DUEL 2 NEWSLETTER
Date : 07/02/2011 Duedate: 07/15/2011
NOBLISH ISLAND ARENA
DM-93 TURN-328
This Weeks Top Honors
THE DUELMASTER IS
ARAGON
IN MIDDLE EARTH (1571)
(93-9130) [6-2-0,33]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY ARAGON
IN MIDDLE EARTH (1571)
(93-9130) [6-2-0,33]
Popularity Leader This Weeks Favorite
ELORISE KUHL GANDALF
THE LOW ROAD (1574) IN MIDDLE EARTH (1571)
(93-9147) [2-4-0,24] (93-9129) [5-3-0,29]
THE CURRENT TOP TEAM
IN MIDDLE EARTH (1571)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. GLORY DISCIPLES (1575) 30
2. THE LOW ROAD (1574) 25 BRUTE STRENGTH (491)
3. IN MIDDLE EARTH (1571) 17 Unchartered Team
4. SURVIVORS (1565) 0
5. FIVE NATIONS (1558) 0 IN MIDDLE EARTH (1571)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1- 1*FIVE NATIONS (1558) 1 0 0 100 1/ 1*IN MIDDLE EARTH (1571) 7 2 0
2/ 2*IN MIDDLE EARTH (1571) 20 8 0 71.4 2/ 2*THE LOW ROAD (1574) 6 9 0
3- 3*SURVIVORS (1565) 4 5 0 44.4 3- 3*SURVIVORS (1565) 2 2 0
4/ 4*THE LOW ROAD (1574) 12 18 0 40.0 4/ 0*GLORY DISCIPLES (1575) 2 3 1
5/ 0*GLORY DISCIPLES (1575) 2 3 1 40.0 5- 4*FIVE NATIONS (1558) 1 0 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[ +
I thought I'd say few words today about styles and challenges. You have all
seen--or will see before you leave Noblish Island (it runs on turns numbered ending
in 3), this chart (and I thank Magic Man for making it available):
KEY FOR ODDS OF WINNING:
1 - ALMOST IMPOSSIBLE 6 - BETTER THAN EVEN
2 - HARDLY LIKELY 7 - GOOD CHANCE
3 - NOT MUCH 8 - HIGHLY PROBABLE
4 - SLIGHT CHANCE 9 - MOST DEFINATELY
5 - 50/50 10 - ALMOST GUARANTEED
Reminder: Left Row vs Top Column
BA ST LU SL AB TP PS PL PR WS
BA 5 2 6 6 8 9 7 6 5 6
ST 8 5 8 9 9 6 7 5 6 4
LU 4 4 5 6 10 5 7 7 9 6
SL 4 1 5 5 8 6 8 7 8 9
AB 2 2 2 4 5 10 6 6 6 7
TP 3 4 6 4 1 5 7 8 6 5
PS 3 3 3 4 5 4 5 4 5 4
PL 5 4 3 3 6 2 7 5 7 6
PR 7 5 2 2 4 5 6 3 5 4
WS 5 8 6 2 4 6 7 5 6 5
I consider this chart to be a fertile topic for debate, possibly even
acrimonious debate. There is some truth in it, I don't dispute that. And it is to
this chart, usually, that managers refer when they speak of some warrior having "the
style advantage" over another. But I believe that other factors than style are at
least as important, and perhaps MORE important, such as the relative skill of the two
managers and two warriors involved.
But, as I say, there is some truth in it, especially where the managers and
warriors are on a level of experience. Therefore, information on the styles of other
warriors in a given arena is important, so you can gauge your challenges and avoids
to give you the best chances for winning. This is one of the things alliances do for
their members--provide a forum for exchanging style information. It is also the
reason why experienced managers generally regard it is bad form to reveal a warrior's
style in the personals. [Exceptions to this--when the warrior in question has been a
stylemaster, and when the warrior in question is graduating.] Style information is
valuable; you, or somebody, fought to get it, so it shouldn't be given away.
But there's more to "style knowledge" than simply being able to say, "X has the
style advantage over Y." You have to use your information. Note that "offensive
warriors" are bashers, lungers, strikers, and slashers. Defensive styles are those
with "parry" in their names. Aimed Blows and Walls of Steel are ambiguous and may be
considered--and run--either way.
If you KNOW or even just suspect that you have an offensive warrior who will be
facing a defensive warrior, you can adjust your strategy accordingly. You change
your armor and the speed with which you're running the warrior to pace him for a long
haul, perhaps. (And this is the adjustment that most often needs to be made.)
Or if you've got an offensive warrior facing another offensive, you can do the
same--slow your warrior's pace--and hope to take out your opponent in the second
minute when he's gasping for breath. Of course, you have to survive the first minute
somehow. More armor, perhaps, or defenisve tactics. But it's a fact that,
especially in the lower levels of the game, many offensive warriors DO burn out by
the end of the first minute or shortly thereafter. So if you're paced for that, you
may be surprised at some of the wins you can get.
Jorja
The Middle Way
+<]H[>+-----+<]H[+ Question of the Week #10 +]H[>+-----+<]H[>+
The Question, Aruak City (dm 11), turn 426:
If a warrior is wearing plate and he is hit on the hand or ankle does he get the same
amount of protection? It seems to me the most you could wear on your hand is
Chainmail. -- Hanibal, Q.O.W.
The Answers, turn 427:
Q.O.W. -- I think if you wear armor of chainmail or lighter, the protection to your
limbs is limited, certainly not to a degree equal to the armor you are wearing over
the body. But I think with platemail or full plate, the armor protects your limbs
well. Gauntlets, which I imagine being used with platemail and up, are steel plates,
so they protect better than chain. I think this is played out well in our fighters'
fights. I've seen chain wearing warriors who are tough go down with one shot to the
leg, while the same warrior in platemail takes one or two more hits. You'd be
surprised at how well medieval gauntlets' metal plates flexed for hand movement. --
Adie
QoW -- When using heavy armor, the limbs seem to be less well protected than the
chest and abdomen. I base this observation mainly on the number of ineffective
("bounced") hits seen against the torso compared to the limbs. The lighter armors
don't seem to have this difference. -- Generalissimo Puerco
Hannibal -- Questions! Great, I've missed them. Unfortunately, I can't offer much
help on this. I do know that to rely on "it would logically seem that" is the way to
get into trouble, unfortunately. After all, it would logically seem that a basher
should be well-suited to using the fist, and this is not so. So I can't guess about
the "armor for hands and feet" question. -- Leeta
Hannibal -- Take a good look at a suit of full plate some time. Everything EXCEPT
the head is protected, unless you're wearing a helmet of some sort as well. If
you're going to have warriors wearing APA, you better put them in a Helm or a Full
Helm as well, otherwise you may as well send them out in leather. A hit to an
unarmored head and your APA is worthless. -- Talon, War-Priest of Mantor the Bright
The Question, Aruak City (dm 11), turn 427:
All -- I was looking at a fight a few turns ago with Predator (Broadsword fav). In
min 1 he attacked 12 times w/ BS and only 1 crit. Min 2 six normal attacks, weapons
breaks, pulls his epee and throws three crits in a row. He always threw more crits
using an epee even though he is -6 in Deftness to use it. He used a BS in two other
fights with no crits. This makes me wonder; are favorites generated after your
warrior graduates? -- Hanibal Q.O.W.
The Answers, turn 428:
Q.O.W. -- From my understanding, favorite weapons are generated when your warrior is
created, and the bonuses are applied in basic. However, I have experienced similiar
situations to what you have seen with Predator. I have a lunger who never seemed to
throw a crit with the short spear, but constantly threw crits with the longspear even
though he wasn't quite suited to it in strength or deftness. I felt certain the
longspear was his favorite weapon because of this, and was highly shocked when upon
graduation the shortspear was listed as his weapon of choice. -- the Outsider
Hanibal, Q.O.W. -- From what I have experienced and discussed with other managers,
fighting rhythm, weapon, learns and tactics are determined upon creation. Did you
change rhythms during any of these fights? Was your attack rating high or low at the
time? If all is the same, and you throw more crits with an epee, maybe you should
send your "favorite weapon" to hell and go with what works. After all, the whole
point of finding your fave weapon is to increase your crit percentage. Although, it
would be nice to have BS crits over the EP crits (except for the knockdowns!) -- Dr.
Strange
QoW -- Well, now you're understanding why I don't make too much of an effort to try
to find a warrior's "favorite" weapon. Finding a weapon they win with is much more
important, and Predator certainly had no problem winning. I think people have had
enough cases where a suspected favorite weapon was confirmed to suggest that a
warrior's favorites are determined before AD, but the exceptions such as Predator's
are numerous. I'll bet Adie will have more to say on this matter, since it seems
like it happens to her warriors a lot. -- Generalissimo Puerco
Q.o.W. (Fav Weapons) -- I was the closest thing the KoV had to somebody who found
their favorite weapon in basic. But since I got my advanced master in attack so soon
it's hard to tell. We really haven't noticed our warriors having a favorite weapon
in basic. I personally think there may be something to what you're saying. But I
think most people believe that it's there all along. -- Maxwell Honorblade
Hanibal's Question of the Week -- No, favorites are generated when the warrior is
first created. Unless you get a favorites-prize and use it on a warrior, his
favorites always and forever remain what they were at the time of generation. --
Leeta
Q.O.W -- BS favorite and no crits sounds typical for a lot of warriors. Or GA...or
BA...or even SC. Sometimes, favorite weapons just don't serve. I have a WS in
Primus with GA favorite and Grandmaster Attack who throws more normals than crits
with her favorite. To make matters worse, I have a LU in Primus with Archmaster
Attack who still throws normals...with her favorite and with LO. Some warriors, in
my experience, just don't throw crits like they should. Others will go crazy with
their favorite weapon in basic, right from the start. I've discovered many favorite
weapons that way over the years...then again, I've also THOUGHT I'd discovered
favorite, only to have them be something else. I've always thought that somewhere, a
bit is kept with each warrior for how experienced they are with any given weapon...
and if you use a weapon enough, you get better with it (skills not withstanding). I
can't prove it, but watching some of my LS and SS, SH and MS favorite warriors using
SC and LO, you see improvement over time, even when they aren't getting more attack.
-- Talon Warsmith, Epee favorite <grin>
Hanibal, Q.O.W., favorites are born with the warrior. It's just that sometimes they
seem hard to believe. -- Kennelworth
Q.O.W. -- I've always understood that a warrior's favorite weapon is generated right
at the beginning. I have however, had the similar experience of throwing more crits
with a non-fav weapon. -- Anti
* }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *
---===FREE BLADES REGIONAL NEWS===---
Duelmasters
-----------
DM 9 ZUKAL (turn 673): SHORT SKIRT of HOT STUFF (Papa Bear, mgr.)
DM 12 RIZTAB (turn 675): TWISTED CLOWN of ALL HALLOW'S EVE (Destitute Noble, mgr.)
DM 13 DULLENS (turn 580): MASHER of MANIACS (General Ikillu, mgr.)
DM 15 MALCORN (turn 669): BOBCAT of GREENWARDENS (Jorja, mgr.)
DM 16 WILLAF (turn 671): MORGAR of MAXIMUM RESULTS (Coyote, mgr.)
DM 17 ALJAFIR (turn 662): JUNIOR VASQUEZ of WHEN EAGLES DARE (Floyd, mgr.)
DM 19 ZUWAYZA (turn 663): THE ENQUIRER of THE MAGNIFICENT MAGS (Jorja, mgr.)
DM 28 MORYA (turn 334): SCARLET of D'HARAN EMPIRE (Lord Rahl, mgr.)
DM 29 LAPUR (turn 660): GILLEAN YASUR of CLUBS 'N CLONES (Demonspawn, mgr.)
DM 31 CHIMLEVTAL (turn 331): SNORTY MCSNORT of ALL NIGHT LONG (?, mgr.)
DM 32 ARVAT (turn 657): MURDER of ANGELS OF PAIN (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 654): ASKELIA of LA JOYEUS COCHON (Youngblood, mgr.)
DM 35 MURSKA (turn 646): OBAN of ON THE ROCKS (Bartender, mgr.)
DM 43 VEASTIAN (turn 604): VILE HENCHMAN of IS THAT A CLUE? (Sherlock, mgr.)
DM 45 STORMCROWE (turn 309): STANDBY of ERRATA (JE, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 303): ACE OF BASE of ROYAL FLUSH (Crip, mgr.)
DM 50 SNOWBOUND (turn 290): NASTY NES of PUBLICH ENEMY (Pec Killer, mgr.)
DM 56 ROCANIS (turn 536): HAL'IGGE JOYROC of INCONSISTENT FURY (Banthius, mgr.)
DM 60 ARADI (turn 521): COCO NUTS of FRUIT OF THE LOOM (Mannequin, mgr.)
DM 61 JURINE (turn 503): DELLEA ERAMIN of MIDDLE WAY 16 (Jorja, mgr.)
DM 65 DAL SHANG (turn 497): KOLACTAN KABOB of SHEWISH BUFFET (One Armed Bandit)
DM 73 ERINIKA (turn 239): MRS POTATOE HEAD of DREW'S BOYS II (The Mun, mgr.)
DM 74 DAYLA KIV (turn 458): NIMINI TYL ZO of SAND DANCERS (Jorja, mgr.)
DM 75 JADE MOUNTAIN (turn 453): NIGHTBRINGER of ZOMBIE SQUAD (Khisanth, mgr.)
DM 78 LIN TIRIAN (turn 445): BLACK TOM of SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 561): MARTIN BLANK of BLOOD TITANS (The Greek Guy, mgr.)
Top Teams
---------
DM 9 ZUKAL (turn 673): HOT STUFF (Papa Bear, mgr.)
DM 12 RIZTAB (turn 675): DREAMERS (Sleepy, mgr.)
DM 13 DULLENS (turn 580): HARRY POTTER AND THE (Sherlock, mgr.)
DM 15 MALCORN (turn 669): GREENWARDENS (Jorja, mgr.)
DM 16 WILLAF (turn 671): MAXIMUM RESULTS (Coyote, mgr.)
DM 17 ALJAFIR (turn 662): MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 663): MAN OR BEAST? (The Dark One, mgr.)
DM 28 MORYA (turn 334): THE DEATH LORDS (Widowmaker, mgr.)
DM 29 LAPUR (turn 660): TREKKERS (Deep Thought, mgr.)
DM 31 CHIMLEVTAL (turn 331): AVENGERS (Huckle Cat?, mgr.)
DM 32 ARVAT (turn 657): DEVIL ADVOCATES (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 654): THE SEWING CIRCLE (Jorja, mgr.)
DM 35 MURSKA (turn 646): CHILDREN OF LLYR (Jorja, mgr.)
DM 43 VEASTIAN (turn 604): IS THAT A CLUE? (Sherlock, mgr.)
DM 45 STORMCROWE (turn 309): NORTHERN LIGHTS (Jorja, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 303): ALASKAN PIPELINE (Storm Lord, mgr.)
DM 50 SNOWBOUND (turn 290): LIFE IMPACTS (Smitty, mgr.)
DM 56 ROCANIS (turn 536): MIDDLE WAY 20 (Jorja, mgr.)
DM 60 ARADI (turn 521): RED DOG GANG (Spot, mgr.)
DM 61 JURINE (turn 503): MIDDLE WAY 16 (Jorja, mgr.)
DM 65 DAL SHANG (turn 497): SAND DANCERS (Jorja, mgr.)
DM 73 ERINIKA (turn 239): H8 2 TXT (Sherlock, mgr.)
DM 74 DAYLA KIV (turn 458): SAND DAMCERS (Jorja, mgr.)
DM 75 JADE MOUNTAIN (turn 453): ZOMBIE SQUAD (Khisanth, mgr.)
DM 78 LIN TIRIAN (turn 445): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 561): THE MOTHERSHIP (Floyd, mgr.)
Recent Graduates
-----------------
DM 13 DULLENS (turn 579): MAGICAL SHORTCUT of HARRY POTTER AND THE (Sherlock, mgr.)
DM 16 WILLAF (turn 671): MORGAR of MAXIMUM RESULTS (Coyote, mgr.)
DM 17 ALJAFIR (turn 660): ZEBD ARVIN of MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 663): MAN OR BEAST? (The Dark One, mgr.)
(turn 662): MALKAI of DRAGON JUNKIES (Youngblood, mgr.)
DM 32 ARVAT (turn 657): MURDER of ANGELS OF PAIN (The Dark One, mgr.)
(turn 656): NICK E. DEMUS of DEVIL ADVOCATES (The Dark One, mgr.)
DM 35 MURSKA (turn 646): OBAN of ON THE ROCKS (Bartender, mgr.)
(turn 645): SECOND WATCH of SEA DOGS (One Armed Bandit, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 303): SMOKEY BEAR of THE BEAR'S PAW (Kat, mgr.)
(turn 302): PROWL of DARQUE FORCES (Master Darque, mgr.)
EARVLING FLASH of FORCE OF WILL
(Michael Eldritch, mgr.)
DM 50 SNOWBOUND (turn 289): DURANGO KID of LIFE IMPACTS (Smitty, mgr.)
DM 60 ARADI (turn 521): COCO NUTS of FRUIT OF THE LOOM (Mannequin, mgr.)
CATIPILLAR of BUGS, SLUGS & THUGS (A-Sop, mgr.)
DM 73 ERINIKA (turn 239): MRS. POTATOE HEAD of DREW'S BOYS II (The Mun, mgr.)
DM 74 DAYLA KIV (turn 458): HESTI TYL VAREN of SAND DANCERS (Jorja, mgr.)
DM 78 LIN TIRIAN (turn 445): BLACK TOM of SAND DANCERS (Jorja, mgr.)
SPY REPORT
Hail NOBLISH ISLAND! Warriors of the arena, prepare to be praised and blamed
for your deeds. And let's see, CHRISTOS fought CONVICTED THIEF and gained 14 points
and contributed to GLORY DISCIPLES' 2-3-1. ELORISE KUHL has lost to BOROMIR, falling
6 points, while helping make THE LOW ROAD a 3-2-0 turn. Our Duelmaster has lost,
folks, lost to KUNG-FU MASTER, BUT ARAGON is still the Duelmaster because he has the
most recognition points! Can someone confirm a rumor for me? I hear the top team
makes their losing fighters do dishes at The Welcome Wench until they win. Maybe?
He who challenges well, fights well. He who avoids without cause, shall lose
for good reasons. My mama told me that one.
We only live a short time in this world, so why not take a sharp blade, and
shave it close? We'd like to remind certain teams not to rob the graves of their
enemies. You know who you are; and it's considered rude.
Remember, blood on the purple robe does not change it from a purple robe. Dare
to fight bravely. It's been nice chatting with you, until we meet again, keep your
swords sharp and your hammers heavy. Until you see my quill in NOBLISH ISLAND again,
farewell-- Alarond the Scribe
DUELMASTER W L K POINTS TEAM NAME
ARAGON 9130 6 2 0 33 IN MIDDLE EARTH (1571)
CHALLENGER INITIATES W L K POINTS TEAM NAME
BOROMIR 9132 7 1 0 31 IN MIDDLE EARTH (1571)
ARDEN GISH 9143 4 2 0 30 THE LOW ROAD (1574)
GANDALF 9129 5 3 0 29 IN MIDDLE EARTH (1571)
-DEMON 9093 2 0 0 28 SURVIVORS (1565)
ELORISE KUHL 9147 2 4 0 24 THE LOW ROAD (1574)
INITIATES W L K POINTS TEAM NAME
CHAS IMBRO 9145 3 3 0 21 THE LOW ROAD (1574)
BURRIS HAMMEL 9144 3 3 0 20 THE LOW ROAD (1574)
CHRISTOS 9152 1 0 1 14 GLORY DISCIPLES (1575)
PROTEUS 9150 1 0 0 13 GLORY DISCIPLES (1575)
-RAZOR 9095 1 1 0 11 SURVIVORS (1565)
DAVONA JERNIG 9146 0 6 0 6 THE LOW ROAD (1574)
-ECKO 9092 1 1 0 4 SURVIVORS (1565)
-JOV THUNDERFIST 9053 1 0 0 4 FIVE NATIONS (1558)
-EELOCK 9094 0 2 0 2 SURVIVORS (1565)
-ELAN 9096 0 1 0 1 SURVIVORS (1565)
BRO'TOR 9148 0 1 0 1 GLORY DISCIPLES (1575)
MARCUS 9149 0 1 0 1 GLORY DISCIPLES (1575)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
CONVICTED THIEF 0 0 0 CHRISTOS 9152 328 NONE
JACAPO 9151 0 1 0 GLORY DISCIPLES 1575 EMBEZZLING SCRIB 328 NONE
PERSONAL ADS
All -- We warriors of the Glory Disciples stable who are about to die salute you,
Noblish Island Arena! Our bodies are bared for the sands to collect its tribute of
blood. O Noblish Island Arena, where is thy victory. O Noblish Island Arena, where
is thy sting. -- Fudoshin, mgr Glory Disciples
Demon -- That off-hand weapon? Putting in your belt (which always sounded weird to
me, but that's how they say it) and just go with the primary in hand. Yep, you won,
but seriously, don't count on luck or style advantage. -- Burris Hammel
Razor -- Bummer about the weapon problem, and it isn't like your style has a lot of
choices. You might try a shortspear. Yeah, I know, who am I to talk? I don't know
what Jorja was thinking when she handed this to me... well, I do know, but she wasn't
paying attention to the weird details. Like, the two larger versions of this are
well suited to my style, but the one I've got is NOT. Bummer. I hope to have that
changed someday, but it isn't going to happen today. -- Chas Imbro
P.S. Sorry about dumping all this advice on you, but it's what we do. We're here to
provide advice, although it HELPS if people ask questions. Then we can answer 'em,
instead of just winging it.
Boromir -- We were definitely a pair out there! Next time, I'll pack a lunch. --
Davona Jernig
Ecko -- Bad weapon choice, which you probably noticed yourself, yes? If you don't
have the weapons-and-styles list, it shows up in the back of turns ending in the
number nine. The one after this. I'm not going to give advice in the newsletter
that will expose your style, which is considered very bad arena manners, but any of
the weapons that ARE suited to your style can be used well with less of the deficient
stat. How's that for an awkward sentence! -- Arden Gish
P.S. It might not be a bad idea to increase your armor, too.
Ah, the Persistant Beggar. Bah to him. He's a wimp. Finest kind of standby, of
course! -- Elorise Kuhl
LAST WEEK'S FIGHTS
ARAGON was viciously subdued by KUNG-FU MASTER in a 2 minute Title fight.
GANDALF subdued DAVONA JERNIG in a exciting 3 minute gory melee.
ELORISE KUHL was unbelievably bested by BOROMIR in a crowd pleasing 4 minute brawl.
BURRIS HAMMEL overpowered OSKSI NOBLE in a 2 minute one-sided fight.
CHAS IMBRO viciously subdued CULT MEMBER in a 2 minute gruesome brawl.
ARDEN GISH overpowered OSKSI NOBLE in a 1 minute one-sided struggle.
BRO'TOR was viciously subdued by EMBEZZLING SCRIBE in a 2 minute novice's competition.
MARCUS lost to MORDANT DESERTER in a 3 minute beginner's duel.
PROTEUS vanquished CONVICTED THIEF in a 1 minute uneven fight.
JACAPO was viciously butchered by EMBEZZLING SCRIBE in a 5 minute novice's fight.
CHRISTOS easily killed CONVICTED THIEF in a 1 minute one-sided bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|TOTAL PARRY 3 LUNGING ATTACK 5 - 1 - 0 83 |
|WALL OF STEEL 2 AIMED BLOW 12 - 4 - 1 75 |
|STRIKING ATTACK 2 BASHING ATTACK 10 - 6 - 0 63 |
|AIMED BLOW 1 STRIKING ATTACK 12 - 8 - 2 60 |
|LUNGING ATTACK 1 WALL OF STEEL 5 - 4 - 1 56 |
|BASHING ATTACK 1 TOTAL PARRY 14 - 12 - 0 54 |
|PARRY-STRIKE 1 SLASHING ATTACK 4 - 4 - 1 50 |
|PARRY-RIPOSTE 1 PARRY-STRIKE 1 - 2 - 0 33 |
|SLASHING ATTACK 1 PARRY-RIPOSTE 0 - 1 - 0 0 |
|PARRY-LUNGE 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 328 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 1 - 0 TOTAL PARRY 1 - 2 2 TOTAL PARRY
LUNGING ATTACK 1 - 0 PARRY-LUNGE 0 - 0 2 WALL OF STEEL
BASHING ATTACK 1 - 0 PARRY-STRIKE 0 - 1 2 BASHING ATTACK
WALL OF STEEL 2 - 0 PARRY-RIPOSTE 0 - 1 1 STRIKING ATTACK
STRIKING ATTACK 1 - 1 SLASHING ATTACK 0 - 1 1 SLASHING ATTACK
1 AIMED BLOW
1 LUNGING ATTACK
1 PARRY-STRIKE
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 ELORISE KUHL 9147. The most popular warrior this
turn was GANDALF 9129. The ten other most popular fighters were ELORISE KUHL 9147,
BOROMIR 9132, CHAS IMBRO 9145, BURRIS HAMMEL 9144, ARDEN GISH 9143, DAVONA JERNIG
9146, BRO'TOR 9148, PROTEUS 9150, CHRISTOS 9152, and ARAGON 9130.
The least popular fighter this week was MARCUS 9149. The other ten least popular
fighters were JACAPO 9151, ARAGON 9130, CHRISTOS 9152, PROTEUS 9150, BRO'TOR 9148,
DAVONA JERNIG 9146, ARDEN GISH 9143, BURRIS HAMMEL 9144, CHAS IMBRO 9145, and BOROMIR
9132.
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.
THE BUNNY GOD (2-5631) of 042909A
BULLETPROOF MONK (11-4999) of LUROCIANS EXTREME
COCO NUTS (60-8163) of FRUIT OF THE LOOM
EAR (82-39911) of UNFORTUNATE HAIR
NUTHYN (82-32147) of GAMMA HORDE
PORSCHE (82-41317) of COMPENSATING
Congrats to the grads. -- Green Eyes
The Defensive Lunger
Perfect Minimums Actual Characters
ST 13 11 11 13
CN 7 3 3 11
SZ 4 4 10 6
WT 21 17 17 17
WL 17 13 17 19
SP 5 5 9 5
DF 17 13 17 13
The lunger, in my opinion, makes a much better defensive fighter than offensive
fighter. Fighting defensively will compensate for the speed at which lungers burn
endurance. They will still attack whenever possible but their defensive ability will
allow them to dodge most attacks. The most important part is their initiative. When
they do dodge, they'll usually steal the initiative and attack. I haven't been
fighting lungers defensively for long but my record is 14-5-0. Don't fight
defensively against other lungers as they will usually win.
The strategy I use is:
Min 1 2 3 4 5 6 Desp
Off 4 -------------------------> 9 Weapon: Any lunging
Act 6 4 --------------------> 9 No armor if low con
KD 4 -------------------------> 9 APL/H if average con
O.T. ---------------------------> L
D.T. -------------------------------->
You can attack any location you wish but I suggest protecting the body. The
third character listed started with experts in attack, defense and initiative. The
last character had an expert in attack.
The Wild Boar, manager of Things (5) and many inactive teams.
WARRIOR ENDURANCE
Greetings, joy and happiness to everyone! I hope you have had pleasant dueling.
This article is about endurance and some things to think about when you're designing
your warriors. Below is a chart showing the different endurance levels a warrior may
have. This chart may be a little off of due to the fact it isn't possible to have all
the variables as a manager, but it does give you idea of the amount of endurance a
warrior should have.
The formula for endurance is: E = (ST+CN)WL
With the result of that number use the chart below.
000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+ = Awesome
Here are some examples of warriors with their Endurance ratings:
1) Slasher ST 5 CN 7 WL 15 (5+7)15 = 180 Poor
2) Striker ST 7 CN 13 WL 9 (7+13)9 = 180 Poor
3) Parry-Rip ST 7 CN 10 WL 11 (7+10)11 = 187 Poor
4) Basher ST 13 CN 9 WL 9 (13+9)9 = 198 Very Poor
5) Striker ST 13 CN 9 WL 9 (13+9)9 = 198 Poor
6) Aimed-Blow ST 9 CN 15 WL 9 (9+15)9 = 216 Normal
7) Striker ST 10 CN 5 WL 15 (10+5)15 = 225 Normal
8) Slasher ST 13 CN 10 WL 10 (13+10)10 = 230 Normal
9) Wall/Steel ST 13 CN 12 WL 17 (13+12)17 = 425 Great
There are several factors such as warrior style, RSI random factor, and there is
some evidence that SIZE has some effect on a warrior's endurance. In any case the RSI
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average. These are
just estimates, but are still factors nevertheless.
Some styles that are HIGH BURN endurance, like lungers, slashers and walls of
steel, are more likely to be UNLUCKY with the endurance rating.
Every action your warrior does consumes endurance. Attacking seems to use more
endurance than any other action. Once a warrior's endurance is used up, he will make
an endurance check against his WILL. If he fails the roll, he will either stop to rest
or collapse to the sand, depending on how badly he failed the roll. When a warrior
stops to rest, he gets back some endurance. When he gets enough endurance back, he
will start attacking again. This is just a theory that I have developed from
observations. It maybe completely off, but it gives one something to ponder.
That's it for now lords and ladies, I must go entertain elsewhere. If you would
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com
or visit my DM website at
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm
You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the
Joker's Wilds scattered about.
Cheerio,
Sir Jessie Jest
Member of the Ivory League
Presenting, by Popular Demand (from 1989)...
THE NUMEROLOGY OF DUELMASTERS
by The Ghost of Eldrid
Character Generation
Hello, I am the Ghost of Eldrid, and I have an important message that directly
effects how well your team may do in the future. Some managers will not take this
important article seriously (some people don't believe in ghosts, either), and their
records will suffer for it. I have played Duelmasters for four years and searched
through all of my old turns and painstakingly researched every important fact in this
article, and I have discussed my conclusions with about ten different managers (named
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all
agree on the validity of my arguments. The results of my research are both startling
and magnificent. THERE IS NUMEROLOGY IN DUELMASTERS!!! Whether it was programmed in
or it exists on a higher plane, it matters not. IT EXISTS!!! And I plan to share
some of its amazing secrets with you, starting with character creation.
Remember in the realm of character generation the powers favor odd number stats.
NEVER, EVER have an even number on stats, except, of course, for size, which,
obviously should be even since everyone can tell what size your character is by his
description in the fight. Do you want people thinking your warrior is odd? I should
hope not!! But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER
STATS EVEN!! Write a letter to the commission stating that you forgo the rights to
the last point and you want it to be sacrificed to the benefit of Alastari.
Always start adding points to wit and will first. Either make them 13, 17, or
21. Why? Under 12 wit is worthless, as any good manager will tell you. A 13
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21
is BLACKJACK, and you get twice the number of winnings you would normally get. Why
not 15 or 19? Is it not obvious to everyone that 15 is unlucky? The only President
of the United States not married was the 15th, James Buchanan (who?). Lincoln was
shot on April 15th, and the clincher... my brother was born on the 15th of May. If
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.
19 is an evil number. It tries to deceive you into thinking it is better than 17, but
actually, it is an "11" with a small zero placed on the second pole, and we all know
that a zero is nothing. So what do we get for our extra eight points? In effect,
something smaller than nothing.
Next, make every other stat odd. Add the other points to make the style you
want. Deftness is the key to character generation.
Deftness (min)
5 to make a basher (ST 13+)
7 for a lunger
9 for a striker
11 for a wall of steel (ST 11+, WL 17+)
13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total
parries (these styles depend on the opponent's bad luck.
17 for a parry-riposte (WT 17+)
21 for an aimed blow (this style needs the double winnings)
The last thing to remember is that luck is a big factor in this game and I don't
know if you noticed, but when warriors have even ID numbers they are luckier than odd
ID characters. Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph,
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max,
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam
Spade. All have even-numbered IDs. Now you say, "But Yoda and Necron-99 both have
odd IDs, and they are the best aimed blows of the game!" Yes, but they are AIMED
BLOWS and they are members of an odd style, so of course they do better with odd
numbers. So remember if you want your warriors to be best in all Alastari someday,
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.
Good luck, and may the numbers fall your way.
-- The Ghost of Eldrid,
retired
PARRY-STRIKE, ANOTHER FUN STYLE
There have been several articles about fighting styles, some say theirs is the
best, or ultimate, one said theirs is the most fun style. Well, I feel that parry-
strikers are just as much fun to play as any other style.
First, let's start with the run down of what they say in the "RED BOOK". The
book says that parry-strikers are defensive, using small quick movements in their
actions (sounds like you could say that about some other styles as well.) The book
says that some managers swear that a high wit is critical to the style (only those who
have no brains would disagree with that.)
Let's get to business. First and foremost this style is deceptively aggressive,
making them a very good offensive type of fighter, or deadly type of defensive
fighter. Offensively they tend to get the jump on their opponent. I had a parry-
striker that was only jumped 3 out of 11 fights, before he died. To prepare and run a
parry-striker can be quite confusing, so I will try to help make it as simple as
possible. Here are my feelings on roll-ups for the parry-strike style:
ST: 11-15, I'll explain later.
CN: who cares.
SZ: 10-14, don't go over 14.
WT: 13-17, 17 is the best.
WL: 13-17, to get good endurance.
SP: not important.
DF: 11-15, I'll explain later.
Here are some good roll-ups for a parry-striker: 11,7,10,17,17,7,15;
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11. Now, if you have a decent
wit, the way you run this fighting style will depend on strength and deftness. For
example: if your fighter has a high DF and a low ST it would be to his/her advantage
to be defensive, since the speed would benefit the ability to move in reaction to
their opponent. If the ST is high, and DF low, it would be better to fight
offensively like a striker, trying to get the first, and only blow in. If they don't
have a decent wit, you're on your own. I can't help you on that. Remember this style
of fighting is the same as a striker except for added knowledge of parrying, as well
as bein a little more aggressive. I would not suggest a low ST and DF, it will take
away from your WT & WL, and you don't want to do that, but if you do, good luck. You
don't need much CN if you have a good WL, which gives you your endurance. SZ; you
don't want it to be above 14, it would hurt your fighting style more than your
attributes. WT; it is the same as it is with strikers, the higher the WT the faster
and deadlier they become. Raise WT to 17 if you don't have it at the start, then
don't worry about it again until ADM. WL; this is where you get your endurance. 13
is fine to start out, but I would suggest 15, then bump it up to 17 in basic. SP; it
is what you need to riposte, but PSers have this "one strike one kill" attitude.
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.
DF; what is there to say, it helps, but is not crucial to be a great PSer. Now to
running a PSer. If he is an offensive fighter 10-10-10 Dec. all the way through the
fight, even in desperation. If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.
Remember, first you want to assure your defense, and to do that, you should go
defensive the first minute. By the second minute you will be secure enough to go on
the offensive, but experiment. 6th minute on, leave blank, for by that time he/she
will know what to do (if their WT is high that is.) The best thing you could do for
your fighter is watch the fights, if you are getting more defensive skills than
offensive, run the def., or change weapons. That is the best advice I can give you
about PSers. About armor, I like to use ringmail or nothing, but experiment. I know
that there is someone that will disagree with me, but I feel that I have given you
some ideas about this fighting style that can be used, even though I am a new manager,
playing for just over a year. No matter who writes a style article, it is just
advice, not the bible. Just use the articles as a point of reference, not as sworn
law.
This is a very fun fighting style, try it out. I have written this in answer to
Foreign Legion Arena 31, and The Spartans Arena 8. I challenge any Primus Manager to
correct my writing of PSers. It is not my favorite style, but it is as fun as any
other that I have used, including my favorite one (Which is a STRIKER!!) If there are
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The
Crucifiers DM-46.
THE ARMOR PIERCING PARRY-LUNGE
When you think "attack" what style comes to mind? Bashing? Definitely lunging?
Of course. Parry-Lunging? Excuse me? Yes, the parry-lunger! Few people realize the
fact that parry-lungers are attack gods waiting to be born. All it takes is the right
warrior and lots of guts. This warrior is not for the weak of heart. We'll begin
with stats.
Range Perfect
ST 9-11 11
CN 5-9 5
SZ 6-11 8
WT 17or21 21
WL 17or21 17
SP 5-8 5
DF 15-17 17
Why?
ST(11): This is your optimum PL strength. It puts your warrior in the normal to
good damage range. Also, you have the best PL weapon at your disposal--the LO!
CN(5): Yes, his life expectancy is low. What'd I tell you? Guts, right? He
gets his endurance from WL. If you want to make trains, make them here.
SZ(8): Our most flexible stat. A high SZ (i.e.11) allows you to skimp a bit on
Str (9).
WT(21): If it's not a 21 you're not going to get the attack this fellow counts
on. His learns will be awesome and a 21 WT will make him a better warrior out of the
chocks.
WL(17): End/Att are dependent on this one being high. Keeps you on your feet
when you should drop from exhaustion.
SP(5): Not a big requirement. Init and Parry will come from elsewhere (WT/DF).
This is not a lunger mimic.
DF(17): Combine this DF with a 21 WT and you will have a massive attack.
Pinpoint accuracy is the byword. Parry, init, def and riposte will all benefit
immeasurably. At 15 you have access to the EP, a fine lunging weapon this style can
put to devastating use.
Strategy (General, but effective in most cases)
2 9 9 7 6 5 10
6 9 9 7 6 5 10
2 7 7 7 5 5 10
HE ---------------------------->
HE BD ----------------------->
- - - - - - -
P - - - - - -
Minute 1: This fellow won't get the jump on offensives, so we'll just go
defensive and render their "mad minute" fruitless. This PL's counterattack will be
amazing at even 2-6-2 P due to the high AL. Keep the parry tactic until Adv Expert
parry is gained.
Minutes 2 and 3: These two will end most of his fights. When he starts landing
precision blows in his opponent's face it will usually be over quickly. Keep the kill
desire relatively low as to avoid sloppy attacking.
Minutes 4 through 6: If you haven't won by now you've got to depend on your WL
to carry you until you finish the job. He'll probably top out at the five min. mark.
But we want to keep the attacks coming so we do so at his endurance's expense.
Desp: If your opponent is an offensive he's probably blasted through your min. 1
defense. Your best bet is to go spastic and hope to take him out in one shot or so.
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping
the super-offense will put him over the edge. After all, it's better to burn out than
fade away.
Always aim for the head to maximize the impact of your blows. If it tickles your
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.
Protecting the head in min. 1 is strictly odds playing on my part. My offensives aim
head so I assume everyone else's do too. After min. 1, we forget defense.
Weapons and armor are simple. APL/H or ARM/H (if you're challenging a real
heavy-hitter). I prefer swords for armament. My combos are usually LO/SM, LO/SH,
SC/DA etc. Against heavy armor go with LO/SH. Always aim for the head.
Philosophy: This guy clings to life by luck, early on, and will never be free of
the spectre of death. In his first few fights stay away from lungers and bashers.
Both have high attacks and usually do substantial damage. Prey on strikers, PS, PR
and slashers. As he progresses, his attack, parry and defense will equip him with the
tools to handle most everybody but always remain cautious of those bashers and
lungers.
A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70
def. Decise and riposte will be slightly lower. Riposte 50 and decise anywhere from
35-50 depending on how lucky you get. Train skills exclusively from fight one and on.
Use tourneys if you must raise anything at all (including con).
Don't be discouraged if he's around .500 early on. By ten fights he'll be
sporting three Adv Experts at least (att, par and init) and will begin to dismantle
those scum/finesse styles that managed to beat him. Feel free to write or diplo me
with comments/criticisms/or questions.
Fight the Good Fight,
or: Agath
CPL Michael Dockus Lunatic Fringe (23)
H Co BLT 2/8 Circle of Five (51)
24 MEU (Det F) Slaves of Power (52)
FPO NY NY 09502-8531