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