DUEL 2 NEWSLETTER Date : 05/19/2012 Duedate: 06/01/2012 NOBLISH ISLAND ARENA DM-93 TURN-351 This Weeks Top Honors THE DUELMASTER IS BUSY BASH BROS TELEPHONE (1588) (93-9223) [8-2-0,91] Chartered Recognition Leader Unchartered Recognition Leader BUSY DUTIFUL BASH BROS TELEPHONE (1588) THE FARSEERS (1591) (93-9223) [8-2-0,91] (93-9237) [6-0-2,77] Popularity Leader This Weeks Favorite CONTRACT BRIDGE PICKER FAVORITE GAMES (1587) BRIDGE BURNERS (1592) (93-9218) [7-3-0,36] (93-9244) [3-2-1,18] THE CURRENT TOP TEAM BASH BROS TELEPHONE (1588) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. THE FARSEERS (1591) 36 2. LOW ROAD 3 (1589) 30 FAVORITE GAMES (1587) 3. NOISEMAKERS (1605) 20 Unchartered Team 4. DRAGONS (1491) 19 5. FAVORITE GAMES (1587) 14 NOISEMAKERS (1605) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1 FAVORITE GAMES (1587) 34 16 0 68.0 1/ 4 BASH BROS TELEPHO (1588) 11 4 0 2/ 0*NOISEMAKERS (1605) 2 1 0 66.7 2/ 2*LOW ROAD 3 (1589) 10 5 0 3/ 4*LOW ROAD 3 (1589) 28 17 2 62.2 3/ 1*BRIDGE BURNERS (1592) 9 5 2 4/ 3 BASH BROS TELEPHO (1588) 31 19 0 62.0 4/ 3 FAVORITE GAMES (1587) 8 7 0 5- 5*DIE TODESBLUMEN (1602) 3 2 0 60.0 5/ 5*CRIT-GIVERS (1593) 5 5 0 6/ 2*CRIT-GIVERS (1593) 11 9 0 55.0 6/ 6*KNIGHT LIFE (1597) 5 7 0 7/ 7*THE FARSEERS (1591) 15 15 2 50.0 7/ 7*THE FARSEERS (1591) 4 6 0 8/ 6 OLIVA GALVARIUS (1586) 14 15 1 48.3 8- 8*DIE TODESBLUMEN (1602) 3 2 0 9/ 8*BRIDGE BURNERS (1592) 13 15 3 46.4 9/10 OLIVA GALVARIUS (1586) 3 3 0 10/ 9*KNIGHT LIFE (1597) 5 7 0 41.7 10/ 0*NOISEMAKERS (1605) 2 1 0 11-10*THE HERQULOIDS (1601) 2 3 0 40.0 11-11*THE HERQULOIDS (1601) 2 3 0 12-11*BLOODY VIXENS (1595) 3 9 2 25.0 12/12*DRAGONS (1491) 1 4 1 13/12*DRAGONS (1491) 2 10 1 16.7 13- 9*BLOODY VIXENS (1595) 1 6 1 14-13*KISS OF DEATH (1249) 0 1 0 0.0 14-13*KISS OF DEATH (1249) 0 1 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT After spending a few weeks on the Sands here in the Noblish Island arena, we of the Farseers have made a nice home for ourselves. We are very thankful th have such welcoming opposition to compete with. Our hope is that if we happen to match against you to have the crowd cheering us and jeering you. Please do not feel a need to send tribute, we have yet to take the throne. Of course, when we do, it would not be over looked. May everyone bow when it is ours. -- The Catalyst, mgr. * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Having not been able to get revenge for Deejay Gee by losing to Kalam of Bridge Burners without even putting up a fight, Beast's only wish is to die a warrior in the Dark Arena. Sitting outside under the stars with the rest of the Knight Life team, he asks the gods to forgive him. "They all hate me, they all boo and call me names even if I win." Barbara Jean says to no one, "I swear, someone even threw a cup at me." "I seen that." Cy Lent laughs. "Well, everyone," De'von Kildor starts, "I am proud of you all. It does not matter if we win or lose our fights on this Island. This is only a training arena. As long as you go out there and try and learn, I'm happy." "Speak for yourself, I did not come here to lose!" Mindy V explodes. "I came to fight the best, not lose everthing." Beast says to De'von. "Does anyone else feel this way?" De'von asks. "No? Good. Beast, Mindy, you two will sit out this week due to not controlling your feelings. Barbar, Cy, Ken you are up." "Who shall kiss my blade this week?" Ken Do wonders. "How do I get people to like me? " Barbara whines. "About time!" Cy Lent says smiling at his sword. Questions are being thrown at De'von, he doesn't know where to start. He only wishes not to lose any more fighters, thinking that maybe there might be a way to open talks with the manager of Bridge Burners, yet his team might no like it. So much to think about all week... * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * A NEW TEAM TAKES SHAPE or HOW AN OLD-TIMER MIGHT DO IT or START-UP DESIGN UNFOLDED There is a purpose behind this spotlight. It is offered to provide newer/ inexperienced D2 managers with warrior design concepts and to assist said newbies in observing the details of a "real-time" team who will be competing against them in their Noblish Island arena. The following information will be offered and/or discussed: 1. An experienced manager's general design principles 2. The actual five-warrior design from an original team roll-up which is about to compete on Noblish Island 3. Summary and comments relevant to those designs First you might ask, "Who is offering this information to you?" And then I shall answer that I am Doctor Dehydrated (Doc for short.), a member of The Consortium, a long, long time (25+ year) player in Duelmasters/D2. I will be running the "Drink Up" Team and will be tutoring you each round in Noblish Island. Feel free to ask, ask, ask questions in the personal ads. You will get answers. There is no one-and-only perfect design for any warrior. You will often find that when asking for experienced design advice, varying opinions and designs are offered. However, there are some guidelines that each manager uses. Here are, generically, The Consortium warrior design principles: 1. Design to strengths/excesses, making high roll numbers higher. 2. Offensive oriented warriors need WT high to last. Design to 15, 17, 21 for skill breaks. 3. All warriors except AB must have normal damage and really need good. Make certain that ST/SZ allow that and have high enough WL to bump stats if not. 4. 9 WL is the acceptable low for offensives. Some warriors can do well with 7 or 8. No lower. 5. Do not add to CN for offensives. 6. Defensive style warriors need solid WL and CN. 7. Physicals never hurt any warrior. Warriors can win early with lesser skill, but good physicals. 8. If all else fails, make the design a TP. They can win under almost any circumstance. However, they need a higher combination (total) of CN, WL, ST. 9. If the warrior is to be long-term (meaning a godling or really nice roll), do not design a burner. (A burner is one where the manager intends to raise stats and physicals as a major strategy to winning.) 10. However, there is not a thing wrong with making a burner. 11. Design each warrior with the idea of winning 60%+ of its fights. 12. Have variation in styles in arenas. This allows for better challenging and matchups. Next are listed the starting statistics and design statistics of the Drink Up team starting shortly on Noblish Island. A. 8-8-10-16-7-17-4 to 11-8-10-21-9-18-7 striker. Almost never pass up a 21-WT warrior! Up the WL to a minimum 9 for offensives. Get the ST to 11 and DF to 7 for reasonable weapon selection. Leaves one to accentuate his strengths/excesses--SP. This is a very nice warrior, and with a little luck it will roll good damage-doing at 11ST/10SZ. B. 4-9-13-9-9-5-21 to 9-12-13-15-9-5-21 aimed blow. A 21-DF warrior almost always leads one to think aimed blow. While not my favored style, it is nowadays considered the most desirable style to own. However, they are difficult to manage, die easily, and I really do not recommend the style to a newcomer. An aimer needs 21 DF to start. Get WT to a good break-point, and now the choice was between a 15WT/15WL (and 6 ST) aimer, or an aimer with more strength. I chose the latter. Had I negated the idea of making it an aimer, it would have been a 9-9-13-15-9-8-21 striker. I decided for the aimer since I already had designed one striker for the team. C. 11-5-15-4-15-10-10 to 15-5-15-7-21-10-11 basher. Many managers struggle with low WT warriors, but I believe I can make this guy quite successful. Optimize his strength/excess, which, in this case takes his WL to 21. High will makes stat training easy, greatly enhances the warrior' endurance, and can actually add to his decisiveness. 21 WL is nice. Lots of will, big and dumb and strong; that works. I would have added more to ST, but I really wanted the 7WT as it is necessary to fully qualify some of the key basher weapons. (Note: this, or any low CN warrior, will probably need to strategize to hit first and not be hit!) D. 6-14-11-11-10-9-9 to 11-15-11-17-10-9-11 parry-striker (piker). Occasionally I might say optimize that CN, add some WL, and for a newbie, take the easy way out and make a pretty decent total-parry (at 11-17-11-11-16-9-9). Pikers are possibly the most difficult style to master, but since I can optimize both CN and WT, I like my piker. (I also considered a 9-17-11-17-10-9-11 piker, which further optimized the CN and WT, but I really want 11 ST for some good piker weapons--like QS and BS.) E. 9-7-13-13-10-13-5 to 15-7-13-17-10-15-7 basher. Upping WT to 17, of course, and optimizing the already good speed, plus adding strength for weapon selection and power, yields an interesting and speedy basher. I like bashers, which are a discriminated style in D2. A basher design option, which I might wish I had chosen, was 13-7-13-17-10-13-11. Good luck competing against my Drink Ups. They will be a competitive team and they do both challenge and avoid. Let's take a look at the overall design tendencies for this team in this situation. We had 70 points to add to the designs. Totaled, they look like this: ST = 23 (More than usual, caused by low base St and my need for 11+ST) CN = 3 (SP and CN are usually the least added stats) SZ = 0 (Cannot add to size.) WT = 24 (Probably the most valuable stat.) WL = 8 (Important stat; chose several low will designs; questionable?) SP = 3 (SP and CN are usually the least added stats) DF = 9 (DF additions are quite variable, and further reduced by a natural 21) The tendencies look reasonable to me, but more normal probably would have been more WL and less ST. So there you have it: a new team; insight to warrior design; useful tidbits from an old-timer. May your stay in D2 be long and prosperous, and fun. Doctor Dehydrated (Doc) Consortium affiliated + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ + Where do you go when you leave Noblish Island? After ten turns, just when you're getting used to the everlasting rain here on Noblish Island, you're going to have to leave forever. Everyone (except me) leaves after ten turns. You have to go, but you get to choose your destination. Out of sixty or so possible arenas, how do you choose? Some of you will be following friends who have already gone, and for you this question is moot. Otherwise.... Fast or slow? Noblish Island is a "fast" arena in that the fights are run every two weeks. For some of you, this may not allow enough turn-around time. "Slow" arenas run every four weeks. The slow arenas are 8, 28, 31, 39, 45, 47, 50, 52, 54, 59, and the three slow transfer arenas, 71, 72, and 73. You may have an unlimited number of teams in a transfer arena, and many managers do; I would not recommend choosing a transfer arena for your first non-Noblish home. Regions--the world of Duelmasters is divided into four regions, which have slightly different preferred style of management. The Andorian region as a general rule tends toward a role-playing, non-killing style of play. By "non-killing," I mean that Andorian managers perfer not to seek kills and disapprove of down-challenging. In most (but not, alas, all) cases, Andorian arenas will have lively personals. The Andorian arenas currently open are: 8 (slow), 11, 14, 22, 24, 25, 26, 30, 40, 41, 46, 52 (slow), 63, and 71 (slow transfer). The Delarquan region, except in the case of some of the slow arenas, is not much prone to role-playing and convesation. For Delarquans, the win is all. Down- challenging is an accepted tactic used when desired by any manager. Deaths may be more frequent than elsewhere. The Delarquan arenas currently open are: 1, 2, 3, 5, 6, 7, 10, 18, 21, 36, 38, 39 (slow), 42, 51, 54 (slow), 59 (slow), 62, and 72 (slow transfer). The Free Blades region tends to be very active in the slow arenas and less dogmatic in either direction about style of play. Free Blades arenas currently open are: 9, 12, 15, 16, 17, 19, 28, 29, 31 (slow), 32, 33, 35, 43, 45 (slow), 47 (slow), 50 (slow), 56, 61, and 73 (slow transfer). The Lirith Kai region is the youngest and is currently very small, having only arenas 65, 74, 75, and 78 open at the present time. There is a tendency to prefer the Andorian-style, "no down-challenges and no deliberate killing," but the managers seem to be less dogmatic about it. Note that currently contests of various kinds are being held in some arenas, which I can't list for sure, they keep changing. If you're interested in a contest arena, let me know (a personal ad will do), and I'll look around. Contest arenas will tend to be bigger than others while the contest is going on, and full of often-confusing personals. Large arenas or small ones? There are advantages for a new manager in either choice. In a large arena, there are lots of managers who will be willing to help a novice. There will be a lot of variety in the kind of competition your warriors come up against--varieties in style, management, levels of skill. You can learn a lot in large arenas. But there are drawbacks, too. You can get lost in the crowd, maybe find no one or only a few of the available managers responding to your personals. You can get caught between feuding factions. In small arenas, you soon get to know every manager's playing style and what to expect from their warriors. If you write personals, they will be noticed and probably responded to. But just as you get to know all the managers and warriors sharing the arena with you, so will they get to know you. You may see a lot of standbys fighting, and while they are relatively easier to beat, they don't teach as well. After a while, you won't meet with many surprises. If you have access to the internet, I strongly recommend that you check out RSI's website and sample the newsletters of various arenas to get the flavor of them. If not, ask for advice. Diplo managers mentioned in the Regional Arena News from arenas you're interested in, as they are likely to be leaders in those arenas. Ask questions here, in the personals or by diplo. I'd like to see you all have the best possible Duelmasters experience that's consistent with other people doing the same, and I ALWAYS have opinions! Jorja The Middle Way +>]H[<+-----+>]H[<+ Question of the Week #1 +>]H[<+-----+>]H[<+ Hanibal, manager of Cannibalz in Aruak City (DM 11) and formerly of Noblish Island, has asked a series of questions of the experienced managers of that arena. I believe you might find these questions and answers instructive, or at least interesting. Feel free to comment or question in response. That goes for other experienced managers, too; I'm sure your input would be valuable. -- Jorja, The Middle Way Question, turn 396: All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who would swing first? Would they both have an equal chance? -- Hanibal's question of the week Replies, turn 397: Hanibal -- Of the three numbers, I think KD is least influential in determining who swings first. I'm not discounting its involvement entirely, but there are many factors that weigh more heavily. I ran aimers 10-10-1 for a long time, when it was the 'in' thing to do, and they fought quite aggressively. KD might be more important in determining who swings LAST. -- Generalissimo Puerco Hannibal -- I firmly believe that 10-10-2 will sometimes outjump 10-10-8. And vice versa. -- Kennelworth The Seasoned See also Captain K's article on "Getting the Jump." It was printed in this newsletter a few turns ago, but if you want a copy and don't have it, email me at jputney@zianet.com and I'll send it to you. Okay, okay, if you don't have email, request it in the personals or even send me a diplo. -- Jorja P.S. I believe this may now be included in the regularly cycling articles. Question, turn 397: All -- If two warriors have a good damage rating, one has 11 str. and one has 13 str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W. P.S. Warriors are same size. Replies, turn 398: Hanibal -- Regarding your QoW, it is a very good question. I think that there is a difference in damage done between warriors with different strengths but similar damage comments. Of course the attack rating a warrior has can make a world of difference too. I've got a piker (the Consortium may know Lustra from DM 52) that has a 5 str. and does normal damage with a blow. Yet, she performs like a warrior that does little damage. (And I have a lot of experience with those.) Not only that, she has normal endurance, too, but she seems to get tired awfully quick for a piker with normal endurance. So that's one example. Another is my overall look at warriors that do 'little' damage. If you take one with 9 str. and another with 13 str. I think a clear Difference can be discerned. On the high end, my experience doesn't go much past 'good' damage. But what I can say is that my warriors that do 'good' damage seem to do more damage than my few warriors that have done 'tremendous' damage. That is probably because those big strong warriors have relatively lousy attack ratings. So in a nutshell I would say yes, there is a minor but still noticeable effect. What you might be finding is that there seems to be differences within those broad categories given on the warrior overview. It's just like if you raise con you improve your warrior's ability to sustain damage a little bit, even if the comment on the overview stays the same. Your questions are getting at some of the interesting subtleties of the game. Keep asking them! -- Generalissimo Puerco Q.O.W. (Hanibal) -- I don't think so. -- Adie Pagan's replies: Question, turn 396: All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who would swing first? Would they both have an equal chance? This is a loaded question. There are a number of factors which will determine which warrior swings first. In speaking of this I can only tell you what I have a 'feel' for. In no way does anyone know all the factors or how this works exactly unless someone gets to look at the source code for the program. I will ignore the KD dispute simply because I don't know. The Factors: 1. At warrior creation, the program initiates a random string class to be used for your warrior. Each string has a series of numbers that are pre-generated and always the same. It however appears random except for the facts that some strings are good for some warriors and bad for others. You'll notice this only over time. This string class is permanent and not all of them are created equal. This is above and beyond any total number of skills. 2. At fight time, the program calls a random string to be used for BOTH warriors. This string affects the string of the warrior. This is why you will never see two fights that are line-by-line exactly the same. But if the fights were constantly run with exactly the same string, and no strategy changes are made then you will consistently have the same fight line-by-line. 3. Fight-String modified Warrior-String# are taken for each warrior and #Decise- skills + OE + string# + tactic + weapon-weight + style-adjustment equates to a number. 4. These bonuses could be negative in adjustments also: IE. Running responsiveness would be the addition of a negative number equal to warrior's Decise. Running decise would increase a lot, running lunge, slash, or bash use initiative instead of Decise if higher than current #decise skills. 4. Biggest controllable factors are OE, tactic, & weapon-weight 5. If the number for JUMP does not have a disparity of a specific number then a continued clash will occur until that disparity is shown. Then the fight actually begins. You can have a series of 8+ clash statements until the program finds who starts and initiates the fight sequences. Example: fighterA ends up with a jump# of 60 and fighterB ends up with a jump# of 65; if the disparity had to be 10 points then what would happen is a clash statement would be printed and the steps repeated. The next number from the Fight-String is called along with the next number in each of the Warrior-strings ; the computation is done again until the disparity (for the computer anyway) becomes true. Then the fight sequence is activated. -- Pagan Question, turn 397: All -- If two warriors have a good damage rating, one has 11 str. And one has 13 str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W. P.S. Warriors are same size. Most definitely. Weapon damage is equated to Strength + damage class. So damage is done like this: 1. Armor weight + 12 + any bonus it has vs weapon type is a negative to the damage done. (How the hell did he get 12!?) 2. Damage done is strength + damage class variable + weapon variable. 3. Slashing & Bashing increase the damage done. 4. When the damage done equals 1 or less then there is a weapon bounce statement. The minimum damage a blow can do is 1 point of damage. The program knows there's a hit before it knows damage so you can't reverse a hit, you merely take a minimum of 1 point of damage to your hit-points. 5. The lower your strength then more bounces you will see. The lower your damage class the more bounces you will see. The lighter weight a weapon is vs the armor its hitting the more bounces you will see. 6. In reverse to #5, all of those secondary-damage statements (often referred to as extra-damage statements) such as "it was a devastating blow"... "what a massive blow" -- these merely show that you hit your opponent with enough damage to exceed the computer secondary-damage statement threshold. Your warrior caused enough damage to exceed a programmed set number (whatever that number may be) and the fight is only showing that you exceeded that number. The programmed number for the secondary-damage threshold is a Hard number: it is constant within the program and is used for all fights and all warriors. It is not random. It has nothing to do with how much damage you did in relation to your opponent's hit-points either. If you exceed that number in damage, you get a printed statement showing that to be the case. There is no such thing as Extra-Damage. -- Pagan Question, turn 398: All -- If you lower your kill desire in desperation, do you have less of a chance of being killed? -- Hanibal's Q.O.W. Replies, turn 399: Q.O.W. -- I think that if your KD is lower in desperation, you're more likely to surrender than draw out the fight. Drawing out the fight by having a higher KD gives the attacker more chance to kill you. But you could defend and make a come-back. But that higher KD also lowers your defensive ability somewhat. -- Adie Hanibal's Q.o.W -- Yes, lowering your own KD helps keep you alive and allows you to surrender...hopefully in time. -- Armalias Hanibal -- The choice of kill desire in desperation seems to be a very tactically important one. I do believe that lowering kill desire will tend to preserve a warrior's life by making him give up (and end the fight) sooner. This also means the warrior may end up losing fights he could have won if he had hung around. I think scum strategy is a good example of this. While it may be counterintuitive, a good scum strategy involves using a moderate to high kill desire. This is done to prevent them from giving up prematurely. Also, most managers don't care too much if their scum gets killed, so there's no point to running with a low KD. There's a very good article on the total parry written by Scrag, in which this scheme is discussed. Maybe you saw it in Noblish. Personally, I either lower or raise KD in desperation, based on my expectations for a particular warrior. I think it was Miles that first wrote on this way of looking at kill desire, and I believe it to be the most correct. Other published theories, such as Jessie Jest's, are variably more questionable. (But then, everything Jessie Jest wrote should be taken with a grain of salt.) -- Generalissimo Puerco Question, turn 399: All -- If you have 18 HP and cannot take a lot of punishment and raise con once to normal--20 HP, does the rating affect the rate at which you take damage or do you just have 2 more Hit Points? -- Hanibal's Q.O.W. Replies, turn 400: Hanibal's QOW -- I think you just get a bump in hit points. But that little bump makes a big difference. I think armor and warrior experience are the only factors that affect the rate of damage per blow. -- Adie P.S. There's a new chart for hit points that is more accurate and does not involve a luck factor. Hanibal -- I think the amount of damage a warrior can take is not variable but constant. The variables in the equation are: the weapon being struck with and the armor it is striking, and the attack and damage-dealing ability of the warrior doing the swinging. Not to mention kill desire, as discussed last turn. -- Generalissimo Puerco * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 696): G-STRING of HOT STUFF (Papa Bear, mgr.) DM 12 RIZTAB (turn 698): ITCHY FROGGY of KAOS FROTS (Grimm, mgr.) DM 13 DULLENS (turn 626): FLOYD CASTAWAY of ARCANE ROYALTY (Destitute Noble, mgr.) DM 15 MALCORN (turn 692): SUNDOG of GREENWARDENS (Jorja, mgr.) DM 16 WILLAF (turn 694): GOOD AS GOLD of GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 685): BOROMIR of IN MIDDLE EARTH (?, mgr.) DM 19 ZUWAYZA (turn 686): WATER WORKS of MONOPOLY (Sherlock, mgr.) DM 28 MORYA (turn 345): COLGATE SMILE of MY GENERATION (Storm Lord, mgr.) DM 29 LAPUR (turn 683): PLUTONIUM PUNCH of METAL MINCERS (Oremaster, mgr.) DM 31 CHIMLEVTAL (turn 343): XANDAR of AVENGERS (Huckle Cat?, mgr.) DM 32 ARVAT (turn 680): DISTORTION of DEATH BY DESIGN (Bubba Ganoosh, mgr.) DM 33 NIATOLI ISLAND (turn 677): HEADLESS NORSEMAN of HALLOWEINERS (The Dark One) DM 35 MURSKA (turn 669): MONKEY MAN of REALLY? (Dr. Grimley, mgr.) DM 43 VEASTIAN (turn 627): KIRVINJ of THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 320): ROSELYN of DARQUE FORCES (Master Darque, mgr.) DM 47 NORTH FORK (turn 315): SPAWN of FANTASTIC FIVE (?, mgr.) DM 50 SNOWBOUND (turn 301): 4-H of LIFE IMPACTS (Coach, mgr.) DM 56 ROCANIS (turn 559): TIKI LA'BANE of INCONSISTENT FURY (Banthius, mgr.) DM 60 ARADI (turn 544): Q MARK of UNNAMEABLES (Howlin' Wolf, mgr.) DM 61 JURINE (turn 526): DEEMER EPPT of MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 520): KURLO TEN DOSHAN of SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 250): BOOB of PALINDROMES (Assurnasirbanipal, mgr.) DM 74 DAYLA KIV (turn 481): NEGATIVE ONE of NUMB-ERS (Sherlock, mgr.) DM 75 JADE MOUNTAIN (turn 476): INCREDIBLE SPEED of CRITICALS (Howlin' Wolf, mgr) DM 78 LIN TIRIAN (turn 467): KURTAL DUCK of SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 584): NIGHTCAP of DARKLINGS (She-Puppy, mgr.) Top Teams --------- DM 9 ZUKAL (turn 696): HOT STUFF (Papa Bear, mgr.) DM 12 RIZTAB (turn 698): DREAMERS (Sleepy, mgr.) DM 13 DULLENS (turn 626): POSITION IS EMPTY DM 15 MALCORN (turn 692): INK & STEEL RETRO (Floyd, mgr.) DM 16 WILLAF (turn 694): GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 685): 82ND ILLINOIS (Otto X, mgr.) DM 19 ZUWAYZA (turn 686): MONOPOLY (Sherlock, mgr.) DM 28 MORYA (turn 345): PHANTACITY (Omega, mgr.) DM 29 LAPUR (turn 683): STREET WALKERS (Roadkill, mgr.) DM 31 CHIMLEVTAL (turn 343): AVENGERS (Huckle Cat?, mgr.) DM 32 ARVAT (turn 680): DEVIL ADVOCATES (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 677): THE SEWING CIRCLE (Jorja, mgr.) DM 35 MURSKA (turn 669): REALLY? (Dr. Grimley, mgr.) DM 43 VEASTIAN (turn 627): THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 320): DARQUE FORCES (Master Darque, mgr.) DM 47 NORTH FORK (turn 315): VEGAN CANNIBALS (The Anarchist, mgr.) DM 50 SNOWBOUND (turn 301): LIFE IMPACTS (Smitty, mgr.) DM 56 ROCANIS (turn 559): POSITION IS EMPTY DM 60 ARADI (turn 544): RED DOG GANG (Spot, mgr.) DM 61 JURINE (turn 526): MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 520): SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 250): MIDDLE WAY 18 (Jorja, mgr.) DM 74 DAYLA KIV (turn 481): SAND DANCERS (Jorja, mgr.) DM 75 JADE MOUNTAIN (turn 476): SAND DANCERS (Jorja, mgr.) DM 78 LIN TIRIAN (turn 467): SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 584): DIRT DEVILS et al. (The Dark One, mgr.) Recent Graduates ----------------- DM 12 RIZTAB (turn 697): XENOPHANES of DREAMERS (Sleepy, mgr.) KUNG PO FROG of KAOS FROGS (Grimm, mgr.) DM 17 ALJAFIR (turn 685): BOROMIR of IN MIDDLE EARTH (?, mgr.) DM 19 ZUWAYZA (turn 686): WATER WORKS of MONOPOLY (Sherlock, mgr.) DM 29 LAPUR (turn 682): MISS CONDUCT of STREET WALKERS (Roadkill, mgr.) DM 32 ARVAT (turn 679): DEE N. EMMI of DEVIL ADVOCATES (The Dark One, mgr.) TIA MATTE of DEVIL ADVOCATES (The Dark One, mgr.) S.W.A.T. of SECRET SQUIRRELS (Gentleben, mgr.) DM 65 DAL SHANG (turn 519): ON THE CORNER of BASH BROS EVANGELIST (Assurnasirbanipal, mgr.) DM 73 ERINIKA (turn 249): PANAMA OATES of MIDDLE WAY 18 (Jorja, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. A beautiful triangle. Monopoly can beat me, I can beat the NPCs, and the NPCs can beat Monopoly. Alas but all that ends this turn. I am off to Erinika, where I've been told I will fight soon, if not immediately. Next turn we will have a new Duelmaster. Dutiful has the inside track and a win should give him the throne. We've done our worst to the phone lines here in Noblish Island, but our time has come. Good bye! Busy SPY REPORT Well, what are you looking at, NOBLISH ISLAND? Ain't you never seen Snide Clemens before? Ah, shaddup and listen to my news. Later days, BRIDGE BURNERS, since BASH BROS TELEPHONE took top team from you this turn, you guys are old news. If this keeps up, BLOODY VIXENS, you'll have to shine swords instead of use them. A drop of 4 in the rankings? BASH BROS TELEPHONE turned their 3-2-0 turn into a 1st place rank in the listings this turn. Any better than this, and you get put on hit lists. Gee, I'm impressed, a 4-1-0 is nice, but don't get cocky, LOW ROAD 3, the Fates teach humility, and the Fates are proud. NOBLISH ISLAND saw the first turn for NOISEMAKERS, a 2-1-0, and some teams are scared, others are too arrogant to notice. Take note friends, take note. Of course, we're all terribly impressed to see TRUTTS win a fight and gain 21 points, terribly. Tsk, tsk, DUTIFUL beat CAREERS and CAREERS lost 13 points. You're breakin' my heart. And if variety is the spice of life, NOBLISH ISLAND may be getting bland, as BUSY stays top dog in the city. Kickbacks and bribes, kickbacks and bribes, how else do you think some of these guys win their fights? Skill? Ha! He who fights and runs away will live to fight another day, the coward. NOBLISH ISLAND, I am losing what little hope I had in you. BASH BROS TELEPHONE the most avoided team? What insult will suffice, I cannot say. And who led the way in this mass act of cowardice? Let's see, well, whatcha know? It was FAVORITE GAMES. Ha ha ha ha! DROPPED CALL was challenged more times this turn than the Duelmaster. Now was the DM insulted or feared? Heh, heh. Looks like time for laurels or hemlock, STATIC was challenged by STAR GIRL, who was ranked 26 points below him. But here's a pretty tale--STAR GIRL did lose the fight, but gained 3 worth of recognition. Some long shots can pay off, I guess. I guess I can give a little credit to BARBRA JEAN of KNIGHT LIFE for challenging up by 19 to CANNOT HEAR. BARBRA JEAN lost to get 7 points of recognition. Some people like volunteer work in the hospitals. I volunteer for NOBLISH ISLAND's morgue. More variety. Three down, and one turn to go for OLIVA GALVARIUS to call in the bloodfeud against DUTIFUL, else ELIN TOECHU is but small history. Titanium shields and bamboo daggers, guess what brave team is developing these kinds of weapons? What does the NOBLISH ISLAND arena have in common with the inns? It's just as comfortable to sleep in either place. Ha ha ha ha! Just wait 'till next time I show up here, I won't be so nice! So nyaaah! Glad to see the back of this place-- Snide Clemens DUELMASTER W L K POINTS TEAM NAME BUSY 9223 8 2 0 91 BASH BROS TELEPHONE (1588) CHAMPIONS W L K POINTS TEAM NAME DUTIFUL 9237 6 0 2 77 THE FARSEERS (1591) MONOPOLY 9217 7 3 0 75 FAVORITE GAMES (1587) CHALLENGER ADEPTS W L K POINTS TEAM NAME CHELSEA NOREN 9228 6 3 0 58 LOW ROAD 3 (1589) ADEPTS W L K POINTS TEAM NAME ALLANA LORIMER 9230 8 1 1 55 LOW ROAD 3 (1589) CAREERS 9216 7 3 0 55 FAVORITE GAMES (1587) POKER 9219 6 4 0 45 FAVORITE GAMES (1587) -CORSAIR 7244 0 1 0 41 KISS OF DEATH (1249) BAUS 9246 4 0 0 38 CRIT-GIVERS (1593) CONTRACT BRIDGE 9218 7 3 0 36 FAVORITE GAMES (1587) CHALLENGER INITIATES W L K POINTS TEAM NAME TRUTTS 9245 2 4 0 33 BRIDGE BURNERS (1592) STATIC 9222 6 4 0 31 BASH BROS TELEPHONE (1588) NOT IN SERVICE 9225 6 4 0 31 BASH BROS TELEPHONE (1588) BELTRAN MOSS 9229 5 4 1 30 LOW ROAD 3 (1589) CHESS 9220 7 3 0 29 FAVORITE GAMES (1587) SYRA SHORTER 9303 3 0 0 28 OLIVA GALVARIUS (1586) CANNOT HEAR 9221 7 3 0 27 BASH BROS TELEPHONE (1588) KEN DO 9274 3 0 0 27 KNIGHT LIFE (1597) DROPPED CALL 9224 4 6 0 25 BASH BROS TELEPHONE (1588) THE FOOL 9236 4 2 0 25 THE FARSEERS (1591) INITIATES W L K POINTS TEAM NAME DELISE ORM 9227 4 5 0 23 LOW ROAD 3 (1589) KALAM 9271 3 0 1 21 BRIDGE BURNERS (1592) DUMB BULL 8644 2 1 1 20 DRAGONS (1491) ERBIN PARNAN 9226 5 4 0 19 LOW ROAD 3 (1589) SORRY 9243 2 4 0 19 BRIDGE BURNERS (1592) PICKER 9244 3 2 1 18 BRIDGE BURNERS (1592) CHADE 9238 2 4 0 16 THE FARSEERS (1591) SHREWD 9306 1 1 0 15 THE FARSEERS (1591) STORMY 9242 3 3 1 13 BRIDGE BURNERS (1592) -FRAU FORALYSE 9297 1 0 0 13 DIE TODESBLUMEN (1602) -MAC D 9304 1 0 1 11 BLOODY VIXENS (1595) INITIATES W L K POINTS TEAM NAME -EHLONNA GODKISSED 9293 1 0 0 11 THE HERQULOIDS (1601) -FRAU LYDESSIA 9299 1 0 0 11 DIE TODESBLUMEN (1602) FITZCHIVALRY 9239 2 4 0 10 THE FARSEERS (1591) PAZOW! 9319 1 0 0 10 NOISEMAKERS (1605) -FRAU KYRIENA 9298 1 0 0 10 DIE TODESBLUMEN (1602) CRASH-BONG! 9320 1 0 0 9 NOISEMAKERS (1605) AFRODYKIE 9247 2 2 0 8 CRIT-GIVERS (1593) -UGHH 9292 1 0 0 8 THE HERQULOIDS (1601) BARBRA JEAN 9273 2 1 0 7 KNIGHT LIFE (1597) HARDY 9250 1 3 0 6 CRIT-GIVERS (1593) STAR GIRL 8640 0 4 0 6 DRAGONS (1491) -MA'TEE 9263 1 2 0 5 BLOODY VIXENS (1595) POINTY END OUT 9302 1 1 0 4 CRIT-GIVERS (1593) -HARSHNAG THE GRIM 8875 0 4 0 4 DRAGONS (1491) -SULL 9294 0 1 0 3 THE HERQULOIDS (1601) MISHA OGLONDORA 9259 0 3 0 3 OLIVA GALVARIUS (1586) -TWINKLES 9262 0 2 0 2 BLOODY VIXENS (1595) -MINDY V 9276 0 2 0 2 KNIGHT LIFE (1597) -HONEY BEE 9264 0 2 0 2 BLOODY VIXENS (1595) -MI MI 9261 0 2 0 2 BLOODY VIXENS (1595) -BEAST 9272 0 2 0 2 KNIGHT LIFE (1597) -FRAU ELYSE 9300 0 1 0 1 DIE TODESBLUMEN (1602) CY LENT 9305 0 1 0 1 KNIGHT LIFE (1597) -KONANN CEE 9296 0 1 0 1 THE HERQULOIDS (1601) -FRAU SOLRAIA 9301 0 1 0 1 DIE TODESBLUMEN (1602) SLAM-OW! 9318 0 1 0 1 NOISEMAKERS (1605) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? GLITTER 9265 1 1 1 BLOODY VIXENS 1595 STORMY 9242 349 KALAM 9241 0 2 0 BRIDGE BURNERS 1592 BELTRAN MOSS 9229 347 REVENGED SEQUOIA 9249 2 2 0 CRIT-GIVERS 1593 DUMB BULL 8644 351 VISTAFIN 9248 1 1 0 CRIT-GIVERS 1593 PICKER 9244 348 DEEJAY GEE 9275 0 1 0 KNIGHT LIFE 1597 KALAM 9271 349 ELIN TOECHU 9208 6 1 1 OLIVA GALVARIUS 1586 DUTIFUL 9237 348 MAXOR STEELSTRIK 9295 0 1 0 THE HERQULOIDS 1601 MAC D 9304 350 PERSONAL ADS A quick symposion of the variability in D2, and how things can fall apart quickly... Gamemaster's team is riding high through 8 rounds winning 75%. (Lucky dog!) He has a fine slasher Duelmaster. THEN The duelmaster loses to an NPC--Venomous Concubine-- on a match. NPCs CAN win. All else, including 2 challenges go wrong, for four more losses, an opher is recorded, and "Don't lose your day job!" is heard in the background. Life is sweet, but it stinks! -- Gamemaster Hah, Assur, at least I don't have to write a DM Column. -- Gamemaster Sin Rownstar -- Indeed, it was with a fit of gluttony that I scarfed all eight awards a turn or so ago. Ow, slanderous! Did it please you better when I followed that up with an 0-5? A dreaded opher!? -- Gamemaster P.S. Several points about those awards: I authorized to receive them, hence I get none I did not purposely try to keep them all from you guys I was honored to have accomplished it. Dutiful, Sin Rowynstar -- When one kills and then avoids fighting and/or the bloodfeud, then the killer is well within the rules. Physically, yes. Emotionally-- no. It is common to berate the "coward" and call him ugly names. He deserves it. -- Gamemaster The Duelmasters Sponsors Program is an old, defunct program. Consider your tutors here in Noblish Island as your Duelmaster Sponsors. You get far more "extra" from this arena, from these newsletters, and from these teachers, than we sponsors ever gave one in the old days. -- Gamemaster All -- I observed many questions asked last round. WAY TO GO!!! Virtually every question asked previously has been answered in the last ten Noblish newsletters, spotlights, personal ads, and attached articles. We are here for you! -- Gamemaster (for Jorja, Assur, and Gamemaster. You have seen the last of Gamemaster and his Favorite Games. Welcome Doctor Dehydrate and his Drink Up team. Consortium Affiliated. Fitzchivalry -- After seeing you fight again, it appears you are a more traditional basher. As such, I would highly recommend fighting like a pure offensive. Light (or no) armor, fast weapon, and run hot (both offensive effort and activity level high to very high). You can for sure use WH (which is one of the faster weapons) and ML against heavy is not a bad start. But drop some of the armor, for sure. Static is a tankish type of basher, which explains why he runs in heavy armor. And Static runs very hot in minute 1. -- Assur (Static's stats are 17-18-10-17-9-8-5) Chade -- Everything about what I saw with your fight looked good from my end. You'll win some of those, you'll lose some of those. Experience mismatch didn't help you. -- Assur For those wishing to run ABs, ABs get double attack skills for high deftness values. This means that 21 deftness is highly desired for ABs. Most managers don't hesitate to make 17 deftness ABs, and some are fine with certain designs on 15 deftness. But so you know, most of the ABs you'll face in opposition will have 21 deftness. -- Assur Cannot Hear started as 7-3-15-12-10-13-10. He clearly is a pure offensive, so I quickly add points to put wit at 17 and deftness at 11. Since I like to make most of my offensives bashers I need to do something about endurance (low str/con/spd) and weapon selection. Adding 3 to str and 5 to will gives a solid basher at 10-3-15-17- 15-13-11 lacking one strength initially for well suited to QS. Assur really should have trained that to 11 early, because it could have increased damage to great and removed the penalty for using QS with 10 str. He chose to train skills instead. Not in Service was delivered as 12-12-7-9-10-10-10. A very flexible setup. 12 str/7 siz is a very good combination for those two stats, so I'll look elsewhere first. Deftness 11 is great for any warrior that isn't an AB. Adding 6 each to wit and will is never a bad idea, and looks like a fine thing to do on this setup. Last point on Con and I've got a hybrid. Many would recommend 15 will and 14 con, but I ended with 12-13-7-15-16-10-11. I chose WOS, but TP or L would have been good choices as well. I also considered maxing str and con instead of will, but I already had two other warriors that looked like that. Answers: -- Challenges / Avoids. That is a tricky question, but I always consider it along the lines of the way I think of warriors. Pure Offensives/Pure Defensives/Hybrids. What am I? What do I have the best chance of beating? If I'm a really fast (high decise) pure offensive, then other offensives are a great choice. If I'm a pure defensive, high endurance burn styles are usually best. There are charts published in the newsletters which give some standard challenges that are good to make, but nothing is 100%, and individual warriors of a style may not be the best challenge. As an example, Pure Defensives love challenging lungers, but there are lungers to avoid, as well. -- Duelmasters Sponsor program is I believe a defunct program to help new players come up to speed. This arena is the replacement, with Jorja, myself (Assur), and Consortium (currently Gamemaster) being active participants to assist you. -- You did great with the Bagman charts! -- Skill learning is random (as is much in this game). Over time, you can expect most warriors to learn approximately your wit divided by 10 skills per fight. Some learn faster, some learn slower. There are other factors involved in learning, but they aren't as well understood. Sir Rowynstar -- Run? Why would I do that? -- Dutiful Sir Rowynstar -- What other arenas do you run teams in that would be fun for a new manager? -- The Catalyst, mgr the Farseers Misha -- Do I smell a spy? -- Dutiful Ughh -- Your hit bounced off and I still fell down. I was not expecting that. The last minute had me thinking you ran out of steam. Good win though. -- Shrewd Bridge Burners -- Great, now I have to catch back up to you. More work for me. -- The Catalyst Die Todesblumen -- Welcome to the Noblish Island sands, may your blood litter the arena. -- The Catalyst The Herquloids -- It seems our first meeting did not go so well, maybe next time it will show me more favor. -- The Catalyst, mgr the Farseers Kalam -- The gods must like you. May yor eyes never see Ken Do's. -- Beast Misha and Frau Solraia -- The crowds may not like my slow pace, but it wins the race. :) -- Barbra Jean Harshnag the Grim -- Our fight lasted longer than I believed, I'm sorry, I try not to play too much. NEXT! -- Ken Do Frau Lydessia -- I know another Shewish Giant you could get with, Sequoia, you two would make an ugly pair. :P -- MIndy V All -- Does anyone know how to guess how many skills one needs to get a rating of expert? I hear about a Bagman 2 chart but have not seen one. Also, has anyone ever taken their very warrior to AD, or does it take more? -- Uncle D, mgr Knight Life Uncle D -- Ask questions, and we'll do our best to answer, it's what Assur and Gamemaster and myself are here for. -- Jorja, the Low Road Sir Rowynstar -- The editor answered correctly. In game terms, you are allowed to sit out a bloodfeud with no penalty. But other managers, especially those injured by the killing, take it badly. -- Jorja To the unidentified questioner: Choice of arenas after chartering: See responses in the previous newsletter. Clearly, Assur and I have different ideas about where to go--the ones on his list are more difficult and challenging than my list. Challenge and avoid strategies, eh. It's been so many years since I did much of anything in the way of challenging and avoiding, I can't be much help there. Sorry. Duelmasters Sponsor Program: Is that still in effect? One of the problems with the rotating spotlights and articles in this arena (everything repeats on a ten-turn cycle) is that some of the stuff is obsolete. Skills calculation: Definitely a question for Gamemaster and Assur. Skills not learned: Bad luck, short fights, the wrong opponents. Charts: There are probably others, but you've got the best already. Sorry -- That was well done. Jorja'd probably go for a heavier weapon, she's a basher at heart, you know, but you didn't seem to feel any lack with what you had. -- Beltran Moss Poker -- You can open with a pair of jacks, but my three of a kind beats you. -- Allana Lorimer Contract Bridge -- I distrust contracts, and I got a Bash Bros Lawyer to look over that one. Found me a loophole! -- Chelsea Noren The Fool -- It might simply have been the experience difference that tripped you, BUT... you might think about dropping your offhand weapon. Sometimes that helps. And/or getting something edged for your primary. -- Erbin Parnan Cannot Hear -- Me, either. -- Delise Orm LAST WEEK'S FIGHTS SORRY slimly lost to BELTRAN MOSS in a 2 minute bloody Bloodfeud fight. CONTRACT BRIDGE viciously subdued DROPPED CALL in a 2 minute Challenge battle. CHADE was demolished by BAUS in a 1 minute uneven Challenge fight. CHESS devastated STORMY in a slow 6 minute one-sided Challenge contest. FITZCHIVALRY was demolished by DELISE ORM in a 1 minute Challenge competition. THE FOOL unbelievably bested PICKER in a crowd pleasing 11 minute Challenge fight. STAR GIRL was beaten by STATIC in a crowd pleasing 1 minute gory Challenge brawl. SHREWD handily defeated MISHA OGLONDORA in a 4 minute uneven Challenge melee. POINTY END OUT was vanquished by KEN DO in a 1 minute one-sided Challenge duel. AFRODYKIE was vanquished by SYRA SHORTER in a 1 minute one-sided Challenge fight. BARBRA JEAN was beaten by CANNOT HEAR in a 1 minute Challenge melee. BUSY beat MONOPOLY in a 2 minute Title fight. CAREERS was demolished by DUTIFUL in a crowd pleasing 1 minute mismatched match. ALLANA LORIMER devastated THE USEROUS MERCHANT in a 1 minute one-sided battle. CHELSEA NOREN devastated CAPTURED ORC in a 1 minute bloody mismatched bout. NOT IN SERVICE was savagely defeated by POKER in a popular 4 minute bloody duel. ERBIN PARNAN was vanquished by TRUTTS in a crowd pleasing 1 minute one-sided fray. DUMB BULL butchered SEQUOIA in a 1 minute one-sided brawl. HARDY was savagely defeated by CRASH-BONG! in a 3 minute brutal novice's match. KALAM overpowered SLAM-OW! in a 1 minute mismatched fight. CY LENT was devastated by PAZOW! in a 2 minute one-sided contest. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |BASHING ATTACK 9 STRIKING ATTACK 35 - 18 - 4 66 | |SLASHING ATTACK 7 WALL OF STEEL 14 - 10 - 0 58 | |STRIKING ATTACK 6 SLASHING ATTACK 23 - 17 - 1 58 | |TOTAL PARRY 4 TOTAL PARRY 15 - 14 - 0 52 | |AIMED BLOW 4 AIMED BLOW 18 - 17 - 0 51 | |LUNGING ATTACK 3 LUNGING ATTACK 12 - 12 - 1 50 | |WALL OF STEEL 3 BASHING ATTACK 38 - 43 - 4 47 | |PARRY-STRIKE 2 PARRY-STRIKE 3 - 4 - 1 43 | |PARRY-RIPOSTE 2 PARRY-RIPOSTE 2 - 6 - 0 25 | |PARRY-LUNGE 0 PARRY-LUNGE 0 - 0 - 0 0 | Turn 351 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: TOTAL PARRY 3 - 1 BASHING ATTACK 4 - 5 4 STRIKING ATTACK LUNGING ATTACK 2 - 1 PARRY-LUNGE 0 - 0 2 SLASHING ATTACK STRIKING ATTACK 4 - 2 PARRY-STRIKE 0 - 2 2 LUNGING ATTACK WALL OF STEEL 2 - 1 PARRY-RIPOSTE 0 - 2 1 AIMED BLOW SLASHING ATTACK 4 - 3 1 WALL OF STEEL AIMED BLOW 2 - 2 1 BASHING ATTACK TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME AIMED BLOW BUSY 9223 8 2 0 91 BASH BROS TELEPHONE (1588) STRIKING ATTACK DUTIFUL 9237 6 0 2 77 THE FARSEERS (1591) SLASHING ATTACK MONOPOLY 9217 7 3 0 75 FAVORITE GAMES (1587) WALL OF STEEL CHELSEA NOREN 9228 6 3 0 58 LOW ROAD 3 (1589) LUNGING ATTACK POKER 9219 6 4 0 45 FAVORITE GAMES (1587) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is CONTRACT BRIDGE 9218. The most popular warrior this turn was PICKER 9244. The ten other most popular fighters were POKER 9219, CONTRACT BRIDGE 9218, TRUTTS 9245, CRASH-BONG! 9320, BELTRAN MOSS 9229, NOT IN SERVICE 9225, SORRY 9243, STATIC 9222, KEN DO 9274, and BUSY 9223. The least popular fighter this week was CHESS 9220. The other ten least popular fighters were STORMY 9242, THE FOOL 9236, SHREWD 9306, CY LENT 9305, SLAM-OW! 9318, SEQUOIA 9249, BARBRA JEAN 9273, AFRODYKIE 9247, FITZCHIVALRY 9239, and CHADE 9238. 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)