DUEL 2 NEWSLETTER
Date : 07/08/2016 Duedate: 07/21/2016
NOBLISH ISLAND ARENA
DM-93 TURN-456
This Weeks Top Honors
THE DUELMASTER IS
REPETITIVE
BB TALK RADIO (1700)
(93-9916) [4-1-1,51]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY REPETITIVE
BB TALK RADIO (1700)
(93-9916) [4-1-1,51]
Popularity Leader This Weeks Favorite
DUMB TOPICS COMMERCIALS
BB TALK RADIO (1700) BB TALK RADIO (1700)
(93-9918) [5-0-0,25] (93-9920) [1-4-0,16]
THE CURRENT TOP TEAM
RIVER RATS (1699)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. RIVER RATS (1699) 43
2. BB TALK RADIO (1700) 31 ONLY HUMANS (147)
3. THE MANTICORES (1704) 3 Unchartered Team
4. BATTLE CHASERS (304) 0
5. OZ (1702) 0 BB TALK RADIO (1700)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*BB TALK RADIO (1700) 17 8 1 68.0 1/ 1*RIVER RATS (1699) 12 3 0
2/ 2*RIVER RATS (1699) 17 8 0 68.0 2/ 2*BB TALK RADIO (1700) 10 5 0
3/ 3*COYOTES (1701) 9 11 1 45.0 3/ 3*COYOTES (1701) 6 9 0
4- 4*OZ (1702) 2 12 0 14.3 4- 4*OZ (1702) 2 7 0
5- 5*BATTLE CHASERS (304) 0 3 0 0.0 5/ 0*THE MANTICORES (1704) 0 2 0
6/ 0*THE MANTICORES (1704) 0 2 0 0.0 6- 5*BATTLE CHASERS (304) 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 Should Be 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 "burning.") 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: 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 (who 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% (3 to 1 odds) 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/unlucky 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 "maxed" in that attribute 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
specific 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 "luck" 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 hit 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 15ST, two skills are earned, attack and parry. The 15ST also enhances weapon
selection, making the striker now strong enough to carry certain "larger weapons" with
no penalty. (The battle axe is an often favored weapon of Consortiumites -- 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 skills 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 "little damage", (normal damage is more
likely) the bump to 5ST could be what is needed to get normal damage. The raising of
that stat "burns" 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."
-- COMMODORE PERRY (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
Staying Alive
Death is part of dueling. This sport is dangerous! But there are things that a
manager can do to help keep his warriors alive. Nothing is a sure thing, and a
warrior with maximum hit points (21 con/siz/will) can still die. There is some luck
involved regardless, and luck can run both ways. But here are the experiences of
Assur with keeping warriors alive.
1) WIN! It is impossible to die unless you lose a fight. In fact, some of the
suggestions later on may hinder your ability to win somewhat, so this should be
the first and highest priority in keeping your warriors alive.
2) Wear armor. Any armor. Especially a helm. It is Assur's experience that
warriors with NO armor die way more often than warriors that wear armor. On the
other side of that, Assur has no conclusive proof that APA gives any additional
protection against death than ALE. It likely does, but the benefit from none to
ALE is much greater than ALE to higher armors. SO... ALE/L at minimum.
3) Lower your KD, especially in desperation. There are tons of theories about what
different KD does, but nobody is completely sure. But Assur has found that is
does change your ability to kill and be killed. Want to live? Go low, really
low. Want to die? Go high, really high. Assur guesses that it changes your
desire to keep fighting (both winning and losing) and the Arenamaster respects
that and lets the fight continue or ends it sooner.
4) Protect HE and/or BD. If it is a warrior that Assur really wants to live, he'll
often protect one of these areas during minutes 1-6, and another in desperation.
5) Hit Points, especially Size and Will. Smaller warriors seems to die more often.
it is also believe that Will is directly related to the stat that is checked when
your warrior enters the infirmary.
6) Stay away from known killers. See that third number in your opponent's record? It
means something. If that number is anything greater than 0, it means your
opponent has killed before. When that number is 2 or higher, it suggests that you
may not want to fight that warrior (or if you do, make sure you win).
7) Look for managers that aren't killers. You will definitely see patterns over
time. Divide kills by wins for a team's career record. That is a great indicator
as to how bloodthirsty a manager is. .10 is a very high kill ratio. .05 is a
manager who probably tries NOT to kill.
8) Stay away from huge mismatches. For whatever reason, it happens over and over
again. Young upstart challenges or is matched against very old veteran. The end
is an early demise for the arrogant young upstart.
9) Fight warriors that aren't going to kill. The opposite of #6, but this goes one
further. Pure scum Total Parries that let a warrior run himself to exhaustion
don't kill very often (since they don't attack very often). However, see the
final item.
10) Stay out of exhaustion. Warriors seem to die much more often when they are
completely exhausted. Your opponent starts hammering down the blows and your
warrior takes blow after blow.
As I began, you can't ensure your warrior will never die, but you can do
everything in your power to prevent it.
DUELMASTER'S COLUMN
Notes from the arena champ.
I love being the Duelmaster!
I love being the Duelmaster!
I love being the Duelmaster!
SPY REPORT
Greetings, warriors of NOBLISH ISLAND! Once again I've been called out of
retirement for my abilities and insights into Spyreporting. It seems so recently
people were saying BB TALK RADIO was washed up, finished. But 4-1-0 moved them up 0.
I guess they're washed no more... What's with TOBINSPORT? It actually beat NOBLISH
ISLAND's CAPTURED ORC, and walked away with 15 more points from the fight. Major
screwup at RIVER RATS. CANNELTON lost 12 points to IDIOTS. Some new strategies,
perhaps? Maybe CANNELTON will provide more easy wins... Our Duelmaster has lost,
folks, lost to VETERAN MERCENARY, BUT REPETITIVE is still the Duelmaster because he
has the most recognition points! Advice to fighters with a 1 will--give up fighting!
Speaking of cowardly avoiders and unfair challenges... The most avoided team
was BB TALK RADIO. The bums at RIVER RATS couldn't face the challenges from BB TALK
RADIO! No excuse for that! What do people see in COMMERCIALS? His 1-4-0? BB TALK
RADIO ain't talkin', but he's got 16 points.
Warriors of NOBLISH ISLAND unite. You have only your games to lose! Is it my
imagination, or are fighters getting younger every day? To die so young, so
gloriously!
Many other cities have retirement homes for aged warriors. Any plans here? All
work and no play makes Olaf a dull fighter. Work and play no fighter dull Olaf.
Olaffighterwork and no play. Remember--a good fighter needs both good skills and
good luck. Until next time,-- Olaf Modeen
DUELMASTER W L K POINTS TEAM NAME
REPETITIVE 9916 4 1 1 51 BB TALK RADIO (1700)
ADEPTS W L K POINTS TEAM NAME
TOBINSPORT 9914 4 1 0 46 RIVER RATS (1699)
ROME 9912 4 1 0 40 RIVER RATS (1699)
CHALLENGER INITIATES W L K POINTS TEAM NAME
TROY 9911 4 1 0 29 RIVER RATS (1699)
DUMB TOPICS 9918 5 0 0 25 BB TALK RADIO (1700)
INITIATES W L K POINTS TEAM NAME
TELL CITY 9915 3 2 0 22 RIVER RATS (1699)
IDIOTS 9917 3 2 0 20 BB TALK RADIO (1700)
BORING HOST 9919 4 1 0 19 BB TALK RADIO (1700)
COMMERCIALS 9920 1 4 0 16 BB TALK RADIO (1700)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
IMMURE 9936 2 1 0 11 COYOTES (1701)
CRESHENDO 9922 2 2 1 9 COYOTES (1701)
CANNELTON 9913 2 3 0 9 RIVER RATS (1699)
DOGMEAT 9924 2 2 0 8 COYOTES (1701)
RAZURE 9923 2 2 0 8 COYOTES (1701)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
-TINMAN 9927 1 2 0 5 OZ (1702)
-MONKEY 9926 1 2 0 5 OZ (1702)
COURSER 9937 1 2 0 5 COYOTES (1701)
-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)
-SCARECROW 9929 0 3 0 3 OZ (1702)
-WIZZARD 9928 0 3 0 3 OZ (1702)
-RED MONIKA 1689 0 3 0 3 BATTLE CHASERS (304)
INITIATES W L K POINTS TEAM NAME
OX 9942 0 1 0 2 THE MANTICORES (1704)
LIGHTNING 9941 0 1 0 1 THE MANTICORES (1704)
-DORTHIE 9938 0 1 0 1 OZ (1702)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
LOLLY POPPER 9921 0 1 0 COYOTES 1701 REPETITIVE 9916 453
DOROTHY 9930 0 1 0 OZ 1702 CRESHENDO 9922 453 REVENGED
PERSONAL ADS
Questions, questions; who is asking questions? -- The Commodore
Assur, congrats on the Duelmaster, Sir. -- Commodore Perry (who always addresses his
elders as "Sir")
Idiots, idiots... we're all idiots! But, you, Idiot, are the losing idiot, playing
your harp as the city burns. -- Rome
Boring Host, oh shucks! That was quick. Thanks for those nice skills -- especially
those defensive ones. -- Tobinsport
Monkey, it took me forever, but I did the trick. Now if you had been a Winged Monkey,
or used a different weapon, it might have been different. -- Troy
Creshendo, woe is me. I was the only River Rat loser this round. Why did I have to
fight a superior warrior? Well done. -- Tell City
Tinman, if only you had a heart. -- Cannelton (finally getting that first win)
May you all fight the good fight. -- The Commodore
Coyotes -- Those were NOT Repetitive's instructions! But sometimes warriors don't
follow their instructions! -- Assur
Cannelton -- Apparently so! Commercials is having 'close' fights, but can't quite put
himself in the win column! Ah well. Such is life -- Assur
Perry -- You won that round. I guess I need to start challenging again? -- Assur
LAST WEEK'S FIGHTS
TELL CITY devastated COURSER in a 1 minute mismatched Challenge fight.
RAZURE lost to BORING HOST in a exciting 1 minute gory beginner's Challenge battle.
TROY vanquished CRESHENDO in a 1 minute mismatched Challenge brawl.
DOGMEAT was savagely defeated by COMMERCIALS in a 2 minute novice's Challenge fight.
REPETITIVE was vanquished by VETERAN MERCENARY in a 1 minute mismatched Title fight.
TOBINSPORT overpowered CAPTURED ORC in a 1 minute gory mismatched brawl.
ROME overcame FRATSFA SLAVE in a action packed 2 minute beginner's melee.
CANNELTON lost to IDIOTS in a 1 minute beginner's fight.
DUMB TOPICS viciously subdued OX in a exciting 1 minute gruesome novice's fight.
IMMURE narrowly defeated LIGHTNING in a 3 minute brutal novice's fight.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 5 TOTAL PARRY 9 - 3 - 0 75 |
|STRIKING ATTACK 4 WALL OF STEEL 9 - 3 - 1 75 |
|SLASHING ATTACK 3 BASHING ATTACK 30 - 11 - 1 73 |
|WALL OF STEEL 2 STRIKING ATTACK 11 - 5 - 2 69 |
|AIMED BLOW 2 LUNGING ATTACK 10 - 11 - 0 48 |
|LUNGING ATTACK 1 SLASHING ATTACK 5 - 6 - 0 45 |
|PARRY-LUNGE 0 PARRY-RIPOSTE 9 - 15 - 0 38 |
|PARRY-STRIKE 0 AIMED BLOW 8 - 18 - 0 31 |
|PARRY-RIPOSTE 0 PARRY-STRIKE 1 - 8 - 0 11 |
|TOTAL PARRY 0 PARRY-LUNGE 0 - 3 - 0 0 |
Turn 456 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
LUNGING ATTACK 1 - 0 SLASHING ATTACK 1 - 2 3 BASHING ATTACK
WALL OF STEEL 2 - 0 STRIKING ATTACK 1 - 3 3 WALL OF STEEL
BASHING ATTACK 3 - 2 PARRY-LUNGE 0 - 0 2 STRIKING ATTACK
AIMED BLOW 1 - 1 PARRY-STRIKE 0 - 0 1 SLASHING ATTACK
PARRY-RIPOSTE 0 - 0 1 LUNGING ATTACK
TOTAL PARRY 0 - 0 1 AIMED BLOW
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK REPETITIVE 9916 4 1 1 51 BB TALK RADIO (1700)
BASHING ATTACK TOBINSPORT 9914 4 1 0 46 RIVER RATS (1699)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is DUMB TOPICS 9918. The most popular warrior this
turn was COMMERCIALS 9920. The ten other most popular fighters were ROME 9912,
DOGMEAT 9924, TELL CITY 9915, BORING HOST 9919, DUMB TOPICS 9918, IMMURE 9936,
LIGHTNING 9941, TROY 9911, TOBINSPORT 9914, and IDIOTS 9917.
The least popular fighter this week was CANNELTON 9913. The other ten least popular
fighters were REPETITIVE 9916, CRESHENDO 9922, COURSER 9937, OX 9942, RAZURE 9923,
IDIOTS 9917, TOBINSPORT 9914, TROY 9911, LIGHTNING 9941, and IMMURE 9936.
CHALLENGES AND AVOIDS
To clarify: You issue Challenges to warriors, but Avoid teams.
To Challenge, write that warrior's name and ID# in the space provided.
To Avoid, write the team's name and Team ID in that space.
Make sure you include the ID!
* * * * * MEMO * * * * *
From: The Office of Accurate Census Reporting, Gladiatorial Commission
To: All Managers
In the interest of preserving our natural resources and preventing managerial writer's
cramp, the census form has been eliminated, effective immediately. Managers may
register their warriors' races and/or favorite sayings by simply writing them on a
separate piece of paper and submitting them to the Commission. Each warrior may have
up to 15 favorite sayings. Each saying must be categorized Jeer, Gloat, Boredom, Ouch,
Victory and may be up to 70 characters long. For any questions, please contact the
Gladiatorial Commission.
Top Ten Reasons Why Duelmasters is better than Sex
10. When you spend money on Duelmasters, you know you're going to get return on your
investment.
9. One arena won't get jealous when you start playing in another.
8. With the right tourney prize, you can design your own warrior.
7. If you make it to AD, they tell you your warrior's favorites.
6. You can always DA and get another roll-up.
5. The more experience you get, the less likely you are to die.
4. SZ, CN and Charisma are less important in Duelmasters.
3. Most mangers are satisfied with two minute fights.
2. Warriors do as they're told, even if it means using ALE and a WF.
And the number one reason..........
1. You don't have to hold your turn for an hour after you're finished reading it.
Composed by the Jester and Predator
A SACRED LORD'S SLASHER
Well, this article/spotlight is for Seal at 7th Order, so here goes.
ST: If he's huge (15+), 3 is okay, and use HA. I prefer 7 for epee. 9 gets scimitar
and 11 gets broadsword. Anything above 11 is a WASTE!!!
CN: Whatever they send you.
SZ: Any.
WT: 15, 17, or 21. 13 is workable, but I hate slow learners! 21 will probably take
a lot from other areas, so 17 is best.
WL: 17, 17, 17!!!! You need endurance, lots of endurance. Some of my friends use
15, but I prefer not to.
SP: 9+ They use SP as well as most, but don't add here until after WT/WL/DF.
DF: 15+, 15+, 15+. Once again, I have high standards. The reason? Have you ever
had a slasher come out w/ "relying on his speed to stay out of trouble"? That's
'cause his parry is in the negative. With a 15 DF your slasher will have a much
better parry and will probably be about 1-3 trains from a Master parry in advanced.
Later on, you'll see!
Now, how to run them:
10 9 7 -------------------------> 10
10 4 2 -------------------------> 10
7 9 7 -------------------------> 1
CH/HE -------------------------------------------- >
HE ----------------------------------------------- >
Off: D at first, open later, min 2 +, open
Def: D/S (preferably Dodge)
Min two+ is in case of a TP or WoS coming after you. This setup works, so good
luck!
Mike Bookout
Bookie, Sacred Lord of the Black Regime
Memphis Mafia (36,100)
P.S. Anybody want to join the Regime?
The Dark Arena: A Fighter's Perspective
(sung to the hymn: Battle Hymn of the Republic)
Mine eyes have seen the glory
Of the coming of the dawn
I am walking down the tunnel
After everyone is gone
I step into the torchlight
And I see the blade he's drawn
My mind, it sings this song:
CHORUS
Worry, worry, I've come for ya
Worry, worry, I've come for ya
Worry, worry, I've come for ya
My mind continues on
The crowd is chanting praises
But all I hear are growls
Mine enemy's upon me
So I strike him and he howls
Parry, parry, slash, and parry
I smell his breath so foul
And death, he sings this song:
(CHORUS)
Now we both are tired
And my strength is fading fast
Oh, let me give that fatal blow
Oh, let me be the last
I swing my sword with all my might
The crowd it stands, aghast
As he dies, I sing my song:
(CHORUS x2)
Scotlan (28, 31, 39, 50, ?)
GETTING THE JUMP
by Pagan
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 on how this works exactly unless someone gets to look at
the source code for the program. I will ignore Kill Desire simply because I have
never noticed a difference in my warriors getting the jump whether they ran a 1 KD or
a 10KD.
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 generated then and
always remain the same. It appears random, and 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. You may call this 'knack'.
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 have the same fight line-by-line.
3. FightString-modified-WarriorString# are taken for each warrior, a