DUEL 2 NEWSLETTER Date : 07/11/2015 Duedate: 07/24/2015 NOBLISH ISLAND ARENA DM-93 TURN-433 This Weeks Top Honors THE DUELMASTER IS SAJAN PUPPET LORDS (1675) (93-9772) [6-2-0,66] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY SAJAN PUPPET LORDS (1675) (93-9772) [6-2-0,66] Popularity Leader This Weeks Favorite SAJAN RINDRA PUPPET LORDS (1675) PUPPET LORDS (1675) (93-9772) [6-2-0,66] (93-9769) [4-4-0,16] THE CURRENT TOP TEAM PUPPET LORDS (1675) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. PUPPET LORDS (1675) 33 2. BASH BROS LEFTOVERS (1685) 31 SUBJUGATORS (617) 3. FARM ANIMALS (1682) 23 Unchartered Team 4. RAINBOW BRIGADE (1674) 12 5. KRAKEN'S DEN (1681) 0BASH BROS LEFTOVERS (1685) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1*BASH BROS LEFTOVE (1685) 8 2 0 80.0 1/ 1*PUPPET LORDS (1675) 9 6 1 2/ 2*FARM ANIMALS (1682) 6 3 0 66.7 2/ 2*BASH BROS LEFTOVE (1685) 8 2 0 3/ 5*PUPPET LORDS (1675) 20 20 1 50.0 3/ 3*FARM ANIMALS (1682) 6 3 0 4/ 6*RAINBOW BRIGADE (1674) 6 19 1 24.0 4/ 4*RAINBOW BRIGADE (1674) 4 8 1 5- 7*KRAKEN'S DEN (1681) 1 4 0 20.0 5- 6*KRAKEN'S DEN (1681) 1 4 0 6- 8*GUARDIANS (303) 0 1 0 0.0 6- 8*GUARDIANS (303) 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 SKILLS vs. STATS Training Is A Very Personal Thing D2ers often hear a statement similar to this: "Train skills; do not train stats." The implication or sometimes direct statement is that you will be sorry if you train stats, especially certain stats. The Consortium opinion is that, in the majority of circumstances, it is perfectly all right and normal to train stats, and in some cases it is better to train stats. (This process of training stats is often called bburningb) The purpose of this presentation is to explore stat and skill training and to give the D2 Manager some ideas as to if, or when, stat training is either aok or best. The article will also explore when it is considered best not to train stats. First, to set the stage, there are several principles, givens, and ideas that the reader must understand. 1. Skill training is mostly dependent on WT (e.g. The higher the wit, the more skills per fight the warrior is likely to learn). It also seems one can learn more skills fighting a very experience/skilled warrior. (Whom apparently teaches well?) There is always a luck roll involved. 2. Stat training is rather highly dependent upon two things: a. WL; a warrior's stat learn probability is 5% times the will (e.g., a warrior with 10 WL has a (5%x10=50%) 50/50 chance to learn the stat, while a warrior with 15 WL has a 75% chance of learning the stat). b. The number of stats of that type already trained. A warrior's learning rate for a specific stat is halved each time he earns one of those stats. For example, a warrior with 10 will has a 50% (5%x10) of earning a first stat of a type, but only a 25% (5%x10 halved) of earning the second stat of that type. ((and on to 12.5% for the third) Realize, however, that it is really 50% for the 1st, 27.5% for the 2nd (since he earned the 1st and is now at 11 WL) and 15% for the 3rd. (Since he had previously bumped the WL to 12). Note: There is always a luck roll involved. 3. Training most stats also earns the warrior certain skills. 4. There are limits to the number of stats and skills a warrior can have. a. In basic, a warrior can have no higher that 21 of any stat type. b. A warrior is limited to earning 20 skills (beyond the initial skills the warrior is "born" with) of each type in his career. Those 20 skills may come from learning skills or from training a stat which gives the warrior one or more of those skills. He is deemed bmaxedb when he learns the 20th. c. A warrior can, however, learn more than 20 skills of a type if he first learns his 20 allowed skills, and then trains stats which give the warrior one of those skills. (This factor is why one often hears "Do not train stats or you will be sorry".) 5. Certain stats improve the "physicals" of your warrior (e.g., there is a reasonable possibility that training ST can improve how much damage your warrior does when he hits). With those principles in mind, one can postulate certain scenarios which might provide a basis for decision-making as to "what to train." These represent, first, the knowledge necessary, then, The Consortium scenarios for training decision: STATs or SKILLS? KNOWLEDGE 1. Be aware of the probable skill learn rate. (This is a highly variable number, based on many, many factors of the game, including luck rolls.) (However WT is the primary factor.) 2. Be aware of the stat training probability for that stat. (Mostly determined by WL.) 3. Be aware that virtually everything in D2 has a probable roll or luck factor 4. Be aware of the potential "physical" improvement to your warrior for stat training. 5. Know which stat trains do not provide any skills (e.g., Raising to 12ST improves the stat, but cannot provide any skills or "burning," while raising to 15ST improves that stat and provides two burned skills: attack and parry). Note: Physicals might improve in either case. 6. Determine if that specific warrior will be enhanced by a possibility of earning more than 20 skills of a type. (Example, a warrior that is meant for the long- term, or is deemed to be a near-godling is extremely likely to benefit from the extra skills at high-ADM classes where every warrior is maxed or near maxed in stats and skills and every single skill can make a difference in a fight. A warrior who is expected to be around for a shorter period, or is to be "retired" upon graduation to Lord Protectorship, will not be around long enough to earn and benefit from the few extra skills available. 7. Know which is likely to benefit your warrior most when you decide to train skills of a certain stat (e.g., how many skills am I likely to learn if I train skills verses the probability of learning that specific stat train and the subsequent physical and skill gain earned). CONSORTIUM DECISION MODEL 1. Upon rollup, evaluate each warrior and classify: long-term/godling (GOD), possible long term (UNS), standard warrior run to graduation (NRM). 2. Do not train stats on GOD, unless they are non-burning stats. 3. Limit training stats on UNS, unless they are non-burning stats, until it is decided that this warrior is not a GOD. 4. If a NRM, train whatever the manager believes will most enhance the warrior winning fights. 5. When deciding between stat or skill training, compare the probability quantity of skill earning vs. the probable of learning the chosen stat and its potential physical and skill contribution. Perhaps a couple of Consortium examples are in order. Let's consider these two warriors: 14-7-12-15-20-14-11 striker and 4-10-11-17-17-4-21 aimed-blow. Although a solid warrior, the striker would be considered NRM, especially since strikers are not considered likely Primus-level styles. The warrior probably rolled good damage and good endurance. The odds of getting a first stat raise are near 100% (5%x20, but everything has a bluckb roll). The warrior at 15WT should expect to earn nearly two skills per turn (Consortium rates 15WT skill learn rate at 1.75ish) Consortium Managers would plan two immediate "bumps": WL to 21 and ST to 15. Moving to 21 WL gains seven fine skills (2 each Att, Par, Def and 1 Decise) and enhances physicals a tiny bit. (Adds 0.4 it points and improves endurance a small amount) Training skills would have yielded a probability of two skills, and three if lucky. The choice to train WL is a no-brainer. The 2nd plan train to 15ST is also a good one. At 15 ST, two skills are earned, attack and parry. The 15ST also enhances weapon selection, making the striker now strong enough to carry certain blarger weaponsb with no penalty. (The battle axe is an often favored weapon of Consortiumites b and probably should be a favorite of yours.) The 15ST also has the possibility of raising the warrior's damage rating from good to great. Consortium places this damage bump odds at 4-1, appx 20% likely.) Compared to the probability of learning 2 skills (or an unlucky 1 or a lucky 3) the 15ST raise seems like a good one. There are no more planned raises for this warrior, but that does not preclude that a Consortium manager might not later attempt an additional ST raise to 16 (if great damage was not attained) and a raise to 8 CN, especially if the warrior has a "frail" rating. Warrior #2, the aimer is rated a GOD. There would be no planned stat raises to the warrior, training skill all the way until maxed. However, there would be no reason not to consider CN raises, as no CN raise burns skills and every aimer can use additional hit points. This choice would need to be balanced against the probability of earning 2.25 skills per turn (Consortium rating). One additional consideration should be given. If this warrior rolled blittle damageb, (normal damage is more likely) the bump to 5ST could be what is needed to get normal damage. The raising of that stat bburnsb a parry and an attack skill, however. For a long-term warrior, especially an aimer which can use little-damage somewhat effectively, this bump would not be recommended. In conclusion, there is no absolute when it comes to training skills or stats. Training stats is certainly not a no-no. Burning skills can be inconsequential. Physical and skill gains from stats can greatly enhance the warrior and the W/L record. But, like most other decisions in D2, there is a trade-off. Burning stats on a long-term, ADM+ warrior could prove damaging to the warrior's long-term health. Choose wisely rather than automatically. Perhaps this quote from another player's article will enhance your understanding? [Raising stats: Care must be taken in doing this. All fighters start out with the ability to learn 20 skills each in the categories of Defense, Parry, Riposte, Attack, Decisiveness, and Initiative. When you learn all 120 skills, you've maxed out. You can get skills through normal learns, or by raising stats; however, if you raise stats BEFORE you max out (except for Con which has no skills), anything gained will count as one of the 20. This is called "burning" skills. If, on the other hand, you wait until you've maxed out, then raising stats will add those imbedded skills to the ones you've learned, enabling you to exceed your limits. But raising stats will give an immediate boost to your abilities. It's a question of short term vs. long term gain.] -- FRIENDLY FARMER (Consortium affiliated) SPY REPORT Greetings warriors! It is I, Zontani Sharp Eyes, here to bring report of the clash and bustle of the weekly NOBLISH ISLAND games. My praise to BASH BROS LEFTOVERS for their 4-1-0 week this time out. Indeed, it was a skillfully fought round deserving of notice! SOMEONE ELSE ATE caught the eye of many in the gladiatorial commission as he skillfully bested RINDRA and was awarded 16 points in recognition. In one of the week's more notable duels, BELLINOS put down HAWAIIAN SHADOW, causing him to lose 10 points of recognition in the process. Not for nothing has SAJAN in the past laid claim to the Duelmaster's throne, and this week he's proven his combat skill yet again. Would you believe that over half of the old women in NOBLISH ISLAND seem to feel that they could fight better than you gladiators? I have been in deep conclave with my spies who watched all that has recently transpired. Indeed there is much I would report. NOBLISH ISLAND, city of gladiators! Mighty among the names of thy guilds is PUPPET LORDS, a guild shunned and avoided by many in the weekly duels. If you didn't look down dark alleys you'd have been hard pressed to find any of FARM ANIMALS last week. Busy avoiding PUPPET LORDS? Mighty fighters cannot but expect competition from those below. BELLINOS take warning! You have more than a few enemies in NOBLISH ISLAND. Vendettas. Bloodied blades and broken spears. Indeed the city has seen more than its fair share of red in recent times. Fate is a fickle mistress. She showers the miserable with fortune but sets enemies against the victorious. Remember this! The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the fighters as ugly! Don't let your reputation slip! More than a sharp eye must I keep, indeed a stout pair of legs must I keep as well! The endless paths of Alastari await me! Till next we meet remember - the pen is mightier than the sword, but a maul is a different story!-- Zontani Sharp Eyes DUELMASTER W L K POINTS TEAM NAME SAJAN 9772 6 2 0 66 PUPPET LORDS (1675) ADEPTS W L K POINTS TEAM NAME VALEROS 9770 4 4 0 53 PUPPET LORDS (1675) CHALLENGER INITIATES W L K POINTS TEAM NAME TRAICA 9773 3 5 0 29 PUPPET LORDS (1675) PRETTY KITTY 9815 2 0 0 27 FARM ANIMALS (1682) INITIATES W L K POINTS TEAM NAME NOT ENOUGH 9834 2 0 0 21 BASH BROS LEFTOVERS (1685) TIGER MOTHER 9767 3 3 1 20 RAINBOW BRIGADE (1674) BELLINOS 9802 3 1 1 20 PUPPET LORDS (1675) SOMEONE ELSE ATE 9833 1 1 0 17 BASH BROS LEFTOVERS (1685) RINDRA 9769 4 4 0 16 PUPPET LORDS (1675) PLOW HORSE 9816 2 0 0 15 FARM ANIMALS (1682) MOCKINGBIRD 9814 1 1 0 13 FARM ANIMALS (1682) -AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657) MEAT STORM 9828 1 0 0 11 RAINBOW BRIGADE (1674) TOO MANY 9832 2 0 0 10 BASH BROS LEFTOVERS (1685) MOLDY 9830 2 0 0 9 BASH BROS LEFTOVERS (1685) HAWAIIAN SHADOW 9765 1 5 0 9 RAINBOW BRIGADE (1674) MYSTERIOUS 9831 1 1 0 7 BASH BROS LEFTOVERS (1685) INITIATES W L K POINTS TEAM NAME -DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657) -SPICULUS 9808 1 0 0 6 KRAKEN'S DEN (1681) ROOSTER 9813 1 1 0 4 FARM ANIMALS (1682) -SEARRUS 9645 0 4 0 4 CAVEAT EMPTOR (1657) -PERSEPHONE 9642 0 4 0 4 CAVEAT EMPTOR (1657) -AGRISEL 9646 0 4 0 4 CAVEAT EMPTOR (1657) -APOLLA 1682 0 1 0 1 GUARDIANS (303) BUTCHER'S HAND 9827 0 1 0 1 RAINBOW BRIGADE (1674) LUSTFUL TRAMP 9829 0 1 0 1 RAINBOW BRIGADE (1674) -TETRAITES 9809 0 1 0 1 KRAKEN'S DEN (1681) -ATTILIUS 9810 0 1 0 1 KRAKEN'S DEN (1681) FAT COW 9812 0 1 0 1 FARM ANIMALS (1682) -CARPOPHORUS 9811 0 1 0 1 KRAKEN'S DEN (1681) -PRISCUS 9807 0 1 0 1 KRAKEN'S DEN (1681) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? SUGAR BELLY 9766 1 3 0 RAINBOW BRIGADE 1674 BELLINOS 9802 431 REVENGED PERSONAL ADS Congrats to Sajan and all The Puppet Lords. Well done! -- Friendly Farmer Assur, you dog, a great start for you and your fridge full of leftovers. My little birdie is allergic to mold, and apparently you bribed The Commission not to fight my Fat Cow. (Or, does that same Commission discriminate against overweightedness? Perhaps I will check my son-in-law, the lawyer, in consideration of a lawsuit.) Anyway, congrats, I guess. -- Michaelangelo Alexander Francisco Hadjerchdoorn (the Friendly Farmer to most) Tetraites, it was my day to crow! -- Rooster All, I am mad! The Commission wouldn't/didn't fight me. I am suing. -- Fat Cow Moldy, icky, icky, icky. Just what I would expect Assur's leftovers to look like. Eek! -- Mockingbird Embezzling Scribe, that's what you get for trying to pet me, Bud. -- Pretty Kitty Apolla, next time perhaps you will hold tighter on the reins. -- Plow Horse A hearty welcome to "the new guys" of Kraken's Den. Glad to have you on Noblish. All, ask, ask, ask! Quiz us! Assur and I am here to assist you in learning and enjoying this fine game. Feel free to ask us anything. We have been around a long, long time. -- Friendly Farmer (Consortium affiliated) Guardians, welcome to you. Feel free to fight more warriors of your stable. I look forward to meeting you on the sands. -- Friendly Farmer Friendly Farmer -- As usual, the Consortium design philosophy is rock solid. I will refute one point. AB's and WS's are not as hard to run, assuming a good design, as the other three you note as 'harder' styles. If I was suggesting a new manager experiment with these two styles, I'd say if you make Aimed Blow's with 17 or 21 deftness (and have some clue about skill breakpoints) and run them with 10 Activity Level, you will find the style much easier to play with. Similarly, Wall of Steels seem to be almost magical for me if I give them 17 or 21 will and decent strength (11+). -- Assur LAST WEEK'S FIGHTS BELLINOS bested HAWAIIAN SHADOW in a 2 minute Challenge fight. SAJAN bested M. CHARDINEE in a exciting 5 minute Title duel. VALEROS handily defeated CAPTURED ORC in a 1 minute one-sided match. TRAICA lost to CAPTURED ORC in a 2 minute bloody brawl. TIGER MOTHER defeated MYSTERIOUS in a exciting 3 minute bloody fight. RINDRA was unbelievably bested by SOMEONE ELSE ATE in a popular 7 minute bloody duel. MOLDY beat BUTCHER'S HAND in a 2 minute amateur's brawl. ROOSTER was overpowered by NOT ENOUGH in a 1 minute uneven melee. MOCKINGBIRD vanquished MORDANT DESERTER in a 1 minute uneven duel. PRETTY KITTY overpowered MORDANT DESERTER in a 1 minute uneven duel. PLOW HORSE overpowered PERSISTANT BEGGAR in a dull 7 minute one-sided fight. TOO MANY beat LUSTFUL TRAMP in a 2 minute brutal novice's fight. MEAT STORM devastated FAT COW in a 1 minute mismatched conflict. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |BASHING ATTACK 4 WALL OF STEEL 3 - 0 - 0 100 | |SLASHING ATTACK 4 TOTAL PARRY 18 - 2 - 0 90 | |AIMED BLOW 3 PARRY-LUNGE 9 - 5 - 2 64 | |STRIKING ATTACK 2 AIMED BLOW 15 - 14 - 1 52 | |PARRY-RIPOSTE 2 BASHING ATTACK 32 - 30 - 0 52 | |LUNGING ATTACK 2 SLASHING ATTACK 9 - 9 - 0 50 | |TOTAL PARRY 1 LUNGING ATTACK 14 - 16 - 0 47 | |WALL OF STEEL 1 STRIKING ATTACK 22 - 32 - 2 41 | |PARRY-LUNGE 1 PARRY-RIPOSTE 7 - 13 - 0 35 | |PARRY-STRIKE 0 PARRY-STRIKE 1 - 3 - 0 25 | Turn 433 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: AIMED BLOW 3 - 0 PARRY-LUNGE 0 - 1 3 BASHING ATTACK STRIKING ATTACK 2 - 0 PARRY-STRIKE 0 - 0 2 STRIKING ATTACK TOTAL PARRY 1 - 0 PARRY-RIPOSTE 0 - 2 2 AIMED BLOW WALL OF STEEL 1 - 0 LUNGING ATTACK 0 - 2 1 SLASHING ATTACK BASHING ATTACK 3 - 1 1 LUNGING ATTACK SLASHING ATTACK 2 - 2 1 PARRY-RIPOSTE 1 TOTAL PARRY TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME STRIKING ATTACK SAJAN 9772 6 2 0 66 PUPPET LORDS (1675) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is SAJAN 9772. The most popular warrior this turn was RINDRA 9769. The ten other most popular fighters were SAJAN 9772, TIGER MOTHER 9767, BELLINOS 9802, TRAICA 9773, TOO MANY 9832, MYSTERIOUS 9831, BUTCHER'S HAND 9827, LUSTFUL TRAMP 9829, MEAT STORM 9828, and VALEROS 9770. The least popular fighter this week was PLOW HORSE 9816. The other ten least popular fighters were FAT COW 9812, ROOSTER 9813, MOCKINGBIRD 9814, HAWAIIAN SHADOW 9765, PRETTY KITTY 9815, NOT ENOUGH 9834, MOLDY 9830, SOMEONE ELSE ATE 9833, VALEROS 9770, and MEAT STORM 9828. Article for Newbies This here is an article aimed mostly at you new managers to the game out there. This chart is a consensus of managers on the internet about how they felt each style fairs against all other styles at the beginning levels of the game. Of course, once you get ten or so fights under your belt the whole scenario changes and you can throw this right out the window. But in the meantime, use this chart to help you get a feel for the game, how the different styles interact with each other and to hopefully dispel those 5-25 starts that can make you drop the game. Hope this helps you some. KEY FOR ODDS OF WINNING: 1 - ALMOST IMPOSSIBLE 6 - BETTER THAN EVEN 2 - HARDLY LIKELY 7 - GOOD CHANCE 3 - NOT MUCH 8 - HIGHLY PROBABLE 4 - SLIGHT CHANCE 9 - MOST DEFINATELY 5 - 50/50 10 - ALMOST GUARANTEED Reminder: Left Row vs Top Column BA ST LU SL AB TP PS PL PR WS BA 5 2 6 6 8 9 7 6 5 6 ST 8 5 8 9 9 6 7 5 6 4 LU 4 4 5 6 10 5 7 7 9 6 SL 4 1 5 5 8 6 8 7 8 9 AB 2 2 2 4 5 10 6 6 6 7 TP 3 4 6 4 1 5 7 8 6 5 PS 3 3 3 4 5 4 5 4 5 4 PL 5 4 3 3 6 2 7 5 7 6 PR 7 5 2 2 4 5 6 3 5 4 WS 5 8 6 2 4 6 7 5 6 5 There you have it folks. I would personally like to thank all the managers on the internet who made a contribution to this effort. You know who you are. Also a big nod of appreciation goes out to the mighty PUG (Ben Hitz) who organizes and runs the roundtable and without whose effort little projects like this would prove quite difficult. David Gottwald - Magic Man The Crew - Monuntial (34) Rocky's Heroes - North Fork (47) Tragedy Strikes - Andor (57) (inactive) Natural Born - Illis (59) Slow & Easy - Aradi (60) Omega Squadron - Dragonhead (72) MAKING YOUR CHALLENGES GO THROUGH First, you need to be sure you are making your challenges correctly. 1. Are you writing down the warrior I.D. number of the warrior you want to challenge? 2. Is your handwriting clear? 3. Is the warrior you are challenging within range of your warrior? Warriors can challenge within their own class and the next higher class, plus the "Challenger" classes can also challenge the next lower class. So, an Adept can challenge Adepts and Challenger Adepts. A Challenger Adept can challenge Adepts, Challenger Adepts, and Champions. (Try not to challenge down, though. Besides being unsportsmanlike and making everyone mad, it isn't advantageous to your warriors. They need to fight more experienced warriors so they will learn.) 4. Are your warriors eligible to make challenges? If they didn't fight within the last two turns, then they can't challenge. 5. Are the warriors they want to fight eligible to receive challenges? If they didn't fight within the last two turns, then they can't be challenged. Next, adjust your choices for the maximum likelihood of getting your challenges. There are several things that will help: 1. Have each of your warriors challenge two different opponents from two different teams. That way, if the first opponent's team doesn't fight that turn, you still might get your second challenge. 2. Use your avoids. Have each warrior avoid the teams of whoever you think might be likely to challenge him. If you can get out of being challenged, that increases your chance of getting your own challenge through. 3. Don't challenge warriors who didn't fight last turn. The odds are higher that they won't be fighting this turn. 4. Don't challenge warriors who might be involved in a bloodfeud (either as the killers, or the avengers). A bloodfeud challenge has priority over all other challenges. 5. Don't challenge Tournament Victors. A TV challenge has priority over all other challenges except bloodfeuds. You'll need to do a little research in back issues of the newsletter to find out who the TVs are. 6. Don't challenge warriors who you know are going to challenge someone else, or are going to get challenged by someone else. Your challenge has a better chance of getting through if it is the only challenge to that particular warrior. 7. Don't challenge the "easy pickings." That is, warriors above you who have way too few fights or very bad records for where they are ranked. They will tend to get challenged a lot. 8. Don't challenge warriors who are likely to be avoiding your team. This includes any warrior your team fought within the last two turns. Well, it sounds like I've eliminated just about everybody, doesn't it? Of course you can challenge opponents who fit into one or more of those categories; just try to find ones who don't. Your idea candidate for a challenge is: A warrior ranked somewhat above your warrior in the same class, or in the next higher class, with a few more fights than your warrior, and a winning record, who isn't a TV and isn't currently at war with anyone. I hope this will be of some help to you. The Rogue She-Puppy MAXIMIZING THE DUELMASTERS EXPERIENCE: WHAT THE RULES DIDN'T SAY When you get your turn results in the mail it is very important that you squeeze as much enjoyment as possible out of that envelope! I recommend (and also use!) the following procedures. First, open the envelope lengthwise with a letter opener. Remove the blue-sheet BUT DON'T LOOK AT IT! It may tell you that you are broke and owe RSI a lot of money. Flip it over instead! The blue-sheet will be used as a "hider" when you read the fight results line by line, so you don't see the end of the fight by mistake and ruin the excitement. Remove the rest of the sheets in one smooth maneuver and place the flipped-over blue-sheet on top of the pile, without looking at anything. You don't want to accidentally uncover an unexpected replacement rollup. This is a traumatic experience that should be avoided at all costs, as it indicates that one of your battles didn't go exactly as planned. Now you must prepare your room, or whever you are, for the battles. If you are suicidal, or a lousy manager, or a suicidally lousy manager, remove all sharp objects from the area. If you happen to manage an entire team of scummy warriors it is okay to leave a loaded musket nearby. The next step is to put on music. It definitely adds to the experience to have your favorite tunes playing in the background, preferably AS LOUD AS YOU CAN GET AWAY WITH! I christen each new warrior with a song that is his and his alone, and play that song whenever it is his turn upon the sands. It is a personal choice but I recommend Judas Priest, Manowar or Metallica. Avoid Abba and Barry Manilow (like I had to say it). It is also important to match the song length with the expected length of the fight. Don't choose "The Immigrant Song" for your 21-con Ultra-Scum. Likewise, don't choose "Stairway to Heaven" for your quick lunger. Finally, sometimes it is nice to choose an exceptionally violent alternate selection for those Bloodfeuds. Now you are almost ready! The final preparatory step (optional) is to prepare a pot of coffee. Beer also works well, especially on Fridays, but I understand that some managers are not Well-Suited to that particular beverage. I've heard the Duke Malibu in Solven drinks goat blood, but mind you this is only a rumor. For the final touch, try putting on any handy armor you have. Or a loin-cloth. I put on most of my hockey gear. The fights are on! The music is loud! The coffee is good! Read the fights slowly, line by line using your blue-sheet as a guide. Don't go too fast, now. Yell, "Yeah!" if your warrior scores an especially gruesome hit. Cringe if your warrior feels the joys of a great axe connecting with his face (that means you, Marilith). Raise your fist in the air when that total parry realizes that his last shield has broken! And cry when your favorite gladiator is gravely injured and then takes ten consecutive war hammer shots to the head... When the end of the fight comes you will be emotionally drained, so yell out, "Huzzah!!!" or "Damnnn!!!" or whatever, to take the edge off. When the fighting is ended take a breather before preparing for the next cycle's fights. Reflect on what has transpired and make a few notes. You'll be a better person (and manager) for it! Isn't Duelmasters great? Brought to you by ICE (the deranged): DM-49 (Vithicar) Rotting Livers (205) DM-10 (Kolact) Beermacht DM-22 (Solven) Steel Warriors DM-24 (Zorpunt) No Escape Winning With the Average Warrior Hi! The Master of Anime here... Yeah, yeah, I know, you're all doing a collective, "Who the Hell is this character?" Well, my claim to fame, if you can call it that, is that I run Eve, one of the more popular, if not completely unspectacular, warriors to fight in Alastari. I am a micro-manager (you've heard of mega-managers? Well, think in reverse) who has been mainly running only one team during my 8+ years of Duelmasters. This little write-up is aimed towards the less experienced managers, the ones that can be brainwashed from some of the "How to build the perfect warrior..." spotlights that tend to appear from time to time. Many of the "How to build..." spotlights tend to deal with roll-ups that are quite ideal, but in reality, rarely come out of RSI's number crunching machine, commonly referred to as "the Roll-Up Gods". There have been a few good articles on how to design skillful warriors from 'average' roll-ups. Those articles, in my opinion, are the most helpful to new managers for the simple fact that you will almost always get an 'average' roll-up. Occasionally, that 'average' roll-up might turn out to be something special, and that is what I would like to key in on. I know a lot of managers who will continually DA their warriors until they get something that is as close to perfect as possible. You know, the warrior with three or four 17s or the warrior with a couple of 21s or that size 3 or 4 warrior, etc... If you are a relatively new manager and you are also doing this, I think you are missing out on one of the more intriguing aspects of this game and that is warrior development. Being a micro-manager, I do not have an army of warriors like the mega-managers do, but I'd like to think that I can hold my own against them (hey, if you're gonna dream, dream big). Anyway, back to the point. One of my 'average' warriors seems to have achieved a form of notoriety in Advanced Duelmasters to the extent that even the ever quiet Mirage (manager of Donatello) has had something to say (it was at the last Tempe FTF and my warrior, at the end of the 6th or 7th round, was listed as the top Primus warrior on the tourney list.) Mirage pointed at my warrior on the list and said, "That, is embarrassing..." I took it as a compliment. In case you're wondering, my warrior is Akira (the reason I'm writing this article is that I've been approached many times of late by managers who wanted to see Akira's numbers, thinking he had some sort of godlike roll-up. I set them straight). I'm not going to print Akira's numbers in this article for the main reason that I don't have them with me at this time (it'll probably tick-off a lot of managers whose warriors Akira has beaten anyway), but I do know this... he has about 30 attribute increases and only one attribute is in the 20's, that one being WL (he even got gypped by not getting some skills that you normally think he'd get by raising WL up the 20's). He won't be getting another attribute above 20 for a long, long time. (I think his next highest attribute is 17... note that this is after the 30 or so increases...) You should have a pretty good idea how generic this roll-up is... a roll-up that would probably be DA'd by most managers looking for a good roll-up... a roll-up that I even said, "I'll run him for kicks, but will probably retire him once he gets to AD."... a roll-up that entered AD with a less-than-stellar 14-10 record... a roll-up currently on a 20 fight win streak... a roll-up with three consecutive Primus TVs. So, before you give up on that average warrior, think again about giving him a chance to flourish... he might suprise you as Akira has surprised me. Good luck in the arena! M.A., a proud member of GAPPDA P.S. If you want to know Akira's original roll-up, diplo Anime Legends (Arena 102, 104). P.P.S. Swift -- We GAPPDA members are NOT slugs!!! At least, I don't think we are... TWELVE TIPS A rookie manager asked me a question recently which prompted my "teaching juices" to flow. I quote: "Just give me a dozen hints, and I'll leave you alone!" Obviously, his challenge prompted me to organize my thought creating my Twelve Tips. "Now wait a minute!" I hear you asking. "Why should I read on?" Simply put: -- If you're an experience manager, you'll want to "clue me in" on other valuable tips I missed. -- If you're a "newbie," these tips will enhance your W-L record and compound your fun. "But, are they GOOD tips?" you ask. Believe me, fellow opponents, after 5000+ fights, dozens of "tutored pupils," many A.D. warriors, and a rather lofty W-L record, they're GOOD tips. So here we go, in no particular order. (I) ASK FOR HELP--Ask RSI about the Sponsor Program. Diplo "good" managers in your arena. Proclaim your willingness to learn in a personal ad. You'll get some conversation. (II) OFFENSIVES FIRST--This is not an easy game, and the basher, lunger, striker can be readily designed and more easily "mastered." (Whatever that means.) Avoid the most difficult finessives, such as aimers (AB), rippers (PR), and probably wastes (WS). Get some confidence first! Most of us old-timers yet struggle with a good aimed-blow. (III) SKILLS, SKILLS, SKILLS--One of the most prevalent rookie errors is training too many stats. Skills win fights, and in the long run, you will regret certain stat raises. (IV) COLLECT DATA--The more you know about your own warrior (And even with the same stats, warriors differ) and the more you know about your opponents, the more likely you can cause something "good" to happen. In the military/political world, we call this "intelligence." (Clue: ask about a D.M. handbook filled with info.) (V) PERSONAL ADS--Don't be a jerk! But write some every time. Let me assure you that an unliked rookie cannot succeed in an arena against the local "Powers-in-control." You want to create friendly opponents. (When you know what you're doing--then you can try the jerk routine!) (VI) TURN SHEET--Accuracy counts. Fill it out perfectly (and legibly) pal! Know what each section is for. (Reread the instructions.) Many have been the surprised and frustrated manager who caused his or her own problem! (Even us "megas" blow it now and then!) (VII) NO CON--Don't ever (well maybe 1% of the time) add points to constitution on an offensive rollup. Other attributes may add skills; con won't. (Just wait until you hear someone shout never add to con--ever. I didn't say that.) (VIII) ONE WEAPON--For offensives. When you get to finesse styles, you'll understand why you may want one in your off-hand also. But, almost always carry a backup. (Hands can be hurt both striking and defending.) (IX) CHALLENGE/AVOID--Always! A manager's prime purpose is to optimize his warrior's chances. Challenge those you'll have a good shot at beating and avoid teams who can cause you the most difficulties. (Challenge warriors--avoid teams.) (X) ENTER TOURNAMENTS--What a way to acquire skills and experience without impacting your arena W-L record. Actually, you will create a positive impact in that those "tournament earnings" are "hidden" from other arena warriors. Plus, tournaments are a real "rush!" (XI) FIND A FRIEND--In every arena find at least one "friendly" foe. Share opponent info. With two, or more, of you sharing, look how much more "intelligence" you'll have. (XII) STAY COOL--Don't let any problem (loss, death, personal ad, error, etc.) anger you. (This is fun, right?) The cool head wins more matches than the emotional one. So good luck, rookie! We were all in your shoes once. (And for some of us that was a long, long time ago.) THE CONSORTIUM DM 8 Smithsonian (Curator) DM 11 Bulldogs (Kennelworth) DM 20 Animal Farm (Mino) DM 46 Fandils (Fandil the Wise) (and many, many more) ATTENTION: ALL MANAGERS WHO ARE ATTENDING THE FACE-TO-FACE If you plan to attend the Winter Face-to-Face in Phoenix, please let Customer Service know. We will hold your turns for the few days preceding the tourney, starting with anything that would mail out on the previous Saturday. (This means that games due on Thursday the 9th (which would mail on Friday) would probably mail to you, but games due on the 10th and thereafter will be held and delivered to you at the tournament. This way, you won't have to worry about not receiving a critical turn before you depart for Newark, and you also don't have to worry about whether you can get a reprint before the first turn of the tournament is due. See you there! RSI