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.