DUEL 2 NEWSLETTER

Date   : 09/27/2019    Duedate: 10/10/2019

NOBLISH ISLAND ARENA

DM 93    TURN 540

This Week's Top Honors

THE DUELMASTER IS

PLUMBER
OCCUPATIONS (1755)
(93-10265) [8-1-1,84]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              PLUMBER
                               OCCUPATIONS (1755)
                               (93-10265) [8-1-1,84]

Popularity Leader              This Week's Favorite

FAST CARS                      SUPERFICIAL
BASH BROS YUPPIE (1754)        BASH BROS YUPPIE (1754)
(93-10258) [6-3-0,31]          (93-10259) [6-3-0,33]

THE CURRENT TOP TEAM

OCCUPATIONS (1755)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. OCCUPATIONS (1755)            39 
2. BASH BROS YUPPIE (1754)       10    IRON DRAGON (495)
                                       Unchartered Team

                                       OCCUPATIONS (1755)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*OCCUPATIONS (1755)        26  19  1 57.8   1/ 2*OCCUPATIONS (1755)        9  6 1
 2/ 3*BASH BROS YUPPIE (1754)   25  20  0 55.6   2/ 1*BASH BROS YUPPIE (1754)   9  6 0
 3- 4*LOST LEGION (1757)        13  17  5 43.3   3- 3*LOST LEGION (1757)        2  3 0

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT

                                   The Total Parry

In basic, Total Parries win. And win and win. Why, then, are there not a massive 
plethora of TPs? The purpose of this article is to examine the Total Parry from a 
Consortium viewpoint, and to reveal the how's, what's, and why's of the oft downplayed 
Total Parry.

Let us first talk about some of the facts and the environment surrounding the TP.

  * They are very easy to design 
  * They can optimize the otherwise useless, very low wit and low WT/DF, roll ups.
  * They have the best overall w/l records in basic
  * They are not really long-term warriors as few-to-none excel in upper ADM.
  * They can come across as boring to run.
  * The aimed-blow, today's optimal and favored warrior, is their nemesis.

With that in mind what does Total Parry mean to The Consortium? A definition: "A 
warrior who "fights" by parrying attacks, and soaking damage and enduring until the 
opponent is so tired that the attacker falls from exhaustion or the attacker stands in 
exhaustion, unable to swing, while the Total Parry gets in a final, and maybe his 
first, swing/hit for a win." Most managers term this a "scum".

Oh, there are variations of the parrying/soaking/enduring Total Parry. It can be 
designed to be somewhat offensive. But designs that make it "offensive" are most 
likely better fitted, and will win more as wastes (WS) or slashers (SL) or pikers (PS) 
or plungers (PL) or rippers (PR) or lungers (LU) or even other styles. Hence, The 
Consortium recommends that managers waste little effort on any TP version except THE 
SCUM.

What characterizes a Consortium TP Scum? What creates good damage soaking and 
parrying? There are two stats that create neither damage soaking (hit points) nor 
parry skills. They are WT (wit) and SP (speed). A real Total Parry needs neither. 
Another stat, SZ (size) can negatively affect the TPs parrying ability as there are 
parry skill reductions at size 15 17, and 21. (And gains at size 5 and 3.) What stats 
create soaking? CN (con) primarily, and then WL (will). One other thing creates 
soaking. That is armor and the weapon that one decides with which to parry. Hence 
"carry", the ability to wear lots of armor and hold heavy weapons, which is comprised 
of strength (ST) and con (CN), is necessary for protecting the Total Parry as it 
endures.

A yet-to-be designed/base TP starts with more parry skills than any other style, but 
is very weak in attack, initiative, defense and decise. Oh my! What then does this 
make a designed Consortium Total Parry need to look like? (Note: Primary stats are CN 
and WL.)

ST:  Max it (11+ to assure C carry level, but 13+ for LG (large shield)
CN:  Max it (Enough to get tremendous hit points. (Use 3.75CN+1.1SZ+0.4WL=80.26+)
SZ:  Any, preferably not really big (SZ 15+ reduces parry skills)
WT:  None. (We can just train stats for a long time, before we get to training skills)
WL:  Max it (15+, although success has been made with some at 11+.  Lots needed to 
     train stats)
SP:  None
DF:  7+ (There are lots of parry skills in DF, so the higher, the better)

Note: Although WT and SP are "none", neither hurts the TPs ability. They merely take 
points away from the needed ST/CN/WL/DF

Rather than provide an exact design, perhaps offering a variety of actual Consortium 
TP warriors and their results would be more helpful.

Recently graduated: (The Consortium has over 200 graduated Total Parry fighters.)

     14(+3)-21(+2)-12-9(+1)-18(+2)-13-7(+2)  30-18-0 (fave BS)
     17(+3)-20(+2)-5-8-21(+1)-9-11(+1)  21-6-0, 1 DM Title, 15-12-0 in Tournament, 
          1 TV (fave ME)
     21(+3)-21(+3)-13-5(+2)-21(+1)-4(+1)-11(+2)  20-3-0, 5 DM Title, 14-12 Tournament 
          (fave QS)
     11(+2)-17(+1)-11-11(+1)-21(+2)-10-9(+1)  27-8-0, 4 DM Titles (fave EP)
     17(+3)-21(+2)-8-9(+2)-17(+2)-9-13(+1)  38-10-1, 3 DM Titles 
          (Yes, had a kill with ME!) (fave LS)
     17(+3)-21(+3)-11-5(+2)-18(+2)-12-11(+1)  31-9-0, 10DM Titles (fave ME)

     Note: 14(+3)-21(+2)-12 ..., means 11ST started, trained to 14; 19CN started, 
     trained to 21, 12ST start ...

There are several worthwhile comments about these above six warriors: 

 - The w/l records are amazing, but typical of the 200+ Consortium grads.
 - TPs can get some interesting favorite weapons, even though way unsuited to them by 
     stats.
 - The higher than desired SPs did not at all harm the warrior's results.
 - All have been "burnt". (Lots of stat trains.)
 - These TPs seldom graduate "on time" (20 fights, 14 wins, 1 adex and 1 expert) as 
     they do not acquire enough skills.

Here are current warriors (the base design) running in arenas and doing as well as 
those above.

     14-19-8-5-21-5-12
     21-14-8-6-21-7-7
     19-19-3-3-18-12-10
     21-21-7-4-19-8-4
     12-19-7-9-19-9-9
     16-18-10-4-19-9-8
     13-20-9-8-20-5-9
     17-19-11-3-19-3-12
     15-21-9-7-21-4-7
     16-19-6-9-18-6-10 (This one started life on Noblish Isle DM93)

What would be The Consortium "perfect" design? (One which has not been had, sadly.)  
21-21-3-3-21-3-12  But, perhaps, this one would be preferable -- 19-19-3-3-19-3-18, 
and have fun burning to 21-21-3-5-21-5-21.

While the design is important for a TP scum, so are the operating strategy and the 
weapon and armor selection. Let's start with the armor, as it is the simplest. A scum 
almost always goes out to fight in APA/F. Why? While the heaviest possible, this is 
the optimum sponge, absorbing the most damage from when that opponent hits. There are 
"tweak strategies" where perhaps less armor is employed, but realize that 99% of the 
time a Consortium TP wears APA/F.

Weapon selection is an interesting topic for discussion. By and large, the ME or LG 
are the Total Parry's best friend. There are quite a nice selection of weapons 
available and suited to the TP. A scum, usually low-witted, however, tends to use very 
few of them. Using Assur's weapon requirement chart, which he publishes here in DM93 
periodically, the first group of weapons are suited, but TP-limited by wit and 
deftness. (Code: ST/SZ/WT/DF requirements.)

     LO = 11/3/13/11
     QS = 11/9/11/11
     SC = 9/3/11/11
     GS = 15/9/9/11
     EP = 7/3/15/15

Leaving, then, these weapons as the most likely for the scum.

     ME = 9/3/3/5 (most common Consortium TP weapon)
     SM = 5/3/3/5 (seldom Consortium used, as the ME always fits and is better)
     LG = 13/7/3/7 (favored Consortium TP weapon)
     BS = 11/3/9/7 (the best weapon weapon, but sometimes wit limited)
     LS = 11/9/5/9 (works well as a parry weapon, but seldom Consortium used as it is 
          two-handed, hence, no shield)

Off-hand weapons play an important part to the Total Parry winning ways. The 
interesting thing about off-hands is that a manager can place almost any weapon there 
(except two-handed) and there will be no statement commentary indicating unsuited or 
not-quite suited. Hence, any weapon, even unsuited, can be used as off-hand, as long 
as SZ/WT/DF requirements are met. (For example it is not unusual to see a WH as an 
off-hand weapon with the LG primary hand on a Consortium warrior.

In order, here are the typical weapons used by Consortium Total Parry warriors.

                ME/ME  BS/ME  LG/LG  LG/WH  LG/LG  BA/ME  BA/LG  LG/-

Back up weapons are also important to Total Parry warriors as the primary and/or off-
hand are often broken by all the parrying going on. What are good backup weapons? Any 
weapon can parry, but not as well as shields. And the backup weapons do count in the 
weight burden of the warrior, so do not overburden. The most common Consortium backups 
are DA and WH.

Carry and endurance need to be discussed to assure optimizing the TP. There should be 
no need, or desire, to overburden the TP which will negatively impact his endurance. 
Using the CIC information, determine the encumbrance, and armor and weapon your 
warrior accordingly. Since virtually all Consortium scum are going to be designed with 
11 ST min and very high CN, the design will always carry what is considered the 
minimum 27 points.

             BS/ME APA/F one backup DA    or    ME/ME APA/F one backup DA

If the warrior has 13+ ST, often a Consortium TP might look like this:

                            LG/WH APA/F primary backup DA

What is a good strategy? How might The Consortium run these types of warriors? A 
common theory is all one needs to do is use 1-1-1-P. We Consortium managers very 
seldom run 1-1-1. Giving the strategy some OE (offensive effort) and some AL (activity 
level) seems to cause that TP to swing/attack in the most surprising moments and 
sometimes early on. Many battles have been won this way. And, in general, the TP's 
endurance seems unaffected by these numbers. As to "kill desire" (KD), a mod/low 
number (not 1) seems to enhance that early swing. The Consortium does not want to give 
you the idea that this early swinging happens regularly, but that it does happen 
occasionally, Perhaps it is important to point out that average/typical AL/OE 
Favorites (learned at graduation) for the TP are LO/VL.  Next most likely are VL/VL 
and VL/LO. (VL is very low and 1-2, LO is low and 3-4, as opposed to moderate MO 5-6, 
high HI 7-8 and VH very high 9-10.)

This is a typical Consortium TP scum strategy:

          3-2-2-1-3-1-3
          3-2-2-2-1-1-3
          5-5-5-5-8-6-5
          P-P-P-P-n-P-P

Now when an opponent is a known good scum also, the strategy might change to assure 
optimal endurance:

          1-1-1-1-1-1-1
          1-1-1-1-1-1-1
          1-1-1-1-1-5-1
          P-P-P-P-P-P-P

There is more to "good strategy" than the numbers one chooses. To optimize any type of 
warrior, one must use the challenge/avoid. Any TP that fights an AB is likely to lose. 
At the lower levels (meaning DM rather that ADM) a TP loses to the aimer 90-95% of the 
time. A scum TP that fights a lunger wins 60-80% of the time. So if you want wonderful 
w/l rates like those listed above, you must challenge and avoid properly and always. 
(The Consortium often publishes an article on challenge and avoid in DM93. Wait for 
it, or find it, but certainly heed it.) To challenge and avoid properly, you must know 
styles of warriors in your arena. Hence, you must fight and keep records, and/or have 
friends/allies who collect and share styles, or use a common data base like that of 
Terrablood.com.) The most important challenge/avoids for a TP scum are:

  * Avoid teams with aimed blows able to challenge or match up with you
  * Avoid teams with known hard-hitting (great+ damage) warriors
  * Avoid teams with better designed scum that are able to challenge or match you
  * Avoid teams with warriors that have beaten you
  * Avoid teams with pikers and strikers, especially those who hit harder or have 
          kills on record
  * Challenge lungers primarily
  * Challenge small or light hitting warriors of any type but AB
  * Prior to 10 fights of experience (10FE) challenge all styles but AB (maybe STs, 
          too)

One final item needs to be discussed. The Consortium has recommended that the TP is 
meant to be a scum, and all the previous information points that out. However, were 
one to want to design and run a more offensive TP, this is how The Consortium does it. 
(Out of the 200+ graduate TPs, only 4 are of this type, and they do not fare as well 
as the mighty scum; they all would have made better warriors under another design.) 
The main characteristics of the OTP (Offensive Total Parry) compared to the scum is 
that at least moderate (11+), and preferably high, (15+, preferably 17+) Wit and at 
least 11 deftness are needed. This would mean they would have all or one of these 
stats, ST, CN, WL) reduced from the scum design. Lastly, it means that the final 
design will be much more in line with a very good LU or other better long term warrior 
able to compete in high ADM, like Primus. Here are some typical offensive Total 
Parries.

     11-14-10-17-17-4-11 (wish it had been made a LU or WS or PL or even PS)
     15-12-8-17-21-4-7 (wish it had been made a LU or SL or even BA)
     17-14-3-17-17-5-11 (wish it had been made a LU, especially, or even a PL, PR, SL, 
          BA, WS)
     15-15-9-15-15-4-11 (wish it had been made a WS or LU or BA)

So there you have it. The Total Parry, Consortium-style. You have learned how to 
design, armor, weapon, run, challenge/avoid, and optimize a Total Parry. Prepare 
yourself for lots of wins and some quite long fights. Winning is FUN.

                                          -- The Consortium Portfolio 9-19-2019
                                             (Brought to you by Agent of Occupations)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Hey! I love this Duelmaster gig. Just love it! That's three of those Titles I 
have collected, and I expect more before I slide out of here.
     But I want to take a minute to send out "kudos" to teammate Proctologist for his 
fine record, so far. For his design and style, that is amazing. Perhaps we can both 
finish out at 9-1? (We certainly will if we continue to fight Yuppies; yes, indeed.) I 
also gotta compliment Mr. Assur for his brilliant articles on styles and types of DM 
warriors. VERY good. Yessireebob!
     With that, I take my leave. See you on the sands.

                                          -- Plumber DMIII

                                      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 BASH BROS 
YUPPIE was unseated this week as OCCUPATIONS moved up from 2nd ranking to take the 
top spot with a 3-2-0 record for the round.  PROCTOLOGIST caught the eye of many in 
the gladiatorial commission as he skillfully bested SUPERFICIAL and was awarded 15 
points in recognition.  In one of the week's more notable duels, PROCTOLOGIST put 
down SUPERFICIAL, causing him to lose 9 points of recognition in the process.  
Although KHALHUMS DWARF made a valiant effort, it did not suffice to topple the reign 
of victorious PLUMBER.  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 OCCUPATIONS.  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 OCCUPATIONS.  Indeed it was BASH BROS YUPPIE.  
Mighty fighters cannot but expect competition from those below.  SELFISH 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.  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!  
     The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the 
fighters as ugly!  Don't let your reputation slip!  Ahh, but I can hear the spires of 
a far off city calling to me.  I must away!  Till next we meet remember:  a fool 
flies into a rage quickly and often.  The wise are angered by the same thing only 
once.  Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 PLUMBER 10265                 8   1  1  84         OCCUPATIONS (1755)        

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
-RAMIAL 10276                  5   1  1  62         LOST LEGION (1757)        

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 PROCTOLOGIST 10266            8   1  0  40         OCCUPATIONS (1755)        
-SPINX 10273                   4   2  4  40         LOST LEGION (1757)        

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 SUPERFICIAL 10259             6   3  0  33         BASH BROS YUPPIE (1754)   
 FAST CARS 10258               6   3  0  31         BASH BROS YUPPIE (1754)   
 ENGINEER 10267                4   5  0  30         OCCUPATIONS (1755)        

INITIATES                      W   L  K POINTS      TEAM NAME                  
 SELFISH 10260                 3   6  0  22         BASH BROS YUPPIE (1754)   
 SELF GROOMING 10295           2   0  0  22         BASH BROS YUPPIE (1754)   
-ATTICUS 10277                 3   3  0  18         LOST LEGION (1757)        
 NO FAMILY 10281               3   3  0  18         BASH BROS YUPPIE (1754)   
 MODEL 10263                   3   6  0  15         OCCUPATIONS (1755)        
 REFEREE 10279                 3   5  0  14         OCCUPATIONS (1755)        
-DIEGO 10282                   0   3  0   3         LOST LEGION (1757)        
-TAVIN 10294                   0   2  0   2         LOST LEGION (1757)        

'-' denotes a warrior who did not fight this turn.

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
ARROGANT 10262          3  4 0 BASH BROS YUPPI 1754 PLUMBER 10265         538   
ITALIN JOE 10278        3  2 0 THE FAMILY 1756      SPINX 10273           537   

                                     PERSONAL ADS

Shucks, sure, a 3-2, but Assur took me 2-1. the cretin! -- Agent

Welcome back, Lost Legion! -- Agent

                                  LAST WEEK'S FIGHTS

ENGINEER slimly won victory over SELFISH in a crowd pleasing 3 minute Challenge fight.
PLUMBER subdued KHALHUMS DWARF in a exciting 2 minute Title melee.
SUPERFICIAL was luckily beaten by PROCTOLOGIST in a crowd pleasing 6 minute duel.
FAST CARS overpowered MODEL in a 1 minute one-sided fight.
REFEREE was bested by SELF GROOMING in a action packed 1 minute brawl.
NO FAMILY overpowered CONVICTED THIEF in a 1 minute one-sided struggle.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   3         TOTAL PARRY        8 -   3 -  0      73  |
|PARRY-RIPOSTE                    2         STRIKING ATTACK   22 -  13 -  1      63  |
|STRIKING ATTACK                  2         PARRY-STRIKE       3 -   2 -  0      60  |
|TOTAL PARRY                      1         LUNGING ATTACK    10 -   8 -  1      56  |
|WALL OF STEEL                    1         BASHING ATTACK    29 -  24 -  7      55  |
|LUNGING ATTACK                   1         PARRY-RIPOSTE      7 -   8 -  0      47  |
|AIMED BLOW                       0         WALL OF STEEL      7 -  12 -  0      37  |
|PARRY-LUNGE                      0         PARRY-LUNGE        0 -   0 -  0       0  |
|PARRY-STRIKE                     0         AIMED BLOW         0 -   2 -  0       0  |
|SLASHING ATTACK                  0         SLASHING ATTACK    0 -   1 -  0       0  |

Turn 540 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-RIPOSTE      2 -  0     AIMED BLOW         0 -  0         3  STRIKING ATTACK
STRIKING ATTACK    2 -  0     PARRY-LUNGE        0 -  0         3  BASHING ATTACK 
TOTAL PARRY        1 -  0     PARRY-STRIKE       0 -  0         2  PARRY-RIPOSTE  
WALL OF STEEL      1 -  0     LUNGING ATTACK     0 -  1         1  LUNGING ATTACK 
                              SLASHING ATTACK    0 -  0         1  TOTAL PARRY    
                              BASHING ATTACK     0 -  3         1  WALL OF STEEL  

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  PLUMBER 10265               8   1  1   84 OCCUPATIONS (1755)
TOTAL PARRY      PROCTOLOGIST 10266          8   1  0   40 OCCUPATIONS (1755)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is FAST CARS 10258.  The most popular warrior this turn 
was SUPERFICIAL 10259.  The ten other most popular fighters were PLUMBER 10265, 
SELFISH 10260, ENGINEER 10267, FAST CARS 10258, REFEREE 10279, SELF GROOMING 10295, 
NO FAMILY 10281, MODEL 10263, PROCTOLOGIST 10266, and  0.

The least popular fighter this week was PROCTOLOGIST 10266.  The other ten least 
popular fighters were MODEL 10263, NO FAMILY 10281, SELF GROOMING 10295, REFEREE 
10279, FAST CARS 10258, ENGINEER 10267, SELFISH 10260, PLUMBER 10265, SUPERFICIAL 
10259, and  0.

               NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS)

For those of you who keep track of such things, a few additional warriors graduated 
from regular DM arenas (including closed arenas) since the last tournament. 

                      SPANDEX SNOWMAN (84-10074) 072209C  (1821) 
                    BLUE WAFFLES (84-35277) BUBBA'S DINER  (6183) 
                          TP-AB (85-3045) A-GQ-DECEIT  (565) 

Congrats to the grads. -- Green Eyes