DUEL 2 NEWSLETTER Date : 08/13/2011 Duedate: 08/26/2011 NOBLISH ISLAND ARENA DM-93 TURN-331 This Weeks Top Honors THE DUELMASTER IS ELORISE KUHL THE LOW ROAD (1574) (93-9147) [5-4-0,82] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY ELORISE KUHL THE LOW ROAD (1574) (93-9147) [5-4-0,82] Popularity Leader This Weeks Favorite ELORISE KUHL BURRIS HAMMEL THE LOW ROAD (1574) THE LOW ROAD (1574) (93-9147) [5-4-0,82] (93-9144) [4-5-0,27] THE CURRENT TOP TEAM THE LOW ROAD (1574) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. THE PC LINE-UP (1576) 53 2. THE LOW ROAD (1574) 33 THE NEST (286) 3. SURVIVORS (1565) 0 Unchartered Team 4. GLORY DISCIPLES (1575) 0 THE PC LINE-UP (1576) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*THE PC LINE-UP (1576) 4 1 0 80.0 1- 1*SURVIVORS (1565) 7 2 0 2- 2*SURVIVORS (1565) 11 7 0 61.1 2/ 2*THE LOW ROAD (1574) 7 8 0 3/ 3*THE LOW ROAD (1574) 19 26 0 42.2 3/ 0*THE PC LINE-UP (1576) 4 1 0 4- 0*GLORY DISCIPLES (1575) 6 9 2 40.0 4- 0*GLORY DISCIPLES (1575) 4 6 1 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT >)]H[(< + -----:----- + >)] Getting the Jump [(< + -----:----- + >)]H[(< One of the most common questions that new players ask is what they can do to defeat a certain warrior from another team who always attacks first and beats their own warrior before he can get an attack in. Attacking first in a fight is called "jumping" your opponent, and it decides the victor in a majority of fights between two offensive warriors. By offensive, I mean Strikers, Bashers, Lungers, Slashers, and Aimed Blows, although any style can be run offensively. In this article, I will teach some of the more common things you can do to make your warrior get the jump. Part 1, the setup: To design a fast warrior, you must take into account Decisiveness skills. Decise is gained from only three statistics: Wit, Will, and Speed. Of these three, Speed is the only stat that has a large number of Decise skills in it. So if you design a rollup with a high Speed stat and/or a high Wit and Will, it will be fast. Styles are also an important consideration. Strikers, Bashers, and Aimed Blows start with more Decise skills than any other style. Slashers and Lungers have slightly less, followed by Parry-Strike, Parry-Lunge, and Wall of Steel. Total Parries and Parry-Ripostes have very low starting Decise scores. Each style also learns Decise skills at different speeds. Strikers learn Decise the fastest. Parry-Strikes also learn it quickly, and Bashers learn it reasonably well. The other styles fall into the "don't count on learning it unless it's your favorite learn" category. Part 2, the strategy: What you put on your strategy sheet drastically affects your chances of getting the jump. Offensive effort: As high as possible (10). The more your warrior tries to attack, the more likely he is to take the first opportunity offered him. Activity level: As high as possible (10). The more your warrior moves around, the more chances he will see to attack. Note that running at these levels will tire your warrior out very quickly, and your warrior may not fight at his best. Most styles prefer a much lower activity level as their "favorite". But this article is about getting the jump, not fighting efficiently. :) Kill Desire: Kill desire is one of the most intangible factors in Duelmasters, but one of the common theories is that each number of KD corresponds to a certain skill, maximizing that skill. Seven is supposed to be the magic number for Decisiveness. Try it and see if it works for you. Tactics: Obviously, the Decisiveness (D) tactic increases your Decise. Other tactics may increase your Decise, like the Bash tactic, but they don't increase it as much as Decisiveness does. Armor: None. Nada. Zilch. Armor weighs you down. Even if you have the ability to carry a large load, you will still be faster running naked. Of course, you will take much more damage if you get hit, so you'd better make sure you can put your opponent down before he hits you back. With this strategy, you either win big or you die. Faster weapons: Lighter weapons are faster than heavier ones, but there are certain weapons that are considered to be "faster" in general. Warhammer and Hatchet are some of the best. Dagger and Bare Fist (FI) are probably the fastest, but fighting bare-handed is dangerous. So you've designed your warrior, probably a Striker or Basher with a good speed, wit, and will. You're running him 10-10-7 Decise with no armor and a Warhammer. And that same enemy warrior *still* outjumps you. If that's the case, he's probably running a similar strategy and just has more Decise skills than you. So you have one more trick up your sleeve: the Responsiveness tactic ('S' in the defensive tactics section). If your opponent is using Decise and you use Response, you will probably win. If your opponent is not using Decise, you will probably lose. It's like a rock-scissors-paper relationship: Decise beats no tactic; no tactic beats Response; Response beats Decise. There are some other minor factors in getting the jump that are beyond the scope of this article. Hopefully this will give you a better idea of how the warrior who attacks first in a fight gets chosen. Captain K., manager of Men of the Sea in DM 12 and assorted others +>]H[<+-----+>]H[<+ Question of the Week #2 +>]H[<+-----+>]H[<+ For those of you who came in after I started posting this series of questions And answers, they are being taken from the newsletter for Aruak City, DM 11. The questions were being posed by Hanibal, a relatively new player and Noblish alumnus, and the answers were offered by any members of that arena who cared to respond. Question, turn 400: All -- I think I have a basic grasp on most aspects of this game, but one Thing I have no clue about is how to maximize skill learning. I had an 18 wit TP challenge up to a warrior who had 21 more fights than me and I only learned 2 skills. The next fight I was matched up against a less experienced warrior And I learned 5 skills. This is not an isolated incident. Any tips on skill learning? -- Hanibal's Q.O.W. Answers, turn 401: ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it, that sometimes the number of learns appears random. Some suggested variables include fight experience differences between combatants, total skill differences, intelligence level of one or both combatants, what each's favorite learn may be, what styles the two warriors are.... There are so many, it's difficult to say. Sometimes you can see the effect of one variable more than another. Other times, one has absolutely no clue. -- Adie Hanibal -- In your example of warrior learns, did you lose the fight against the more experienced opponent, but win the fight against the less experienced opponent? The outcome of a fight may affect learning, with the winner being bonused and the loser being penalized. I believe that the best way to make a warrior learn well is to give them a 21 wit. That's why wit is my favorite stat to have a 21 in! (Not to mention all the base skills it gives.) -- Generalissimo Puerco Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the higher the better. But luck (die roll) plays a big part, as do what the other warrior can teach, how many skills yet to learn and a few lesser factors. -- Kennelworth Hanibal, re the question of the week -- The main thing is to TRAIN skills. Okay, everybody stop laughing. You people (Hanibal, too) already realize this, but there may be a new manager reading this reply who doesn't. Seriously, I once had a manager whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and ask why one of his warriors hadn't learned any skills. He sent me the warrior's numbers, and a little simple math revealed that this warrior had eight stat increases in those ten fights! He hadn't been TRAINING skills. Lesson there, never overlook the obvious. As to a more useful answer, I don't have one, but I do have some secondary questions. For instance, I was once told that a warrior learns better with an odd-numbered WT. Since I have never personally run a warrior with an even-number WT that I can recall, I don't know. It sounds unlikely, but then, who knows how a computer thinks? Challenging up increases the ODDS of learning but is not guarantee. Does anybody have any information as to whether a lower-ranked warrior who teaches well is one with lots of skills? My own information would tend to contradict that, as I have some excellent teachers in other arenas who have yet to receive their first rating. I have heard that there is an increased chance of learning when the fight is a long one. Anybody know whether this is true or just wishful thinking on the part of those matched against scum? Is the caliber of a warrior's teaching on a given fight reflected in his point gain in the rankings? I have been given to understand that points gained in excess of the basic minimum reflect how well above the average the warrior performed. In theory, a good performance means better demonstration and thus better teaching, but does it work out that way? Do warriors of a given style tend to teach a specific skill or group of skills better than other skills, as for instance, do total parries teach parry and defense? I've heard it said that when facing an opponent who has only one skill left to learn, a warrior teaches best that skill he learns best. Does this hold true in other circumstances? -- Leeta Question, turn 402: All -- I understand that Deftness is the ability to better protect and attack your chosen location. I could care less if I hit my attack location as long as I hit. Does Deftness have any effect on connecting? I believe it is your attack skills vs. your opponents def/parry skills that determines this. -- Hanibal's Q.O.W. Answers, turn 403: Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills. This will increase your warriors' chances of hitting. Shot placement accuracy is said to be based on coordination (DF+SP), but I think having a good attack rating can lead to better shot placement as well. Kill desire may well influence shot placement also. It has been suggested that a warrior's chosen location to protect is the source of the "luck parry" comment that often results in broken weapons. While I personally fancy this theory, I think it would be difficult to prove or disprove. It sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco Hanibal -- Re the QOW, probably. At least, I notice that those of my warriors with very low DF (and I've got some doozies here and there) spend a lot of time flailing wildly and missing. -- Leeta * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 676): BITTERMAN of BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 678): LORIMERA of SWEET MAGIC (Jorja, mgr.) DM 13 DULLENS (turn 586): KILLER of MANIACS (General Ikillu, mgr.) DM 15 MALCORN (turn 672): SKITTLES of RAINBOW CONNECTION (Sherlock, mgr.) DM 16 WILLAF (turn 674): LONGING LEGGINGS of EMOTIONAL PANTS (Sherlock, mgr.) DM 17 ALJAFIR (turn 665): ZOMBIE of ZOMBIE SQUAD 2 (Khisanth, mgr.) DM 19 ZUWAYZA (turn 666): BEETLE BAILEY of MAN OR BEAST? (The Dark One, mgr.) DM 28 MORYA (turn 335): SCARLET of D'HARAN EMPIRE (Lord Rahl, mgr.) DM 29 LAPUR (turn 663): POSITION IS EMPTY DM 31 CHIMLEVTAL (turn 333): SNORTY MCSNORT of ALL NIGHT LONG (Destitute Noble?) DM 32 ARVAT (turn 660): ROGER THE BRAVE of LUROCIAN GUARD (The Greek Guy, mgr.) DM 33 NIATOLI ISLAND (turn 657): MANUTE BOL of HEROES (?, mgr.) DM 35 MURSKA (turn 649): DECEMBRE of URBAN JUNGLE (Jugger, mgr.) DM 43 VEASTIAN (turn 607): VILE HENCHMAN of IS THAT A CLUE? (Sherlock, mgr.) DM 45 STORMCROWE (turn 310): ELISHAR of GOD OR GODDESS (Sir Blackguard, mgr.) DM 47 TEMPLE OF ABARSIS (turn 305): ACE OF BASE of ROYAL FLUSH (Crip, mgr.) DM 50 SNOWBOUND (turn 291): NASTY NES of PUBLICH ENEMY (Pec Killer, mgr.) DM 56 ROCANIS (turn 539): ERIK of MEN OF STEEL (Howlin' Wolf, mgr.) DM 60 ARADI (turn 524): TICK ... TOCK of UNNAMEABLES (Howlin' Wolf, mgr.) DM 61 JURINE (turn 506): ANDRES of BOMB SQUAD (Howlin' Wolf, mgr.) DM 65 DAL SHANG (turn 500): SASHA of ZOMBIE SQUAD (Khisanth, mgr.) DM 73 ERINIKA (turn 240): STINKY PETE of DREW'S BOYS II (The Mun, mgr.) DM 74 DAYLA KIV (turn 461): 111 of NUMB-ERS (Sherlock, mgr.) DM 75 JADE MOUNTAIN (turn 456): NIGHTBRINGER of ZOMBIE SQUAD (Khisanth, mgr.) DM 78 LIN TIRIAN (turn 447): TESLA SHARPE of SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 564): NIGHTCAP of DARKLINGS (She-Puppy, mgr.) Top Teams --------- DM 9 ZUKAL (turn 676): BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 678): DREAMERS (Sleepy, mgr.) DM 13 DULLENS (turn 586): MANIACS (General Ikillu, mgr.) DM 15 MALCORN (turn 672): SERPENTS' HOLD (Khisanth, mgr.) DM 16 WILLAF (turn 674): EMOTIONAL PANTS (Sherlock, mgr.) DM 17 ALJAFIR (turn 665): MIDDLE WAY (Jorja, mgr.) DM 19 ZUWAYZA (turn 666): THE MAGNIFICENT MAGS (Jorja, mgr.) DM 28 MORYA (turn 335): POSITION IS EMPTY DM 29 LAPUR (turn 663): CARDOW HUNTERS (Jorja, mgr.) DM 31 CHIMLEVTAL (turn 333): NUMBERS GAME (Destitute Noble, mgr.) DM 32 ARVAT (turn 660): DEVIL ADVOCATES (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 657): THE SEWING CIRCLE (Jorja, mgr.) DM 35 MURSKA (turn 649): CHILDREN OF LLYR (Jorja, mgr.) DM 43 VEASTIAN (turn 607): IS THAT A CLUE? (Sherlock, mgr.) DM 45 STORMCROWE (turn 310): NORTHERN LIGHTS (Jorja, mgr.) DM 47 TEMPLE OF ABARSIS (turn 305): LAND OF OZ (Oz, mgr.) DM 50 SNOWBOUND (turn 291): LIFE IMPACTS (Smitty, mgr.) DM 56 ROCANIS (turn 539): MEN OF STEEL (Howlin' Wolf, mgr.) DM 60 ARADI (turn 524): BUGS, SLUGS & THUGS (A=-Sop, mgr.) DM 61 JURINE (turn 506): BOMB SQUAD (Howlin' Wolf, mgr.) DM 65 DAL SHANG (turn 500): SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 240): H8 2 TXT (Sherlock, mgr.) DM 74 DAYLA KIV (turn 461): SAND DAMCERS (Jorja, mgr.) DM 75 JADE MOUNTAIN (turn 456): ZOMBIE SQUAD (Khisanth, mgr.) DM 78 LIN TIRIAN (turn 447): SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 564): MIDDLE ITALY et al (The Dark One, mgr.) Recent Graduates ----------------- DM 9 ZUKAL (turn 675): MABUSHI of SERPENTS HOLD (Khisanth, mgr.) DM 12 RIZTAB (turn 678): LORIMERA of SWEET MAGIC (Jorja, mgr.) DM 13 DULLENS (turn 586): POLYJUICE TWINS of HARRY POTTER AND THE (Sherlock, mgr.) DM 15 MALCORN (turn 671): SILVER GHOST of GREENWARDENS (Jorja, mgr.) DM 16 WILLAF (turn 673): GOLDEN GATE BRIDGE of GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 665): DICKY of BOWDEANS (?, mgr.) (turn 664): ALIDA BERN of MIDDLE WAY (Jorja, mgr.) DM 19 ZUWAYZA (turn 665): THIMBLE of MONOPOLY (Sherlock, mgr.) DM 28 MORYA (turn 335): SCARLET of D'HARAN EMPIRE (Lord Rahl, mgr.) DM 29 LAPUR (turn 662): JEHLCH of MID EARTH (Visionist, mgr.) DM 31 CHIMLEVTAL (turn 333): SNORTY MCSNORT of ALL NIGHT LONG (Destitute Noble?) DM 33 NIATOLI ISLAND (turn 657): MANUTE BOL of HEROES (?, mgr.) (turn 656): SCUTTLEBUTT of SEA DOGS (One Armed Bandit, mgr.) DM 47 TEMPLE OF ABARSIS (turn 305): ACE OF BASE of ROYAL FLUSH (Crip, mgr.) JUNEAU DAWNING of ALASKAN PIPELINE (Storm Lord) DM 50 SNOWBOUND (turn 291): GOBERT HINNY of MIDDLE WAY 6 (Jorja, mgr.) DM 56 ROCANIS (turn 539): ERIK of MEN OF STEEL (Howlin' Wolf, mgr.) (turn 538): DOLGAN of MEN OF STEEL (Howlin' Wolf, mgr.) HAL'IGGE JOYROC of INCONSISTENT FURY (Banthius, mgr.) DM 60 ARADI (turn 523): HORNET of BUGS, SLUGS & THUGS (A-Sop, mgr.) DM 65 DAL SHANG (turn 499): HARITH TEN MORU of SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 239): MRS. POTATOE HEAD of DREW'S BOYS II (The Mun, mgr.) DM 78 LIN TIRIAN (turn 447): THE COUNT of J (Sherlock, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. So, I fight a standby and win, remaining duelmaster. Okay. And because he is a standby with a higher ranking than mine, considerably higher going into the fight, I learned three skills. Learning skills is always good. But because I defeated a standby ranked well above me, MY ranking went up--and it was already higher than I felt comfortable with. I'm likely to draw a standby with an even higher ranking next time. Not an encouraging thought! Getting too high too fast can be dangerous to one's health. Elorise Kuhl SPY REPORT Busy, busy, busy, lots of things happening in NOBLISH ISLAND this turn, and let's start with a look at some of the teams. It seems the training can make the difference, as SURVIVORS is pushed out of top team by THE LOW ROAD, who came from 2nd with a 3-2-0 this turn. On their very first turn, THE PC LINE-UP had a 4-1-0, and with this kind of luck or skill, should do well. Welcome to NOBLISH ISLAND. And let's see, AZUZ fought EMBEZZLING SCRIBE and gained 16 points and contributed to THE PC LINE-UP's 4-1-0. BURRIS HAMMEL has lost to CAPTURED ORC, falling 1 points, while helping make THE LOW ROAD a 3-2-0 turn. The attempts to dethrone the Duelmaster have failed, and ELORISE KUHL remains NOBLISH ISLAND's top warrior for another turn. Tell me, is nothing sacred? I have heard from unimpeachable sources that The Swinging Aardvark uses trolls in their stew. Talk about gristle! He who challenges well, fights well. He who avoids without cause, shall lose for good reasons. My mama told me that one. The Dark Arena is for those who cannot win, not who cannot lose with grace. Dignity in life or death is the warrior's creed. A brave warrior does not carry a red shield, he has nothing to cover or hide when the fight is over. Consider well. Thought for the day, a new sword shines bright, but the notched sword sings the sweetest. 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 ELORISE KUHL 9147 5 4 0 82 THE LOW ROAD (1574) ADEPTS W L K POINTS TEAM NAME -DEMON 9093 4 0 0 40 SURVIVORS (1565) ARDEN GISH 9143 6 3 0 36 THE LOW ROAD (1574) CHALLENGER INITIATES W L K POINTS TEAM NAME BURRIS HAMMEL 9144 4 5 0 27 THE LOW ROAD (1574) INITIATES W L K POINTS TEAM NAME DAVONA JERNIG 9146 1 8 0 18 THE LOW ROAD (1574) -ECKO 9092 2 1 0 16 SURVIVORS (1565) AZUZ 9158 1 0 0 16 THE PC LINE-UP (1576) CHAS IMBRO 9145 3 6 0 15 THE LOW ROAD (1574) DELL 9155 1 0 0 15 THE PC LINE-UP (1576) -STYLEZ 9154 1 0 0 15 SURVIVORS (1565) -ELAN 9096 2 1 0 14 SURVIVORS (1565) -CHRISTOS 9152 2 1 1 13 GLORY DISCIPLES (1575) -MARCUS 9149 1 2 0 13 GLORY DISCIPLES (1575) HP 9159 1 0 0 13 THE PC LINE-UP (1576) -RAZOR 9095 2 2 0 12 SURVIVORS (1565) LENOVO 9156 1 0 0 8 THE PC LINE-UP (1576) -BRO'TOR 9148 1 2 0 7 GLORY DISCIPLES (1575) -LUGH THE LONGARM 9153 1 1 1 5 GLORY DISCIPLES (1575) -PROTEUS 9150 1 2 0 5 GLORY DISCIPLES (1575) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? TOSHIBA 9157 0 1 0 THE PC LINE-UP 1576 CONVICTED THIEF 331 NONE PERSONAL ADS The Enchiridion is a handbook put together by a former player known as Pagan. He's many years gone from the game. Some players may still have copies of his handbook around, but it ran a hundred pages and is a real pain (and expense) to copy, so the odds of getting the whole thing sent to you are not high. Sorry, but there it is. Save your newsletters, there's a lot of good stuff in them, especially in the question of the week. Not the SAME stuff, but some stuff. -- the Scribe Bro'tor -- You're going to have to put up with me talking, it's in my contract: I have to write personals, with advice if possible, to anyone I fight except standbys. -- Chas Imbro Proteus -- Hmm, well, to begin with Jorja's standard advice: drop the offhand weapon for a while. She's got a thing about off-hand weapons, doesn't seem to think well of them at all. If you feel you need some protection out there (and who wouldn't?), maybe a little armor? Further, given our respective styles, and the speed with which I know *I* was moving, you should have gotten the jump, ah, the first strike. Looks like there'll be a little spotlight on that in this newsletter. -- Arden Gish P.S. You seem a little tall for a dwarf? But maybe they grow 'em big where you come from (good thing you weren't a giant, then!). Marcus -- Congratulations, you're looking good and with a difficult style. Now, ahem, please apply your efforts elsewhere! -- Davona Jernig Bro'tor -- Impressive, but that's a slow weapon you have. As with Proteus, you should have gotten the jump, and the problem was most likely your weapon. Not that *I* mind, because one of the things my style does best is dying, and I'm trying to avoid that. -- Burris Hammel Boromir -- I have never found any use in talking to you, because I know that you never listen. So I'll just pass you a raspberry and call it a personal. -- Chas Imbro Folks, I can get away talking to Boromir like that because my manager and his manager know each other very well and know when not to take offense. When insulting strangers, you have to be more careful. Some of 'em take it personally. -- Chas Imbro LAST WEEK'S FIGHTS ELORISE KUHL devastated M. CHARDINEE in a 1 minute mismatched Title fight. ARDEN GISH demolished CULT MEMBER in a 1 minute one-sided melee. BURRIS HAMMEL was narrowly defeated by CAPTURED ORC in a 2 minute duel. CHAS IMBRO was bested by OSKSI NOBLE in a 3 minute contest. DAVONA JERNIG overpowered OSKSI NOBLE in a 5 minute one-sided fight. DELL bested EMBEZZLING SCRIBE in a 4 minute beginner's brawl. LENOVO defeated MORDANT DESERTER in a 2 minute novice's struggle. TOSHIBA was viciously butchered by CONVICTED THIEF in a 5 minute novice's competition. AZUZ won victory over EMBEZZLING SCRIBE in a 2 minute beginner's duel. HP vanquished MORDANT DESERTER in a 4 minute uneven fight. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |TOTAL PARRY 2 WALL OF STEEL 11 - 5 - 1 69 | |WALL OF STEEL 2 SLASHING ATTACK 7 - 4 - 1 64 | |AIMED BLOW 2 AIMED BLOW 10 - 6 - 1 63 | |LUNGING ATTACK 1 TOTAL PARRY 15 - 13 - 0 54 | |SLASHING ATTACK 1 BASHING ATTACK 10 - 9 - 0 53 | |PARRY-RIPOSTE 1 PARRY-LUNGE 1 - 1 - 1 50 | |BASHING ATTACK 1 STRIKING ATTACK 9 - 9 - 0 50 | |PARRY-LUNGE 0 LUNGING ATTACK 2 - 2 - 0 50 | |PARRY-STRIKE 0 PARRY-STRIKE 3 - 4 - 0 43 | |STRIKING ATTACK 0 PARRY-RIPOSTE 0 - 2 - 0 0 | Turn 331 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: LUNGING ATTACK 1 - 0 PARRY-LUNGE 0 - 0 3 BASHING ATTACK SLASHING ATTACK 1 - 0 PARRY-STRIKE 0 - 0 3 AIMED BLOW TOTAL PARRY 2 - 0 PARRY-RIPOSTE 0 - 1 2 WALL OF STEEL WALL OF STEEL 2 - 0 STRIKING ATTACK 0 - 0 1 SLASHING ATTACK AIMED BLOW 1 - 1 BASHING ATTACK 0 - 1 1 TOTAL PARRY 1 LUNGING ATTACK TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME SLASHING ATTACK ELORISE KUHL 9147 5 4 0 82 THE LOW ROAD (1574) WALL OF STEEL ARDEN GISH 9143 6 3 0 36 THE LOW ROAD (1574) 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 BURRIS HAMMEL 9144. The ten other most popular fighters were CHAS IMBRO 9145, ELORISE KUHL 9147, ARDEN GISH 9143, AZUZ 9158, LENOVO 9156, DELL 9155, HP 9159, DAVONA JERNIG 9146, TOSHIBA 9157, and 0. The least popular fighter this week was TOSHIBA 9157. The other ten least popular fighters were DAVONA JERNIG 9146, HP 9159, DELL 9155, LENOVO 9156, AZUZ 9158, ARDEN GISH 9143, ELORISE KUHL 9147, CHAS IMBRO 9145, BURRIS HAMMEL 9144, and 0. The Effects of Coordination Coordination has long been ruled as having no effect on a warrior. I have noticed a few things that may be the cause of certain coordination levels. So I decided to write this article to give the general DM populace something to ponder. Below is the coordination table: Coordination = SP + DF 06 - 16 = Clumsy 17 - 20 = Slightly Uncoordinated 21 - 27 = Normal 28 - 31 = Highly Coordinated 32 - 39 = Very Highly Coordinated 40 - 42 = Marvel of Fighting Coordination Since I run a lot of bashers that have a clumsy rating most of the time, I noticed a few things that happen to them and not the high coordination warriors I have. Most people don't have clumsy warriors, save some bashers and TPs, so it may not be paid that much attention to. The first thing I have noticed is that a clumsy warrior seems to drop his weapon more often than a higher coordination warrior. So I think that maybe he has a higher chance to do this than normally coordinated warriors. Second, I noticed that clumsy warriors have harder time trying to quick draw their back-up weapon, causing them to fumble around trying to get it. Third is that the clumsy warrior also is slower to get up after he has been knocked down. It may also influence the roll on whether you get knocked down or not, along with other factors. These things aren't as noticeable the higher the coordination becomes. That's probably why a lot of people don't place any value on coordination. At the higher levels of the game there aren't any clumsy warriors, so coordination isn't noticed. You can still get knocked down, lose your weapon, and draw your back-up quickly, but the odds are more in your favor with a higher coordination in my opinion. Well, may joy and happiness be with you. If you would like to chat , I can be reached at 103260.3347@compuserve.com You may diplo me at LORDS OF THE ABYSS, in DM 11, or any of the JOKER'S WILDS scattered about. Ta-Ta, Sir Jessie Jest (He who always gets the last laugh......) The Basic Ripper Why isn't one of basic's most entertaining styles, a style capable of beating all others, a common sight upon the sands? The myth that rippers are difficult to run and inherently prone to dying is widely accepted. True, the graveyard is full of rippers that began their careers running little numbers and the parry tactic. This is no mystery given that very few rippers start with great defenses and the parry tactic destroys a young ripper's offense. In their efforts to make better punching bags, many managers have turned to big constitutions and heavy armor. A dose of sanity is long overdue. If you would like to run some rippers who will survive and win, read on. DESIGN: My approach is somewhat unorthodox. I maintain an evolving list of physical requirements for each style, i.e., endurance, punishment, damage, and carry capacity. If you don't have the means to accurately forecast these ratings, ask around. If at all possible, I first max out a new rollup's WL at a value of 15, 17, or 21 and then compare the rollup's physical potential with each style's physical requirements. Generally, the style that matches up best and requires me to add the least number of points to ST and CN is the one I want. It isn't absolutely necessary for a fighter to be physically fit at the beginning of his career. Plan ahead. Will a few preselected attribute trains make him so? Must points be added to the rollup's ST or CN so that he can make the grade with no more than two trains per attribute? Which weapons will he use? With these questions answered, it's simply a matter of taking WT to the highest odd value possible (avoid 19) and then doing the same with DF. Godlings are not born as a results of how many points you can pump into WT, WL, and DF; that's luck's job. Young rippers need to be able to go fast for two minutes without tiring. If your ripper isn't physically fit, he will slow down. If he slows down, you are gambling with his life. The more frail the warrior, the greater the gamble. That said, if your ripper can quickly meet the following criteria and learn reasonably well, you will get your money's worth. Endurance: Something in the neighborhood of 350 (that's {ST+CN}WL) Punishment: Anywhere from the high end of very frail to midrange normal Damage: Normal Capacity: Cannot carry a lot (minimum ST/CN combos: 9/8, 10/7, 11/6, 12/5) ST: 9 + Midgets need an 11 or better. CN: See Endurance, punishment, and capacity requirements SZ: Small (3-8) to medium (9-14) WT: 15+ If your ripper doesn't learn, he's toast. WL: 15+ See endurance and punishment requirements. SP: Though frequently unimportant, it helps to have points here if you're stuck with a few 15's in WT, WL, and DF. DF: 15+ 13 will do if you're fortunate to have a big WT and/or WL. Strats: X 8 9 5 5 5 8 X 8 5 3 3 3 10 X 6 7 7 7 7 5 ARM ------------------------- > HE -------------------------- > N --------------------------- > N ------------------------ > R Why the missing numbers in the first minute? You'll want to find what works for your new ripper and possibly change his numbers as he develops. 8-8-6 is probably the best opening minute for a young ripper. If your youngster has a high speed, try 10- 10-6. 6-8-6 is a bit slow for my taste. Nevertheless, this might be the way to go even if your ripper doesn't need to build up his endurance. Something I call "the change" occurs when your ripper approaches his master in riposte, his AD Ex in parry, and Experts in attack, defense and initiative. This is a moment of decision. If your ripper takes normal punishment, this is when you can opt to slow him down. I don't do this, but I have seen 5-7-5 and 5-5-5 parry work rather well. It's probably wise for a slow-running ripper to run fast in desperation. If your ripper continues to run fast after "the change," a first minute strat of 8-10-4 often works well. WEAPONS: A scimitar or longsword belongs in your ripper's hand. After he starts critting, check to see if the epee is his favorite. I don't believe in heavy backups for youngsters; a dagger will do. Most youngsters will benefit from an offhand dagger (preferred), hatchet, or shortsword. After "the change," rippers who don't slow down can improve the quality of their attacks by getting rid of their off hand weapons. These guys will need a backup scimitar, longsword, or epee. Rippers who do slow down should keep their offhand weapons. ARMOR: Very frail rippers should debut in ASM/H. After ten fights or so, it's probably best to go with APL/H. Guys who cannot take a lot of punishment belong in ARM/H for their entire basic careers. Put them in ALE/H if you're feeling gutsy. Rippers who take normal punishment can debut in APL/H, ARM/H, or ASM/H. After ten fights or so, it's definitely time for APL/H. If you decide to slow one of these guys down, you'd better put him back in ARM/H or ASM/H. CHALLENGES: Scummers deserve numbers like 4-1-6; keep that big desperation, though. If you know that an opponent is out to kick you when you're down, go with 5- 8-5 or 5-5-5 while he's playing dead and 8-8-5 and 9-5-7 when he's active. Good aimed blows are a pain. Still, like every other style, they can be beaten with standard strats. Many people have contributed indirectly to the content of this article. Foremost in my mind are The Lunatic, Scrag, Voo-Doo, U-Star, Shark, Moriarty, and Wormtongue. Thanks. If you have a bone to pick or a story to tell, you know where to find me. Cadmus Wild Oats (479) Solven, DM 22 Stimpy's Thoughts on Total Parries part II Well, when we last spoke I gave you a rundown on I feel TPs should be designed. Now I will give you my ideas on how to run them. First, you need to consider what type of warrior you now have. A total parry is what its name suggests. Total defense. The idea around a TP is to concentrate on defense first and utmost. Only when the situation arises will the TP decide to attack. With this in mind NEVER run a TP with an offensive effort (OE) above 5. In doing so you have just told your TP to do what they weren't designed to do. Go offensive. If you want to run your TP above 5, you should have made an offensive styled warrior, NOT a TP. By using a high OE, you cause your TP to ignore defense and go offense. This results in numerous "flailing" and "wild" attacks. So don't do it. While running your TP, you may find that he tends to really turn on the offense often. That is typical, typical of a warrior who favors initiative skills. This does not mean that you should boost your OE. What is happening is that one of your warrior's favorite learns is initiative. So he/she will be naturally adept in initiative. And remember that initiative is the skill that allows you to continuously make attacks on your opponent. Since your TP decided to attack, your opponent should be relatively worn down. So it will be hard for your opponent to steal that initiative back from you. Hence the reason that your TP looks like an offensive killer. But that's good. It means that you have a very dangerous warrior on your hands. High endurance burning styles, look out! I know, I know!!! There are managers out there still that believe in the offensive TP and suggest using higher OE. That's all fine and dandy. Let those managers do just that. I personally guarantee that if you run your TP with a low OE like the style was designed to do, you'll win fights. Experiment with unorthodox strategies when you get a better hang of the game. Activity level (AL) is the variable in TP strategies. I would definitely begin running a TP with a moderate/low AL. Try a 3 at first. After a few fights you'll see if your TP likes to dodge more or parry more. It should be quite obvious; your TP will learn more skills in his "favorite" area. Chances are, though, if your TP has received the statement: "avoiding rather than trading blows," or "relying on his speed to stay out of danger," your TP would rather dodge than parry. And that's just fine. Boost your AL to about a 4 or 5. If you choose to use the dodge tactic in defense, use AL up to 7. Beyond that tends to hurt your warrior more than it helps. So why not go with an AL of 7 all the time if your TP likes to dodge more than parry, you might ask? That's simple; your TP may like to dodge more, BUT HE STILL PARRIES. So you'll need to be less active to allow your TP that choice. With an AL of 4-5, your warrior will dodge when it is more advantageous, parry when it isn't. Kill desire varies greatly from warrior to warrior. To be on the safe side, I always go low KD with my TPs, until they gain expert in attack. After that point, I may begin to experiment, seeing how my warrior reacts to various KDs. Generally, if your warrior learns attack skills relatively well, then a higher KD won't inhibit them at all. If this is the case, I believe that your warrior is not looking for landing several blows to win the match (favoring initiative skills), but is instead looking to land a few good blows (favoring attack skills). In the latter case, a moderate to high KD may help. Keep in mind though that your TP is still defensively oriented. An extremely high KD will cause any warrior to behave like a berserker, and may cause your TP to make lots of bad attacks. With this in mind, stay below 7. Now to place it all together... Minute 1 2 3 4 5 6on Desp OE 2 ------------------------ > varies AL 2 ------------------------ > " KD 2 ------------------------ > " or Minute 1 2 3 4 5 6on Desp OE 2 ------------------------ > varies AL 4 ------------------------ > " KD 2 ------------------------ > " These show my general strategies for parry and dodging oriented warriors, respectively. Seldom do I use any tactics, unless I am making a challenge and wish my warrior to behave differently to that challenge (i.e., using the dodge tactic against a lunger). At that point I would refer to the paragraphs in the beginning to customize that particular minute to fit the tactic. Attack and protect locations are totally up to you. I like to protect the head and body, while attacking the head, arms, and legs. This protects my vitals, yet can allow my warrior to land blows on parts of the body that can cause a warrior to lose a fight with the minimum number of hits. Desperation is my opposite area. If I was relying on a low AL in the regular minutes, I will boost it in desperation. While going vice versa if I had a high AL in regular minutes. Now the one tactic I haven't touched on is the riposte tactic. Occasionally your TP will favor this tactic. When he does, I like to raise my OE to 3, sometimes 4, and the AL to 4. If I use the riposte tactic, I will use 4-5 OE and a 3-5 AL. When these numbers are any lower, your TP may refrain from attacking in a riposte situation in favor of more defense. I have found that these strategies work well whether your warrior fights as a SCUM or skilled TP. If you remember from my last article, the difference between the schools of thought are the amount of damage the warrior is willing/able to take. Well, I hope that this has been informative for the newer players, and the older ones, too. Good luck and see you on the sands. Stimpy MORE ADVICE FOR BEGINNERS Many essays dwell on style specifics. This piece describes a playing philosophy. When you just want to WIN, create scum TPs and size 17 monsters with impunity. Don't worry about getting these warriors into ADM! YOU'RE concerned with winning those "Top Team" and "Team on the Move" awards. By comparison, managers with an excellent setup shouldn't be too concerned with the team win/loss record. Their character must develop, gain every skill possible, in order to blossom into a deadly duelist. THEIR goal is to advance this fighter into ADM, and eternal life. Here are some broad parameters for assessing a warrior's value, and a few representative samples: Primus Bound: - WT, WL and DF total 49+. - 4 or more wit statements. - Start with Expert rating or gain it in one or two skills. - [13-5-5-21-13-10-17, 6-6-9-17-21-9-17, 11-7-9-17-17-6-17, etc.] Basic/ADM Only: - WT, WL and DF total to 35+. - At least 3 wit statements. - Gain Expert rating in no more than five skills. - [17-9-10-17-9-9-13, 13-11-11-17-13-8-11, 9-13-10-15-21-5-11, etc.] Dark Arena: [Any two of these qualify the character as "expendable"] - WT less than 13. - Less than 3 wit statements. - Is clumsy. - Has very little endurance. - [15-15-16-11-13-5-9, 7-18-13-17-5-13-11, 13-15-13-13-17-6-7, etc.] The Primus Bound setups are rare; they are coddled, protected and sometimes sandbagged for a year or so in order to build up a few Ad Experts to help them survive in the arena. The Basic/ADM Only fighters have mediocre to decent stats, and are going to be very dependent on their overview for that elusive "luck factor." This class of warrior should be highly competitive. Most of the fighters seen in the arena are in this category. Finally, the Dark Arena fighters: conceived from pitiful setups with little chance of being competitive. However, these rollups might prove useful. Don't fight the system; learn to use it to your advantage! Many managers send fighters to the D.A. who might have provided them with a successful (if brief) career in Basic. Give BIG numskulls lots of ST and SP; these are your killer LUs and STs. More WL = LU; Higher DF = ST. (I don't advise making Bashers unless you have a 17+ wit and 15+ points in WL.) Give LITTLE morons a boost to WL, ST and CN; these are your TP scum. If they have absolutely no WT or WL, escort them to the Dark Arena. Of course, some fighters have good stats and decent overviews yet still lose most of their fights in the beginning of their career. The "old" method of dealing with this phenomenon was to bump all stats by two or more. Now, it's generally agreed that this increases performance at the cost of future skill learns. This takes away from a duelist's competitive abilities in the higher levels of play. Competitive fighters should be making as few stat raises as possible until they have "maxed out" in at least three of four skill areas. (Some managers advocate waiting until a character is completely "maxed out" before raising stats; this will take a long time for most warriors.) Some warriors (particularly the finesse styles: AB, PR, PL, PS) take a little longer to develop. If they DON'T have the stats or the overview to raise visions of a Primus inductee, take a HARD look at their potential. Will stat raises help? Well they come easily? Is the rest of the team strong? How much money are you willing to invest in this character? ANYONE can create an awe-inspiring fighter by adding a couple of points to key stats. It means the fighter may lose some of its long-term potential, but so what? Duelmaster, Most Popular Fighter, Best Win/Loss Record, etc. all equate into free fights and recognition. If you don't have that Godling in your stable, what other goal might you have but to excel in your arena?!! I urge new managers to run EVERY setup at least once in the arena. Look on rollups as a challenge; try to make the best killer or scum possible out of Dark Arena material. There's a tremendous amount of experience to be gained by this. See what effect a high ST or DF has on specific styles; compare overviews to find what works and what doesn't; gain new insights on character design. You will enjoy playing far more than you do now! You might even come up with a better way of designing a character for a specific style, and write an article to share your views. The point is, DON'T wait around for the "right" rollup, or waste time and money (or sentiment) on characters who aren't doing anything for you. Play the percentages. If a promising warrior is losing repeatedly, be patient. Once a few AdExperts are gained he will probably turn things around. If you Dark Arena Mutant loses a lot and his scumminess or killer-design aren't working, either bump a couple of stats or DA him. If your scum/killer goes out there and wins a few, start paying attention to challenges/avoids (which you SHOULD be doing anyway). Send that scum against a LU or ST; send that monster ST against a midget Parry-whatever. Style vs. style matchups are crucial in the early careers of EVERY fighter. Generally, even lousy STs, LUs, BAs and TPs do well starting out. Later the finesse styles--PL, PS, PR, AB--usually take over. Summary: Recognize the difference between playing "to win" and playing "longterm." Start noticing which teams have high win/loss percentages: what kind of warriors are they running? Start sending diplos; don't be bashful. You can bring that win/loss to a respectable level with careful play, short-term Mutant killers and scum, and the occasional stat-bump for those mediocre fighters whom you plan on retiring later. Try it and see. It gives the game more spice, you win more often, and you have more FUN! And just remember... I told you so! Diplo me with comments, questions, rebuke: -- The Arcane Kid, of Astral Kin in Osksi (DM-3) "Favorite Weapons" One of the best ways to improve a warrior's record in basic is to find his favorite weapon. The effect of using a favorite weapon is that a warrior's attack ability will improve. A warrior will throw more critical attacks, improve the odds to inflict critical damage, and make attacks that are more difficult to dodge and parry. There are two methods used to find a favorite weapon. The first is, "Don't worry about it. They tell you when you get to ADM anyway." While some managers have the patience to wait that long, I would rather have my favorite in hand in fight one! The second method is called, "Charting." The way I chart weapons is I break down, statistically, my warrior's attacks with a particular weapon. (No, it's not difficult to do!) I chart 4 categories, (1) Total number of attacks, (2) Total number of crit attacks, (3) Total number of crit damages, (4) Total number of knockdowns. (1) Total number of attacks (#ATT) -- Record the total number of attacks with the weapon in question, including hits, crits, misses, parried attacks, dodged attacks, and wild swings. (2) Total number of crit attacks (C ATT) -- Record the total number of critical attacks with the weapon in question. Do not get good attacks confused with critical attacks. A good attack is a statement that is more descriptive than, "strikes with dagger," but is not as spectacular as a critical. An example of a good attack is, "Bats outward with her quarterstaff," or, "Makes a lunging attack wielding a short spear." These are more descriptive but are not outstanding. A critical attack is exemplified by spectacular statements such as; "Catapults forward, longsword stabbing cruelly at his foe," "Punches with piston-like horsefelling power," or "Hatchet flashes with snake-like speed and accuracy." As you can see, crit attacks are very obvious. (3) Total number of crit damages (C DAM) -- A crit damage statement will signify a significant amount of additional damage and is typified by a statement such as; "Spectators cringe as the horrific power of the blow strikes home" or "It was a devastating attack." (4) Total number of knockdowns (# KD) -- Record every time an opponent is knocked off his feet with the weapon in question. The next step is to convert this data into a usable format. To do this I divide the last three categories by the first. This gives a "batting average" of sorts. EXAMPLE: Dark One fights his first three fights with a scimitar. In those three fights Dark One made 16 attacks, 2 crit attacks, 4 crit damage, and 1 knockdown. This breaks down as such: C ATT = .125 C DAM = .25 # KD = .06 Remember, the more fights with the weapon, the more accurate your chart will be. Looking at Dark One's performance with the scimitar we can conclude that it is not his favorite weapon. I determine this by looking at the three categories in order of precedence. First I look at C ATT: .00-.25 Doubtful .25-.35 Slight possibility .35-.50 Very possible .50 + BINGO! If your warrior is critting 50% of the time, stick with that weapon. Favorite or not, it is VERY effective. Next is crit damage. This is trickier to look at, as the primary chance to do critical damage is primarily based on strength. Does little 0% Normal 1-5% (style dependent) Good 10% Great 25% Tremendous 50% Awesome 75% Look for increases in the expected average crit rate. These numbers may be a little off as I don't have a large enough sample of warriors with high damage ratings. In the example, Dark One rated at 25%, and with his great damage rating it appears he is not doing any additional crits. Finally, knockdowns. I don't have a fast and easy rule for this, but anything over 15% or 20% if attacking the legs, could bear investigating. It's best to look at all three and infer a weapon's performance. Dark One switches to a short spear and after 4 fights has 15 attacks, 7 crit attacks, 6 crit damages and 2 knockdowns. C ATT = .466 C DAM = .40 # KD = .13 This weapon suits him much better. His crit percentage is up for all categories. This weapon has a very good chance to be his favorite weapon. In this example it wasn't, but his W/L record improved with 6 straight wins. (By the way, the names and weapons have been changed but the numbers are from one of my ADM warriors.) Okay, I've figured out that the weapon I'm using is not my favorite. What now? There are some indicators to help you. Look at how your warrior uses his current weapon. If he likes to slash a lot, stay with a slashing weapon. Also, look at good attacks. If a warrior makes quite a few good attacks with the weapon, try a weapon that is used in a similar fashion. I.E. epee is used in similar fashion to a long sword. Dark One loved to lunge with his scimitar at a 3:1 ratio. Try weapons that fit your stats at first but don't be afraid to try a weapon that is out of your stat parameters. Should you find your favorite and you don't have the strength, size and deftness to use it, who cares. The fact that it's your favorite will nullify or minimize all those penalties. I know that this is a question on the mind of new managers, as it was for me when I was new to the game. I hope someone can get some good use out of this article and expand upon the charting method in their own way. If you have any questions, comments, additions, or criticism please feel free to Diplo. -- Abe Ango (DM 64, 103) Imploding Ducks (DM 19, 103) * * * * * MEMO * * * * * From: The Office of Accurate Census Reporting, Gladiatorial Commission To: All Managers In the interest of preserving our natural resources and preventing managerial writer's cramp, census forms will be provided for warriors by request only, effective immediately. Managers may register their warriors' races and/or favorite sayings by simply writing them on a separate piece of paper and submitting them to the Commission. For any questions, please contact the Gladiatorial Commission.