
game system. I give a minimum size of 6 since this is the smallest size that can
achieve "great damage with a blow."
Wit, in my opinion, is the most important attribute for every style. This is
strictly my opinion and you do not have to agree with me. Where Bashers are concerned
however, a Basher without very high wit is garbage. High wit will greatly effect a
Basher's initial attack, decisiveness, and initiative. My research has led me to the
conclusion that a Basher's initiative is primarily a function of wit. high wit also
ensures that the Basher will train consistently. Also, a Basher with a high wit can
expect an initial initiative rating somewhere in the 50-60% range. Note that speed is
also a modifier for initiative.
Will is another attribute that the Basher cannot do without. Will affects a
Basher's attack and decisiveness, and is responsible for, in conjunction with
strength, giving the Basher normal endurance, despite the pitifully low constitution.
Speed has almost no affect on a basher. I have seen many high speed Bashers, and
I can tell with 100% certainty that Bashers do not derive strong benefit from speed.
Slasher, strikers, and to a lesser extent, Lungers, all derive noticeable benefit from
speed. I am not saying that a 5 speed Basher will be equally as fast (initially) as a
19 speed Basher, but I am saying that a Basher can derive greater benefit by placing
points in other areas. This Basher will drive his decisiveness from the high wit/will
combinations: 21-21-5; 19-19-7; 17-17-9. These combinations, or something similar,
will generate an initial decisiveness rating of about 50%.
Deftness is very important to a Basher. The strength/wit/will/deftness
combination is where this Basher will generate the awesome attack percentage and his
attacking precision. A Basher with the aforementioned minimums in
strength/wit/will/deftness can expect to achieve an initial attack rating between 60-
80%. A 13 deftness will also allow the use of my favorite weapon, the morning star.
In the hands of a Basher, this is a devastating weapon.
Now that you know how to design a Basher, here's how they should be run.
This strategy should be used vs. offensive styled warriors:
1 2 3 4 5 6 Desp
10 10 10 10 10 10 10
10 3 3 3 3 3 10
7 7 7 7 7 7 7
HE HE HE HE HE HE HE
HE HE HE HE HE HE HE
D B D
The offensive effort is self-explanatory. If you are not trying to destroy your
opponent, then you should not be running a Basher. The activity level requires some
explanation. Bashers, as you might expect, perform better with a low activity level.
This is because the Bashing attack style is a series of overhand, overpowering blows
which are designed to deliver maximum hitting power. Running around like a
decapitated chicken would appear to be counterproductive. Here is the key. The 10
activity level in minute one is designed to help you get the jump on another offensive
warrior. If you do get the jump, you will win. Even if you are hurting the Basher's
attack percentage, how many offensive warriors do you know of that will be able to
parry or dodge this Basher's attack? NONE. Therefore, the 10 activity level in
minute one is justified. The decisiveness tactic in minute one is also there to help
you get the first shot off. Assuming you get the jump in minute one and the fight
somehow manages to make it into minute two, that's where the bash tactic comes in.
You enter minute two with the initiative, land a bash modified head shot into the poor
slob in front of you, and down he goes!!! Minutes 3-6 are basically superfluous as
not many fights will go that far. 10-3-7 allows the basher to do what he does best.
The theory behind the desperation configuration is the same as that for minute one.
Since the bashing attack is a downward motion, attacking the head is logical to say
the least. Modify this to the chest if you suspect that you adversary is protecting
his head. Defending your head is simply there to ensure that you hold your hands up
high. My reasoning is that I am simply trying not to interfere with the Basher's
attack, as opposed to seriously trying to defend myself. Against defensive warriors,
change minute one to 10-3-7 with no tactics: i.e., let the basher do what he does
best. I have only lost one fight to a defensive styled warrior with my best basher,
and that was MY fault. Minute two can be left the same, or you can drop the bash
tactic. I am tempted to leave the desperation minute the same. If you are desperate,
it probably means you were just hit. This design cannot take getting hit. You need
to go berserk in order to regain the initiative.
A high quality Basher should have no trouble with Parry-XYZ's and TPs. Against
scum try 7-1-7 with the bash tactic. You should have no trouble blasting attacks
through the feeble parries of a scum warrior, and the relatively slow (for a basher)
tempo will allow you to keep it up for 3-4 minutes, which WILL be more than enough
time to demolish even the most stubborn APA, F, ME, ME 1-1-1-P Total Parry. Let me
also mention that the bash tactic should never be used against PRs.
Last, but by no means least, is what to wear. Armor should be APL, ALE, or none
at all. DO NOT strap this basher into a suit of plate armor. The Bashing Attack,
despite what some other managers say (even those self-proclaimed "highly experienced"
manager who relentlessly brag about their 600+ winning percentages who only run
defensives, SCUM, and lungers) is a quick style. The armor should be correspondingly
light to allow the basher to get the jump on his opponent. The same theory applies to
weapon selection. Try using the QS, MS, of the WH. The GA and MA should only be used
against slower offensives of defensive styled warriors. Again, the key here is
quickness. THIS basher is designed to win his fights, with his tremendous attack
percentage, not with his tremendous damage bonus.
This article has been brought to you by.....
Mark Schwartz
280 Middlesex Road aka Troll King
Matawan, NJ 07747 mgr. Troll Lords
201-583-5150 Arena #36 Jhans
HOW TO BUILD A BETTER WARRIOR (version Y2k)
I'm sure that by now everyone has had enough of those "perfect" warrior advice
articles. And, while they are useful to a point, it's hard to apply their advice to
the hordes of non-perfect warriors we get every day. Hence, this article is for the
other 99% non-perfect warriors. The design ideas presented here have been valid over
the course of my 15 years of experience with this game, with proven success at all
levels of the game.
There are several things to think about when designing a warrior. First is
fighting style. Second is longevity. Third is weapon suitability. Fourth is
physical capabilities. Fifth is trainability. While I will discuss these separately
in this article, they must be thought about simultaneously in order to get the maximum
potential from each and every roll-up.
Fighting style is the most important decision you'll make about your new warrior.
Consider all possibilities. Sometimes you will need to experiment with the numbers,
play around with several different combinations, before picking the best style. The
offensive styles are lunging, slashing, striking, aimed blow, and bashing. The
defensive styles are total parry, parry riposte, and parry strike. The mixed styles
are wall of steel and parry-lunge. The offensive warriors have lots of attack ability
and little defense (except lungers). Their key attributes are usually will (for
endurance and attack skills) and strength (for damage capability and attack skills).
High wit and deftness are also high on the list as they both give a lot of skills,
particularly attack skills. [Tip #1: Never design an aimed blow with less than a 21
deftness.] The defensives have lots of defensive ability (particularly parry) but
poor attack. Their key attributes are usually will (for damage taking and parry
skills) and constitution (for damage taking). Again, extra wit and deftness is highly
desirable for the extra skills. [Tip #2: Keep wit as low as possible on scum
warriors.] The mixed styles have pretty good attack and pretty good defense, making
them among the most formidable warriors in the game. Their key attributes are will
(what a surprise!) and whatever gets them to good cut-offs, because mixed styles use
defensive and offensive skills with equal effectiveness. If you notice, speed doesn't
come up as an important stat for any style, but it is probably best utilized by the
offensive styles. I tend to like warriors that will perform well (as opposed to
looking good but still losing), so I tend to design a lot of offensive and mixed
styles.
Longevity is another design concern. The main decision here is whether your new
warrior will have a long, Gateway oriented career, or have a shorter life span. If
shorter, how much shorter? In general, for maximum learning and maximum training,
you'll want to add as much as possible to wit and will. If you envision Gateway god-
hood in your warrior's future, then designing him with a low wit or will has only a
minor effect; it merely takes a little longer for him to reach his full potential. If
your warrior has a sandbagging champions future, then you'll want to add as much wit
as possible to get him competitive as soon as possible. For an ADM title shot, you'll
want to build in some easy stat trains that give lots of skills. For a short, rookies
or novices oriented career, you'll probably want a high will because you'll most
likely be looking for quick, significant stat trains. The point is, decide when the
warrior is born how long his career will be, and you will be better able to maximize
his potential towards that ultimate target.
Weapon suitability must also be considered. As is well known, not all weapons
are well-suited to all styles, and every warrior has a favorite weapon. It is
important to design a warrior so he will be able to use the significant weapons well-
suited to his style. It should not take more than a couple stat trains to get your
warrior well-suited to some good weapons. (Consult available charts for weapon
suitability.) I feel that it is important to be well suited to several weapons of
your style. This gives you the opportunity to change and surprise your foes. If your
warrior lacks the attributes to use key weapons of his style, his effectiveness will
be diminished.
Physical capabilities is an often overlooked aspect of warrior design. The three
main areas of concern are endurance, the ability to inflict damage, and the ability to
take damage. At least one of these should be at the "good" level or above, and the
more the better. There is usually a trade-off between designing for skills and
designing for physical attributes. The trick is to maximize both. Always evaluate
the possibility of adding to strength over deftness. The damage capability gained
will usually out-weigh the difference in skills. Endurance is usually a key factor in
an offensive warrior's ability to defeat a defensive. Conversely, the ability to take
damage is usually a key factor in a defensive warrior's ability to defeat an
offensive. Again, use the available charts to design your warrior to reach the
desired physical levels with a minimum of stat trains.
The fastest way for a new warrior to improve is to learn skills with a 21 wit.
With a 21 wit, you can usually average three skills per fight for your first 20 fights
or so. Going into an adepts tournament with 60+ skills is very good. The higher the
wit, the more skills your warrior will learn, so keep this in mind when designing your
potential tournament champions.
A number of managers advocate early stat trains that burn skills. I only do this
in the most severe of cases, like a 3 wit scummy warrior. The main reason I don't do
this is because any warrior I want to fight beyond novices is going to need as many
skills as he can get. In addition, if a warrior burns skills early, he'll end up with
less than his contemporaries at the time they both max skills. This leads to
diminished skill levels when the warrior makes a TC run in the Freshmen, ADM, or
Eligibles class, and to a protracted struggle to get the warrior inducted to
Primus/Gateway when the time comes. It also eliminates the option to sandbag in the
champions since your burned warrior will never have the skills to compete with non-
burned warriors.
However, I do design for trainability. I like my warriors to have a shot at a TC
in the ADM or Eligibles class, so I will purposely leave deftness at 9, counting on
the quick, easy trains once all my skills are learned. You can do the same in wit,
will, speed, and even strength; leave the starting stat a couple points below a level
with significant skills, then train those stats when you make your TC run. Of course,
since you're planning on making this training run in Advanced Duelmasters, the best
stat for trainability is a 21. Every train past 21 will give you quick, significant,
valuable skills.
Of course, any set of design rules or guidelines will have its exceptions. There
are many good warriors out there who did not follow any of the rules outlined above,
but there are many, many more dead ones. So, if you follow these rules most of the
time, most of your warriors will be winners.
That said, let's do a couple examples. First, we'll redesign the legendary Broke
Stroker.
ST 10 + 0 = 10
CN 10 + 0 = 10
SZ 10
WT 9 + 6 = 15
WL 9 + 6 = 15
SP 11 + 0 = 11
DF 11 + 2 = 13
Style: Lunger
Comments: His wit and will are high enough to make him a viable long-term warrior.
He starts well-suited to the short spear, and is only one strength train away from
longsword suitability. He's got enough con to take a hit, and he'll likely also get
good damage with his first strength train, if not on the original overview.
ST 5 + 4 = 9
CN 8 + 0 = 8
SZ 14
WT 8 + 5 = 13
WL 13 + 4 = 17
SP 10 + 0 = 10
DF 12 + 1 = 13
Style: Slasher
Comments: He starts well-suited to scimitar, and has enough ST, CN, & WL to get
normal endurance. He has a good shot at good damage to start with, and if not, it's
only a train or two away.
ST 12 + 5 = 17
CN 8 + 1 = 9
SZ 7
WT 11 + 6 = 17
WL 8 + 1 = 9
SP 14 + 0 = 14
DF 10 + 1 = 11
Style: Striker
Comments: This low will wonder needs help to get normal endurance, thus the high
strength. It gives the additional bonus of guaranteeing good damage on a relatively
small warrior. The 11 deftness gives him suitability to almost every weapon.
Now it's time for you to go forth and design your own godlings (or is that
"doglings"?). Armed with these guidelines, you too can have your share of Broke
Strokers in Advanced Duelmasters. Good luck, and may the gods guide your blows
straight and true!
-- Neon Necromancer
(DM 1: Care Less Bears; DM 18: Mad Scientists;
other random teams and 100ish ADM warriors)