DUEL 2 NEWSLETTER
Date : 09/02/2016 Duedate: 09/15/2016
NOBLISH ISLAND ARENA
DM-93 TURN-460
This Weeks Top Honors
THE DUELMASTER IS
TROY
RIVER RATS (1699)
(93-9911) [8-1-1,69]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY TROY
RIVER RATS (1699)
(93-9911) [8-1-1,69]
Popularity Leader This Weeks Favorite
TELL CITY TELL CITY
RIVER RATS (1699) RIVER RATS (1699)
(93-9915) [5-4-0,20] (93-9915) [5-4-0,20]
THE CURRENT TOP TEAM
NUMBER (1705)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BB TALK RADIO (1700) 44
2. NUMBER (1705) 36 DYSERAY (312)
3. THE GALLOWGLASS (1703) 3 Unchartered Team
4. ROSS' RAIDERS (1689) 0
5. THE MANTICORES (1704) -2 NUMBER (1705)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 2*NUMBER (1705) 11 4 1 73.3 1/ 3*NUMBER (1705) 11 4 1
2/ 1*RIVER RATS (1699) 31 14 1 68.9 2/ 1*RIVER RATS (1699) 10 5 1
3/ 3*BB TALK RADIO (1700) 28 17 1 62.2 3/ 4*BB TALK RADIO (1700) 8 7 0
4- 4*ROSS' RAIDERS (1689) 8 6 1 57.1 4/ 2*COYOTES (1701) 6 5 0
5/ 5*COYOTES (1701) 17 18 1 48.6 5/ 5*THE MANTICORES (1704) 2 3 1
6/ 6*THE MANTICORES (1704) 3 6 2 33.3 6- 7*ROSS' RAIDERS (1689) 1 0 0
7/ 7*THE GALLOWGLASS (1703) 3 14 0 17.6 7/ 6*THE GALLOWGLASS (1703) 1 11 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
A D2 OVERVIEW
D2, the game of Duelmasters, is just plain fun. It is so good that there has even
been a published book written about it! It must be great, then! Do you want to have
the fun and pleasures that hundreds of other managers before you have experienced?
Can't blame you! I have been enjoying Duelmasters-to-D2 for nearly 30 years. Perhaps
this article will assist or simplify your introduction to this game and speed up your
enjoyment process. It goes something like this:
ACQUIRE A D2 ROLL UPS sheet from RSI. (Reality Simulations Inc., P.O. Box 22400,
Tempe AZ 85285-2400, 480-967-7979) The first sheet/team is free. Subsequent teams cost
$5. Later, after your introductory 10 turns in the Noblish Island (DM93) arena, you
can transfer your starting team to another arena, or you may find you even want to
start up a new team/s in other arenas, or both. Actually, you can start new teams any
time, even while going through your learning process in DM93; but you may want to
"learn the ropes" first.
FILL OUT THE ROLL UPS and send the sheet to RSI. Other than the normal personal
information, the most important things to decide are: Team name, Manager Name, and 5
individual warrior designs. Let's discuss each of those briefly. Team name and
manager name can be anything you like that fits you. (RSI will edit inappropriate
naming.) They can be gladiator driven, silly ideas, great play on words, or whatever.
The warrior names can be closely tied to the team name, or not. My very first team
was: "Bulldogs," manager Kennelworth, and names like "Tiger Lily," "Sir Smythe," "Wild
Wayne," and "Flash." Etc. A team I admire in the game is "Azure Clouds," manager
Slugbait, warrior names like "Black Bile," "Violent Orange," "Blue Note"....
We could spend hours and hours on warrior designs (where to place the 14 points
on the fixed 70 points and what style to choose?) and there are many articles
available examining design, so I will offer only a few basic comments:
* Offensive styles are easier to learn for a newbie. (Or anyone, for that matter)
* Gender does not matter at all in the fight process.
* Generally, fast & quick or brawny & strong rule the day. I said generally.
* WT and WL are the most important stats.
* There are reasons to design to odd numbers. (Exclude CN from that statement.)
* Read newsletters and other RSI info, especially DM93 for design reviews.
You have received your 5 warrior profiles. Time to fill out DUEL II STRATEGY
FORMS and send them in to RSI. "Goodness!" you say; "I wish I had a lot more
information about weapons and strategies and what the warrior profile means, and...."
Here are a list of places and methods for getting additional info:
* "Phone a friend." Diplo, e-mail, call, write, etc., beg from other players,
especially experienced players in the game.
* "Put on your newbie outfit." Ask RSI, or better yet, diplo the teachers/coaches in
Noblish Island (DM93) the "starter's arena" and ask for information provided there.
If you are already in Noblish Island, ask RSI to make sure you get the CIC or "fact
sheets."
* "Go electronic." The best information in the game is available at reality.com/dm, or
terrablood.com, or even try chatzy.com/42003746228981 as DMers chat there from approx
9AM to 2AM EST. and they seem to welcome inexperienced questions.
So back to the strategy sheets. One for each warrior you plan to fight. Write
legibly! You would be very disappointed to have a code inputted improperly because
your scribbles were not so discernible.
The basic stuff like warrior name and ID, or game # and account # don't need
discussion. But weapon selection, strategy, armor and challenging do.
Weapon choice is your chance to select a best weapon against the opponent's
probable armor. Bigger weapons are probably needed against heavy armor. Some weapons
do especially well against certain armor types. (Hmmm; that information mentioned
earlier would help.) The most common weapon arrangements are a single primary weapon
and a small backup primary for offensive types, and a primary/secondary (secondary
could be a shield) and zero to two backups for defensives/finesse warriors.
Strategy is more difficult to decide. Offensives usually start "hot and heavy"
and then slow down, as they will wear down/tire due to weight being carried and a high
activity level Defensives tend to run moderately, but current arena defensive warriors
can be found fighting anywhere from "hot and heavy" to very slow. The desperation
strategy is important, because if your warrior is nearing defeat or exhaustion, you
may want to do something different in a last-ditch effort to pull out the win.
Armor is really a matter of preference, but like every other choice in the game,
there are trade-offs. Heavy armor, while providing more protection, can slow down and
wear down warriors. Naked or light armor may be less restricting and faster but offers
little protection. It is easy to think, "I need lots of armor," but over encumbering
a warrior greatly impacts (diminishes) his fighting ability. Training is simple. The
most common training is "skills", but stats can be and are trained also. In general
the amount of skills learned is based on your WT (the higher the better), but it is
also impacted by the knowledge of the warriors you fight. (And other things) Stat
training is very highly dependent on WL, as the odds of getting a first stat train of
a stat type are 5% times the WL. (Ex: a WL of 15 = 5%x15 or 75% chance.) There can be
a luck roll impact also in almost everything that occurs in Duel 2. Attempting to get
a 2nd stat raise in a certain stat is halved. (Ex: a WL of 15 = 5%x15x 0.5 = 37.5%)
Challenging and avoiding are very strategic components of the game. There are
quite a few managers who do not challenge or avoid or both. You can use that to your
best advantage. Challenge warriors (the warrior ID number) and avoid teams (the team
ID number). Several points about challenging/avoiding):
1. Challenging and avoiding do not work until after the warrior has fought his/her
first fight in the arena.
2. Challenge warriors or styles you think you can beat, or who will teach you well,
or to attempt to advance in the rankings.
3. Avoid those teams who have warriors that can probably beat you, or who are likely
to challenge you.
4. Remember: challenge warrior ID numbers (not names) and avoid team numbers (not
names)
5. Some arenas, usually Andorian, frown on down-challenging (usually defined as
challenging someone with fewer recognition points that oneself). Beware of the arena
environment, history, and politics.
You have the option to use an alternate "special strategy" either (or both) when
you challenge someone, or when someone challenges you. You can use this alternate to
prepare a specific strategy for that challenge you just made, or surprising an
opponent who will likely challenge or bloodfeud you. To use these alternatives, "x"
the proper box or boxes and fill out the strategy info on the back of the strategy
form. This alternative strategy will not be used unless the conditions you selected
occur.
That was easy, wasn't it!? After sending in your strategy sheets, (in plenty of
time for the due date -- or last minute via fax; no internet submittals allowed) the
computer utilizes everyone's' inputs and the fights proceed. A few days after the
arena run date, the actual fights and arena newsletter will arrive in your mailbox.
Before submitting the new warrior strategies for the next round of fights, there is
much a manager can/should examine and review. Here are generic things that this old-
time manager evaluates:
1. Have I collected/recorded all the information I want from the fight so I can
access it quickly? (Ed Sullivan and his Consortium cronies record this for every
fight: opponent's name, stable, arena and ID number, size, handedness, record, style,
armor, and weapons plus my warrior's train results, armor, weapons, swing info
(criticals/swings/extra value hits). W or L, how many minutes, recognition points, and
political point status- if any. Also recorded are who, if anyone challenged. This is
manually recorded on a sheet with my warrior's name, ID, and size, handedness, plus
style.
2. Did each warrior fight as I expected from the strategy? Do I need to adjust or
change any strategies?
3. Did any warrior act over encumbered or tire faster than I thought? Do I need to
adjust strategies, armor, or weapons?
4. Did each warrior fight well with the weapon? (Did he hit when he swung? Did he
have critical hits -- which are strongly stated weapon hit statements compared to the
norm?) Do I need to change weapon selections?
5. Did another warrior out jump me when I did not expect it? Do I need to adjust
strategies or weapons?
6. Did the warriors learn what I expected and learn well? (Did he earn lots of
skills?) If not, what can I do about it? (Switch to learning stats/skills? Challenge
a very experienced warrior?)
7. Do I know anything about the arena warriors that I can challenge? (Have I and my
friends accumulated style and other information on opponents?) Should I challenge or
take the luck of the draw? (Remember: Challenge warrior #'s.)
8. Likewise, is there someone within range I just do not want to fight? (A warrior
that has beaten me? A warrior with lots more experience than me? A team that has my
number? Should I avoid the team with that warrior? (Remember: Avoid team #'s.)
9. Have I written some personal ads or a spotlight to add to the enjoyment of the
arena?
Then it is time to turn in those strategy sheets again!
Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little
luck. Above all, it is fun. See you on the sands!
-- Commodore Perry, Consortium Affiliated
***---------*---------*---------*---------**---------*---------*---------*---------***
Skills, Natural Learning and Favorite Learns
Favorite Learns... These can make or break a warrior. For many veteran managers, a
warrior's favorite learn can mean he becomes a tourney warrior (or loses his status as
a tourney warrior). It can mean retirement or the dark arena or a place on the
manager's roster for life. What is a good favorite learn?
Unfortunately, the answer "depends." First, you must understand the difference
between a warrior's natural learning and favorite learn. Every fighting style has a
natural order for learning skills. While the actual result can be dramatically
different (learning is random and is affected by other things besides your warrior's
fighting style). Here is Assur's best attempt to give the natural learning order for
each style. Take this list with a grain of salt. The only list Assur will put any
confidence on is the Bashing style. He's run enough and is familiar enough with their
patterns to say with some confidence that the order is correct (even with the vast
difference that individual warriors learn).
Aimed Blows: Attack, Riposte, Parry, Decisiveness/Defense, Initiative
Bashers: Attack, Decisiveness, Parry, Initiative, Riposte/Defense
Lungers: Initiative, Defense, Riposte, Attack, Decisiveness, Parry
Parry Lungers: Parry, Initiative, Defense, Attack, Decisiveness/Riposte
Parry Ripostes: Riposte, Parry, Attack/Defense, Desisiveness/Initiative
Parry Strikers: Parry, Decise, Initiative, Attack, Riposte, Defense
Slashers: Initiative, Attack, Decisiveness, Riposte, Defense/Parry
Strikers: Decisiveness, Attack, Initiative, Defense, Riposte/Parry
Total Parries: Parry, Defense/Riposte, Attack, Decisiveness/Initiative
Wall of Steels: Initiative, Attack, Parry, Defense, Decisiveness, Riposte
Another thing to note is that some styles just plain learn poorly while other styles
learn very well. In particular, Parry Lungers and Parry Strikers have the worst top
two learns (learns that just do not work well together). Meanwhile, Strikers have one
of the best patterns for the early game.
After that, there is a lot of magic that happens that nobody understands completely
which affect how a warrior learns. Some of it is randomness, too.
BUT... in addition to all of this, every warrior, when created, gets assigned a
favorite learn. It is believed by Assur that this roll is completely random and every
favorite learn is equally likely. This roll can make or break your warrior. Some
managers even design certain warriors with the hope that they will get a certain roll.
Some styles want particular learns almost universally (Parry Ripostes love parry
favorite learn, Slashers love decisiveness, etc). But most of the time, you will have
an idea of what your favorite learn is early on in your warrior's career.
Hopefully it will help your warrior win. Sometimes you can even tailor your warrior's
strategy to use this favorite learn. Other times, you should just ignore that learn
and still fight the warrior how it was originally designed and intended.
Just as I will tell you that ignoring your warrior's favorite weapon and fighting
rhythms are an important part of your development as a manager (don't always ignore
these things, but feel free TO ignore them), I will also tell you that you can
consider how to change your strategy to win based on what and how you are learning,
but don't force it. A big, strong basher with favorite learn defense is not going to
win many fights by dodging. Keep going hot with that warrior.
Good luck and I hope this article about learning is helpful.
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. Former top team RIVER RATS was
unseated this week as NUMBER moved up from 3rd ranking to take the top spot with a
4-1-0 record for the round. My praise to BB TALK RADIO for their 5-0-0 week this
time out. Indeed, it was a skillfully fought round deserving of notice! ONE caught
the eye of many in the gladiatorial commission as he skillfully bested ROME and was
awarded 21 points in recognition. In one of the week's more notable duels, ONE put
down ROME, causing it to lose 14 points of recognition in the process. The city has
turned out in honor of TROY, for with its arena victory it may now lay claim to the
highest position in the city! Heed this! A seer has warned that if exactly 6 die in
duels this week, the whole city shall perish! Just remember...5 or 7!
But come now, let us look deeper into the maze of contention and crossed blades
that is city NOBLISH ISLAND. My inside sources tell me that the team to beat in
NOBLISH ISLAND these days is BB TALK RADIO. At least, most blades in town are
looking to avoid them. Methinks more than a few here could name the guild it was
that spent the better part of last week avoiding BB TALK RADIO. Indeed it was RIVER
RATS. Loose talk at the arena has reached my ears and it but confirms the knowledge
that many fighters are after FIVE. Watch your back!
Vendettas. Bloodied blades and broken spears. Indeed the city has seen more
than its fair share of red in recent times. Some say a warrior is judged by the way
he bears arms. One thing is sure, better a dagger in hand then a sword on the belt!
A thought before I go. Each warrior practices one style, but must not the wise
manager learn the secrets of them all? Ahh, but I can hear the spires of a far off
city calling to me. I must away! 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
TROY 9911 8 1 1 69 RIVER RATS (1699)
CHAMPIONS W L K POINTS TEAM NAME
TOBINSPORT 9914 7 2 0 68 RIVER RATS (1699)
ADEPTS W L K POINTS TEAM NAME
ONE 9944 3 0 0 48 NUMBER (1705)
-COURSER 9937 3 3 0 42 COYOTES (1701)
DUMB TOPICS 9918 7 2 0 39 BB TALK RADIO (1700)
BORING HOST 9919 6 3 0 39 BB TALK RADIO (1700)
ROME 9912 6 3 0 35 RIVER RATS (1699)
CHALLENGER INITIATES W L K POINTS TEAM NAME
FIVE 9948 3 0 0 29 NUMBER (1705)
CANNELTON 9913 5 4 0 26 RIVER RATS (1699)
INITIATES W L K POINTS TEAM NAME
IDIOTS 9917 5 4 0 23 BB TALK RADIO (1700)
COMMERCIALS 9920 4 5 0 22 BB TALK RADIO (1700)
INITIATES W L K POINTS TEAM NAME
-DOGMEAT 9924 4 3 0 21 COYOTES (1701)
IMMURE 9936 4 3 0 21 COYOTES (1701)
-RAZURE 9923 3 3 0 21 COYOTES (1701)
TELL CITY 9915 5 4 0 20 RIVER RATS (1699)
TWO 9945 2 1 0 20 NUMBER (1705)
-CRESHENDO 9922 3 4 1 18 COYOTES (1701)
FOUR 9947 2 1 1 18 NUMBER (1705)
-M. ALLEN 9855 3 1 0 17 ROSS' RAIDERS (1689)
BETTER THAN SEX 9955 1 0 0 16 BB TALK RADIO (1700)
-LONGSTER 9856 1 1 0 13 ROSS' RAIDERS (1689)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
-MONGOOSE 9940 1 0 0 12 THE MANTICORES (1704)
-LOTT R 9852 2 1 1 9 ROSS' RAIDERS (1689)
THREE 9946 1 2 0 9 NUMBER (1705)
-STABLER 9854 2 1 0 8 ROSS' RAIDERS (1689)
SOCK 9933 2 2 0 8 THE GALLOWGLASS (1703)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
-GOBLIN BREATH 9939 1 1 1 6 THE MANTICORES (1704)
SAPHIRE 9943 1 1 1 5 THE MANTICORES (1704)
-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)
KRATH 9932 0 4 0 4 THE GALLOWGLASS (1703)
TAKKARI 9934 0 4 0 4 THE GALLOWGLASS (1703)
-LIGHTNING 9941 0 2 0 2 THE MANTICORES (1704)
OX 9942 0 2 0 2 THE MANTICORES (1704)
-SYTHINI 9949 0 1 0 1 THE GALLOWGLASS (1703)
-ALZADER 9894 0 1 0 1 ROSS' RAIDERS (1689)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
REPETITIVE 9916 5 3 1 BB TALK RADIO 1700 TROY 9911 459
NALFFAR 9931 0 1 0 THE GALLOWGLASS 1703 GOBLIN BREATH 9939 457
VENDISS 9935 1 2 0 THE GALLOWGLASS 1703 SAPHIRE 9943 459
PERSONAL ADS
New team manager would like to know, what are the pros and cons to having kills?
Assur, nothing personal, but Repetitive made a nice "plunk". -- The Commodore
P.S. I do hope, however, that you get a nice recruit.
Assur, notice how we River Rats handled that Duelmaster Column nuisance? -- Commodore
Perry
Repetitive, that was NOT my intention, but, really, if you can't take two simple
hatchet chops to the arm, you should be outta here. -- Troy
Dumb Topic, oh, I know! You were really dumb that fight. I love "w's". -- Rome
Creshendo, are you talking about my applause? -- Cannelton
Courser, a salute to you, the more decisive one. -- Tell City
Khalhum's Dwarf, pfbbbttt! Quit making Assur seem so intelligent! -- Tobinsport
Health. Humility. Honor. -- Commodore Perry
Dogmeat -- Not the match up you wanted (with Boring Host being a great damage battle
axe-wielding hybrid that is more offensive than defensive). Your best matchups are
offensives, preferably with lower damage ratings. -- Assur
P.S. That assumes you are a tank basher (high hit points and strength -- if not, I'd
definitely drop the shield. If you aren't high strength, you also need to drop the
armor some. Finally, I highly recommend 7-10 OE. (Impossible to give recommendation
on AL without knowing more about the warrior.)
Troy -- I recommend you use APA/F, SM/SM with 4 backup LG shields. 1-10-1 is a
beautiful strategy (for my purposes, anyways). -- Assur
Rome -- See above recommendation. -- Assur
Five -- Welcome to the wonderful world of scumming! It's a beautiful art. -- Assur
My replacement warrior? 12-8-13-12-9-13-3. Looks an awful lot like many other
bashers I design and run. 15-8-13-17-10-14-7 looks 'perfect.' But wait... What is
that?!? No, it isn't a better design, but it is a design that makes me smile at its
uniqueness. It is that wonderful sextuplet warrior! 13-13-13-13-13-13-3. YES! That
is what I will do (not recommended, but for me, it is the most fun design available).
-- Assur
LAST WEEK'S FIGHTS
TELL CITY was bested by FIVE in a crowd pleasing 6 minute Challenge fight.
TOBINSPORT viciously subdued THE USEROUS MERCHANT in a 2 minute gruesome battle.
TROY demolished AMBITIOUS GUARD in a 1 minute bloody uneven Title fight.
ROME was viciously subdued by ONE in a popular 3 minute brutal fight.
DUMB TOPICS devastated FOUR in a popular 1 minute uneven brawl.
IMMURE was devastated by DANGEROUS CRIMINAL in a 1 minute bloody mismatched match.
BORING HOST defeated CANNELTON in a 3 minute gruesome melee.
IDIOTS vanquished KRATH in a 1 minute uneven duel.
COMMERCIALS savagely defeated OX in a action packed 5 minute gory duel.
SOCK was overpowered by TWO in a 1 minute uneven match.
TAKKARI was outlasted by THREE in a 7 minute brutal novice's fight.
SAPHIRE was devastated by BETTER THAN SEX 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 5 TOTAL PARRY 5 - 0 - 0 100 |
|STRIKING ATTACK 4 BASHING ATTACK 34 - 18 - 0 65 |
|LUNGING ATTACK 2 WALL OF STEEL 13 - 8 - 1 62 |
|AIMED BLOW 2 STRIKING ATTACK 18 - 15 - 4 55 |
|WALL OF STEEL 2 LUNGING ATTACK 10 - 9 - 0 53 |
|PARRY-LUNGE 2 AIMED BLOW 12 - 14 - 0 46 |
|SLASHING ATTACK 2 SLASHING ATTACK 11 - 13 - 1 46 |
|PARRY-STRIKE 1 PARRY-RIPOSTE 2 - 5 - 0 29 |
|TOTAL PARRY 1 PARRY-STRIKE 2 - 7 - 0 22 |
|PARRY-RIPOSTE 0 PARRY-LUNGE 1 - 7 - 1 13 |
Turn 460 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:
PARRY-STRIKE 1 - 0 STRIKING ATTACK 1 - 3 4 BASHING ATTACK
LUNGING ATTACK 2 - 0 PARRY-LUNGE 0 - 2 2 LUNGING ATTACK
TOTAL PARRY 1 - 0 PARRY-RIPOSTE 0 - 0 2 AIMED BLOW
BASHING ATTACK 4 - 1 SLASHING ATTACK 0 - 2 1 STRIKING ATTACK
AIMED BLOW 1 - 1 1 WALL OF STEEL
WALL OF STEEL 1 - 1 1 TOTAL PARRY
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK TROY 9911 8 1 1 69 RIVER RATS (1699)
BASHING ATTACK TOBINSPORT 9914 7 2 0 68 RIVER RATS (1699)
LUNGING ATTACK ONE 9944 3 0 0 48 NUMBER (1705)
WALL OF STEEL BORING HOST 9919 6 3 0 39 BB TALK RADIO (1700)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is TELL CITY 9915. The most popular warrior this turn
was TELL CITY 9915. The ten other most popular fighters were ONE 9944, COMMERCIALS
9920, ROME 9912, BORING HOST 9919, THREE 9946, TOBINSPORT 9914, DUMB TOPICS 9918, TWO
9945, BETTER THAN SEX 9955, and TROY 9911.
The least popular fighter this week was TAKKARI 9934. The other ten least popular
fighters were SAPHIRE 9943, SOCK 9933, OX 9942, KRATH 9932, FIVE 9948, IMMURE 9936,
FOUR 9947, IDIOTS 9917, CANNELTON 9913, and TROY 9911.
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.
FAXING IN TURNS
If you fax in your Duelmasters turns, realize that most fax machines have a
border on the right and left side of the paper where no image is transmitted or
printed. When you put your strategy sheet in the fax machine, make sure you allow
extra room on the right side, especially if you are challenging that turn. When the
ID# of the warrior you are challenging is cut off, we are unable to enter the
challenges. There are four possible solutions to this problem:
1) Load the strategies farther to the left, so the Duelmasters dude is cut off,
rather than your challenges,
2) Write the ID# of the warrior you're challenging in the space for the name,
3) Load the strategies long-wise (but then you have to be careful about
overlapping the sheets, which can also cut off the ID#s), or
4) Face the fact that you won't get all of your challenges through.
We'd prefer solutions 1-3, but it's your choice.
Also, please be careful that your fax machine isn't transmitting too darkly or
lightly. If you write your turn in pencil, some fax machines will transmit the
pencil so lightly we can't read it when it gets here. If your fax machine can make
copies, it's a good idea to try making a copy first to make sure it's readable, adjust
the darkness if you need to, and then fax it to us. Be especially wary of the
Advanced Duelmasters Strategy Sheets, because if your fax machine sends the grey
shading too darkly, we won't be able to read those lines at all.
Good luck!
-- Green Eyes
STRENGTH AND WEAPON DAMAGE
by Pagan
Weapon damage is equated to Strength + damage class. Damage Class is
categorized by Size. So damage seems to be done like this:
1. Armor weight + 12 + any bonus it has vs weapon type is a negative to the
damage done.
2. Damage done is strength + damage class variable + weapon variable.
3. Slashing, Bashing, & Lunging increase the damage done.
4. When the damage done equals 1 or less then there is a weapon bounce
statement. The minimum damage a blow can do, if it does not bounce, is 1 point of
damage. The program knows there's a hit before it knows damage, so it can't reverse
a hit, you merely take one point of damage because the weapon bounced off the armor.
5. The lower your strength, the more bounces you will see. The lower your
damage class, the more bounces you will see. The lighter weight a weapon is vs the
armor it's hitting, the more bounces you will see.
6. In reverse to #5, all of those secondary-damage statements (often referred
to as extra-damage statements), such as "it was a devastating blow"... "what a
massive blow" -- these merely show that you hit your opponent with enough damage to
exceed the computer secondary-damage statement threshold. Your warrior caused enough
damage to exceed a programmed set number (whatever that number may be) and the fight
is only showing that you exceeded that number. The programmed number for the
secondary-damage threshold is a hard number: it is constant within the program and is
used for all fights and all warriors. It is not random, simply because it cannot be
random and keep any consistency with the Damage-Classes. It has nothing to do with
how much damage you did in relation to your opponent's hit-points, either. If you
exceed that hard number in damage, you get a printed statement showing that to be the
case. There is no such thing as Extra Damage.
Pagan
TEAM AND CHARACTER MAINTENANCE SERVICE
As a service to all managers, we offer team and character maintenance. This
option allows you to make sure your team or selected warriors will never miss a turn!
Team Maintenance: This will cause all warriors on that team to fight every
turn; if it's an AD arena, any new warriors who arrive on that team will
fight the turn they arrive. In A.D. or in transfer arenas where you have
multiple teams, each team will need to separately be on Team Maintenance.
(The only exception is new warriors; they will not fight until they have had
their initial strategy input.)
Character Maintenance: This will cause only that warrior to fight every
turn. If the character graduates or changes arenas, he/she/it will stay on
Character Maintenance.
In either case, you may submit strategy sheets for your warriors each turn, if
you wish. The Team/Character Maintenance will make sure your warriors fight each
turn, and they will always use their most recently entered strategy.
Remember that challenges, avoids, and challenge/if challenged strategies will not
carry through from turn to turn. These sections are only used on the turn they are
entered. In order to continually challenge or avoid you will need to submit a
strategy sheet each time.
One other thing to remember about maintenance: Maintenance is not something
that you write on your turnsheet (like in demo tourneys). In order to add or remove
maintenance for a team or warrior, you must send a note to Customer Service. If you
just write things like this on your strategy sheet, they may or may not get done.
Likewise, don't write it on your personal ads. Please, please, plea