DUEL 2 NEWSLETTER
Date : 03/13/2020 Duedate: 03/26/2020
NOBLISH ISLAND ARENA
DM 93 TURN 552
This Week's Top Honors
THE DUELMASTER IS
POSITION IS EMPTY
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY POSITION IS EMPTY
Popularity Leader This Week's Favorite
CLEANING CLEANING
BASH BROS DISHES (1764) BASH BROS DISHES (1764)
(93-10316) [0-1-0,1] (93-10316) [0-1-0,1]
THE CURRENT TOP TEAM
FAMOUS PETS (1765)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. FAMOUS PETS (1765) 25
2. BASH BROS DISHES (1764) 25 S.O.N. (28)
Unchartered Team
FAMOUS PETS (1765)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*FAMOUS PETS (1765) 3 2 0 60.0 1/ 0*FAMOUS PETS (1765) 3 2 0
2/ 0*BASH BROS DISHES (1764) 2 3 0 40.0 2/ 0*BASH BROS DISHES (1764) 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
WARRIOR AND TEAM DESIGN (The Consortium way.)
The purpose of this spotlight is to provide newer/inexperienced D2 managers with
warrior and team design concepts and to assist new managers by allowing observation of
the details of a real-time team who will be competing against them in their Noblish
Island arena. I will discuss the following:
1. An experienced manager's general design principles (over 100,000 warriors designed
and fought)
2. Some thoughts on team balance
3. A real five-warrior design (original team roll-up) just starting to compete with
you on Noblish Island
4. Summary and comments relevant to those designs
First you might ask, "Who is writing this? And I answer that I am Animal
Whisperer, manager of Famous Pets, a member of The Consortium, who is a long, long
time (35 year) paying competitor in Duelmasters/D2. I will be overseeing this new team
and will be offering you advice each round on Noblish Island too. (Free advice!)
Please feel free to ask me questions in the personal ads or through diplos. You
will get answers, often very interesting answers.
There is no one-and-only perfect design for any warrior. You will often find that
when asking for experienced design advice, varying opinions and concepts are offered.
However, there are some guidelines that each manager uses. The Consortium general
design principles are as follows:
1. Normally design to strengths/excesses, generally making high roll numbers higher
2. Design to stat/skill break points. (Know what skills are attached to stat points)
3. WT is the first factor examined, followed by WL, which then determines the design
and style direction.
4. Offensive oriented warriors need higher WT to excel. Design to 11 (min), need 15,
17, 21 for skill breaks
5. 21 WT, 21DF, and 21 WL are coveted. The 21DF makes an aimed-blow almost inevitable.
Most managers automatically think Aimed-Blow when they can get 21 deftness. Not
always, but usually. If not an aimer, then 11 DF is really all most designs need.
6. All warriors except AB must have normal damage and really need good. Make certain
that ST/SZ allows that, and have high enough WL to bump stats if not. Aimers can
succeed with less damage.
7. 9 WL is the reasonable min for offensives. All warriors MUST have some WL. Some
warriors might do OK with 7 or 8. (Maybe.)
8. Do not add to CN for pure offensives.
9. Defensive style warriors need big WL and CN. And, then, ST, too.
10. Physicals never hurt any warrior. Warriors can win early on with lesser skill, but
good physicals.
11. If all else fails, make the design a TP. They can win under almost any
circumstance. However, they need a higher combination (total) of CN, WL, and ST.
(especially WL and CN)
12. If the warrior is to be long-term (meaning a godling or really, really nice roll,
later intended for ADM), do not design a burner. (A burner is one where the manager
intends to raise stats and physicals as an intended strategy to enhanced winning).
Burners require very high WL as stat raises are dependent on WL.
13. However, there is not a thing wrong with making a burner.
14. Have variation in styles in arenas. This allows for better challenging, avoiding,
and match-ups. (Adding also fun and learning through variety.)
15. Design to the numbers, then choose style, rather than predetermine a style, then
design. (At least until you really know what you are doing.)
16. PRIMARY PRINCIPAL: Design each warrior with the idea of winning 60%+ of its
fights. Period.
Pretty simple, it would seem. Well, we will see how I applied these principals to
the C CAR Team. But first some comments on team design. (Note: While not all of the
concepts will be specifically referenced below, virtually ALL are used during the
design of one single five-warrior team.)
A variety of styles is important. Why?
(a) The more differing styles you experiment with, the more you learn.
(b) It is more fun to run differing types.
(c) Certain styles are susceptible to other styles and having a variety allows you to
take advantage (or avoid) some of those susceptibilities.
(d) Testing multiple styles allows you to more quickly find the style/s that you enjoy
most or are best with.
I believe a manager, especially a new manager, should have at least these two
warriors on his team: an especially fast/quick, decent damage offensive (striker, or
maybe basher or slasher) and a scummy warrior with lots of physicals and who wins by
wearing down foes while parrying or sucking up hit points. (Total parry or maybe wall-
of-steel or parry strike.) It is important to learn how to win with both types, and
the ST (striker) and TP (total parry) are excellent designs to do both: teach and
win. This combination is invaluable because each tends to challenge and avoid
different styles, and most importantly, they are both easy to work with. The other
warriors on the team can/should be different, but I least (meaning: these are hardest)
recommend these more difficult styles for rookie managers. AB: aimed blow (aimer), PR:
parry riposte (ripper), PS: parry strike (piker), PL: parry lunge (plunger), and maybe
WS: wall of steel (waste).
Now on to a real life example. Below are listed the starting statistics (from the
roll-up sheet) and the design statistics filled out and sent in by me, Animal
Whisperer of the Famous Pets team just now started on Noblish Island.
An initial comment on roll up sheets, in general. It can be hardest to design
with "radical" numbers. Unusually low ST or WL or super big SZ, or low WT/WL combo
usually require the most design manipulation and variance from the design principles
above. Very high WT and WL and/or sometimes DF, plus very small SZ are treasured! With
that in mind, let's get on to my designs.
8-10-13-13-5-5-16 to 9-10-13-17-9-5-21 AB. Design to strengths (concept #1; plus
#2.), which means I add four to WT and five to DF, taking both to skill break points
of seventeen WT and twenty-one DF. Clearly this will be an aimed-blow (see concept #
5) even though I do not recommend aimers for newbies. (see concept #15) I have five
left which I use four to give it workable WL of 9 (concepts # 7 plus #2 again) and
then add the last to ST making the aimer fit for a scimitar.
10-5-15-7-11-6-16 to 13-5-15-7-17-6-21 BA. WL to 17 (adding 6) and DF to 21
(adding 5). (See concepts #1 and #2.) And staying with concept #1, I add the final
three to ST. Now I have an interesting basher. (See concept #14 as to style
selection.)
11-12-10-5-13-9-10 to 13-18-10-5-19-9-10 TP. (Simply concept #1 and Concept #14.)
Added the max to the highest numbers of CN and WL, and the remaining two to ST. This
will make a very solid scum.
10-11-13-9-10-12-5 to 11-11-13-15-15-12-7 LU. This is interesting in that since
CN and SP -- sort of opposites -- are the stat strengths, then concepts #3 and #4
override Concept #2. I optimize WT and WL at skill break points 15 by adding six and
five respectively. The final three go two to deftness, making it 7, pretty much the
minimum DF a warrior should have. Then one to ST.
10-17-6-9-5-13-10 to 13-17-5-15-9-13-11 ST I almost could copy the theory from
the lunger just above for this warrior. I maximize WT to 15, then add four to WL
taking it to the optimal nine. One to deftness for the eleven. (Read concepts #5 and
#7.) The last three go to strength.
The team mix is very solid, with basher, striker, and lunger offensives, a
finesse-type aimed-blow, and a solid defensive. I like the mix and the team
Good luck competing against Famous Pet warriors. I suspect this team to meet the
60% objective but each warrior will have to do its part. They will be a competitive
team and they will both challenge and avoid.
Now let's take a look at the overall design tendencies for this team in this
situation. We had 70 points to add to the designs. Totaled, they look like this:
ST = 10 (Looks typical and solid, especially since the lowest start ST on the team
sheet was 8.)
CN = 6 (CN is usually minimal, and the one total parry was the worthwhile cause)
SZ = 0 (Cannot add to size.)
WT = 16 (1 of 2 most valuable stats. Adding lots of points here is a good sign.)
WL = 25 (1 of 2 most important stats. Adding lots of points here is a good sign)
SP = 0 (SP and CN are usually least added stats.)
DF = 13 (DF adders are often quite variable. 13 looks good for this group, with one
warrior being an AB.)
The tendencies look solid to me, as WT and WL are prime stats, ST and DF are
probably next, and CN/SP are usually least added. (Well, except for SZ!)
So there you have it: a new team; insight to warrior and team design; useful
tidbits from a long-time veteran. May your stay in D2 be long and prosperous, and,
most of all, fun. (As mine is and has been.)
-- Animal Whisperer of Famous Pets (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
ASSUR'S STRIKER GUIDE
The striker is one of the core styles in the game. It is the easiest style to
succeed with and run. Design is important and while I am sure there are managers with
a more refined set of strategies than I have, I have more than enough experience with
them to give a set of basics to get anyone started. So perhaps this should be
considered a beginner & intermediate guide to the style.
The first thing to note is that strikers are pure offensives. I would not
recommend trying to do anything else with them. I'm sure there HAVE been successful
'tank' strikers (Lots of str, con, wil) and I've seen 'dodgy' strikers that dodge as
well as lungers. But I consider these the exceptions. I don't recommend messing with
anything but the pure offensive version. This is what they were made to do. And with
the right set of stats and physicals, you can wind them up and let them go and they
become quite pretty to your win/loss record.
First I will describe what I look for and recommend in physicals. Endurance and
damage are the only two items that matter. My 'minimums' are Normal Endurance/ Normal
Damage, Poor Endurance/Good Damage, and Very Little Endurance/Great Damage. I don't
run anything below those levels any more (and sometimes not even the ones that roll up
with those levels). I (and others) have succeeded with less, but I stand by my
recommendations. There are managers whose standards are higher than mine, also.
Next are skills & stats. Note that the only skills that 'really' matter for a
pure offensive are attack, initiative, and decisiveness. The other skills don't hurt
you, but don't design or really care about them. For decise, I recommend staying in
the 8+ range. 10+ is a lot better, but I'd be willing to go down to 8 on a striker.
(That translates to something like 15 wit/9 will/10 speed as a bare minimum) Attack is
trickier. I've seen too much variation in strikers to give a 'minimum' value. 6+ is a
guideline, but more is way better. The tricky part is how many good strikers I've
seen that started with less (even far less). I wouldn't worry as much about attack,
but realize that it is a core stat. I (and most other managers) don't design around
initiative. Following good practices on the rest of the stats should be fine.
For stats, I recommend the following minimums:
STR: 9+ (Add points here, especially for low size strikers)
CON: any
SIZ: any
WIT: 11+ (Add lots of points here if you can)
WIL: 9 (breakpoints at 9, 15, 17, and 21)
SPD:
DFT: 11 (11 is perfect)
Feel free to experiment with one of the numbers lower than my minimums. 3 str Dagger
strikers work fine. The minimums work well though. They give a weapon, physical, and
skill configuration that is nice. (SS/SC available, breakpoints on attack skills).
While I say 'any' for CON & SIZ, I'd prefer con on the low side. I want my points
going to skills or damage first.
Weapons: For speed, SS, HA, and QS are the typical choices. For damage, SC, BS,
and BA. LO is another core weapon with great all around strengths.
Armor: ALE/L max! Ok, you can go higher. But why?!? You're trying to win as a
pure offensive. N/N if you don't care about death. ALE/L if you do. That is my
motto on pure offensives.
Strategy: 10-10-x (modify with tactics as desired). Feel free to experiment in
later minutes and desperation. I do recommend lowering numbers as the fight
progresses, but you're going to win or lose in 1 minute anyways, so it doesn't matter
(much/usually).
Examples: These are strikers that I've currently got ready to prep for their next
tournament or I'm running right now. I mostly only run strikers in tourneys, so my
strikers tend to look similar. The Consortium runs lots of strikers here in DM 93 and
I'll point you to his design articles for strikers that don't have 21 wit.
21-4-7-21-9-11-11, 9-9-16-21-10-8-11, 9-3-16-17-17-9-13, 17-5-10-21-10-10-11,
11-13-5-21-9-14-11, 15-3-11-21-9-14-11, 17-4-10-21-9-10-13, 9-9-12-21-10-12-11
Advantages/Strengths: Strikers learn decise & attack, can use all the good
weapons, and conserve endurance. What is not to love?!? Can run very well on a
single strategy and can beat every style. Lots of design flexibility.
Disadvantages: They cannot be bonused in attack and they can use all the weapons
(meaning your favorite is probably a bad/mediocre weapon). They are a low attack
style. They do not have much flexibility in ways to run/win and so some consider them
less fun.
Best Matchups: Bashers, Slashers, Parry Lungers, and Aimed Blows.
Worst Matchups: Parry Ripostes and Wall of Steels.
SPY REPORT
If you were disturbed from your beauty rest only to have to watch a bunch of
NOBLISH ISLAND brutes like you, you'd be grouchy, too. Later days, BASH BROS
SPOILERS, since FAMOUS PETS took top team from you this turn, you guys are old news.
Middle of the road, FAMOUS PETS, middle of the road; you'll get no good words from
me, until you get better, or worse. Break a leg. Of course, we're all terribly
impressed to see BROKEN win a fight and gain 11 points, terribly. I'm not in a very
good mood today, but why am I telling you this? You want to know what's new, don't
you, NOBLISH ISLAND?
My mother always told me, 'If you don't have anything nice to say, start
talking.' I loved that woman.
Some people like volunteer work in the hospitals. I volunteer for NOBLISH
ISLAND's morgue. More variety. We're all going to die in the end, so why worry if
the fate catches up with you sooner that later?
I was about to buy a new quill pen the other day, but some fighter took it for
an epee. Forgive me for writing with a dagger. Phlllt! Just had to do that before
I leave the fine city of NOBLISH ISLAND. I feel much better now. Paste this one in
your scrapbooks, you'll need the kindling come this winter-- Snide Clemens
DUELMASTER W L K POINTS TEAM NAME
BROKEN 10318 1 0 0 11 BASH BROS DISHES (1764)
INITIATES W L K POINTS TEAM NAME
DISCONTINUED 10320 1 0 0 11 BASH BROS DISHES (1764)
THOMASINA 10322 1 0 0 11 FAMOUS PETS (1765)
PUNXSATAWNY PHIL 10323 1 0 0 6 FAMOUS PETS (1765)
SHAMU 10321 1 0 0 6 FAMOUS PETS (1765)
CRACKED 10317 0 1 0 1 BASH BROS DISHES (1764)
CLEANING 10316 0 1 0 1 BASH BROS DISHES (1764)
UNMATCHED 10319 0 1 0 1 BASH BROS DISHES (1764)
LASSIE 10324 0 1 0 1 FAMOUS PETS (1765)
MR. ED 10325 0 1 0 1 FAMOUS PETS (1765)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
PERSONAL ADS
Whoa! Those Dishes are quite quick and fast! How will my pets ever compete? -- Animal
Whisperer
P.S. I hope they ALL get discontinued.
LAST WEEK'S FIGHTS
CLEANING was bested by SHAMU in a 2 minute amateur's fight.
CRACKED lost to PUNXSATAWNY PHIL in a 2 minute beginner's battle.
BROKEN demolished MR. ED in a 2 minute bloody uneven fight.
UNMATCHED was devastated by THOMASINA in a 1 minute one-sided fight.
DISCONTINUED demolished LASSIE in a 1 minute mismatched competition.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 3 TOTAL PARRY 13 - 6 - 0 68 |
|BASHING ATTACK 2 AIMED BLOW 2 - 1 - 0 67 |
|LUNGING ATTACK 2 STRIKING ATTACK 21 - 11 - 0 66 |
|STRIKING ATTACK 2 WALL OF STEEL 6 - 5 - 0 55 |
|TOTAL PARRY 1 LUNGING ATTACK 7 - 6 - 1 54 |
|PARRY-LUNGE 0 BASHING ATTACK 17 - 17 - 1 50 |
|PARRY-STRIKE 0 PARRY-STRIKE 0 - 0 - 0 0 |
|PARRY-RIPOSTE 0 PARRY-RIPOSTE 0 - 0 - 0 0 |
|SLASHING ATTACK 0 PARRY-LUNGE 0 - 2 - 0 0 |
|WALL OF STEEL 0 SLASHING ATTACK 0 - 2 - 0 0 |
Turn 552 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:
BASHING ATTACK 2 - 0 PARRY-LUNGE 0 - 0 5 WALL OF STEEL
AIMED BLOW 2 - 1 PARRY-STRIKE 0 - 0 2 AIMED BLOW
LUNGING ATTACK 1 - 1 PARRY-RIPOSTE 0 - 0 2 BASHING ATTACK
SLASHING ATTACK 0 - 0 2 LUNGING ATTACK
STRIKING ATTACK 0 - 2
TOTAL PARRY 0 - 1
WALL OF STEEL 0 - 0
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is CLEANING 10316. The most popular warrior this turn
was CLEANING 10316. The ten other most popular fighters were SHAMU 10321, CRACKED
10317, PUNXSATAWNY PHIL 10323, BROKEN 10318, THOMASINA 10322, DISCONTINUED 10320, MR.
ED 10325, UNMATCHED 10319, LASSIE 10324, and 0.
The least popular fighter this week was LASSIE 10324. The other ten least popular
fighters were UNMATCHED 10319, MR. ED 10325, DISCONTINUED 10320, THOMASINA 10322,
BROKEN 10318, PUNXSATAWNY PHIL 10323, CRACKED 10317, SHAMU 10321, CLEANING 10316, and
0.