DUEL 2 NEWSLETTER
Date : 05/22/2020 Duedate: 06/04/2020
NOBLISH ISLAND ARENA
DM 93 TURN 557
This Week's Top Honors
THE DUELMASTER IS
CLEANING
BASH BROS DISHES (1764)
(93-10316) [5-1-1,47]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY CLEANING
BASH BROS DISHES (1764)
(93-10316) [5-1-1,47]
Popularity Leader This Week's Favorite
CLEANING KUMIKO
BASH BROS DISHES (1764) FOX FORCE FIVE (1770)
(93-10316) [5-1-1,47] (93-10348) [4-0-0,34]
THE CURRENT TOP TEAM
FOX FORCE FIVE (1770)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BASH BROS DISHES (1764) 30
2. MAGIC THE DUEL (1790) 25 COLD IRON BLOWS (794)
3. FOX FORCE FIVE (1770) 24 Unchartered Team
4. MACABRE MARAUDERS (1788) 22
5. MERCENARIES (1766) 16 FOX FORCE FIVE (1770)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 2*FOX FORCE FIVE (1770) 15 5 2 75.0 1/ 1*FOX FORCE FIVE (1770) 11 4 1
2/ 3*BASH BROS DISHES (1764) 17 13 1 56.7 2/ 3*FAMOUS PETS (1765) 10 5 0
3/ 4*FAMOUS PETS (1765) 16 14 0 53.3 3/ 2*BASH BROS DISHES (1764) 10 5 0
4/ 6*MACABRE MARAUDERS (1788) 9 9 0 50.0 4/ 5*FINAL FRONTIER (1784) 7 8 1
5/ 5*FINAL FRONTIER (1784) 7 8 1 46.7 5/ 4*MACABRE MARAUDERS (1788) 6 7 0
6/ 7*MERCENARIES (1766) 4 5 0 44.4 6/ 6*THE HAIRY BUNCH (1789) 4 5 0
7/ 1*THE HAIRY BUNCH (1789) 4 5 0 44.4 7/ 7*MERCENARIES (1766) 4 5 0
8/ 0*MAGIC THE DUEL (1790) 2 3 0 40.0 8/ 0*MAGIC THE DUEL (1790) 2 3 0
9/ 8*LOLPERLOL (1787) 2 8 0 20.0 9/ 8*LOLPERLOL (1787) 2 8 0
10- 9*SMOL FLAME (1786) 0 1 0 0.0 10- 9*SMOL FLAME (1786) 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
Three tomatoes are walking down the street- a poppa tomato, a momma tomato, and a
little baby tomato. Baby tomato starts lagging behind. Poppa tomato gets angry, goes
over to the baby tomato, and smooshes him... and says, Catch up.
Get it? Ketchup?
-- Fox Force Five
***---------*---------*---------*---------**---------*---------*---------*---------***
Training in Basic D2: Skills or Stats?
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. (e.g. 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. (Whom 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.
2. Training most stats also earns the warrior certain skills. (Check your C.I.C.
packet ot the Terrablood or Assur database for this.)
3. 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".)
4. 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 definitely 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: a 14-7-12-15-20-14-11 striker and an 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 it 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 15 ST, 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 skill 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."
-- Whisperer of Famous Pets (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
Basics of Strategy, part 1
Lots of articles focus on how to make the best warrior of a certain style, but fewer
articles describe the magic boxes in your strategy sheet and what numbers to put in
them to win win win. I attempt to give managers some guidance.
Abbreviations: OE=Offensive Effort, AL=Activity Level, KD = Kill Desire.
Most of this series of articles will focus on OE and AL and not as much on tactics,
but I will give counters to each strategy. A future article (or articles) will talk
about weapon selection.
Caveat: This article is largely how Assur thinks of strategy and not everything in it
is proven or scientific fact.
The first thing to consider is how you want your warrior to win. There are three main
warrior types. Pure Offensive, Pure Defensive, and Hybrid. Once you know that
answer, you have a better idea on how you want to fight.
OE = How much effort your warrior wants to put into attacking. For many warriors,
finding your 'favorite' is a goal. The advantages of using your favorite OE is pretty
high. But sometimes, depending on how you fight, you'd rather simply fix the OE to
certain numbers. More on OE on the warrior types.
AL = How much movement you put into the fight. Things Assur believes: Higher
AL: More Initiative/Decisiveness, More Dodging. Lower AL: More Parry. The advantages
of using your favorite AL are not nearly as clear as using your favorite OE. For many
warriors, simply using 10AL is often better than your favorites. Unless you are a
parry style, 1 AL tends to not be very effective (Unless you're fighting a pure
defensive)
Higher #'s on both OE and AL use endurance faster.
KD = A note to the arena master on your warrior's willingness to keep the fight going.
Higher=Greater chance for a death in the fight. Lower=Lesser chance for a death in the
fight. Recommended for most warriors to keep it between 3 and 8 inclusive. 9-10
makes warrior fight somewhat strangely and while you will kill more, it affects your
abilities in detrimental ways. Lots of theories on what KD actually does. Assur has
no real clue, so he simply recommends 3-8.
Favorites. Every warrior has a 'favorite' rhythm. You find out your approximate
favorite rhythm when you graduate. Many people try to 'figure' it out before they
graduate their warriors to ADM. You can't be sure you've got the right rhythm, but
sometimes you'll find that sweet spot. There are other articles that talk about
possible ranges per style.
Pure Offensive: These are by far the easiest types of warriors to master and create a
strategy for. The tried and true strategy is 10 OE, 10 AL. Go out fast and hard!
Feel free to modify with Lunge, Decise, Bash, or Slash Tactics. This strategy is very
fast, very effective, and very taxing. But most fights are over quick, so endurance
isn't typically a factor.
10-10-x Decise Tactic is the fastest strategy you can use.
If endurance is a factor for your warrior or because your expected opponent is going
to try for a longer fight to wear you out, start lowering those numbers. Assur
usually lowers AL first, then OE. After minute 1, Assur lowers AL very fast in the
fight.
Assur rarely runs pure offensives lower than 7 OE, but runs virtually all AL's in
different situations / with different warriors.
Question: Would it be better to try and find my warrior's favorites than to run with
the tried and true strategy?
Answer: Some warriors do fight better at somewhat lower numbers. But for a pure
offensive, 10-10 is tough to beat. Assur has not had success with pure offensives
without at least one of OE or AL on the high side (8+). The other is typically
moderate or higher (5+).
Armor: Usually light or none. There are exceptions (tank offensives) but because of
the endurance issues, Assur typically goes ALE or none for armor and no higher than S
for helm (maybe a H on a warrior he really loves and doesn't want to die).
Countering the tried and true strategy.
Option 1: If you can't beat them, join them. It is always an option to try and
counter with the same strategy. A huge factor in attacking first is 'luck,' so
countering with the tried and true strategy gives at least a chance to 'luck' into a
win.
Option 2: Counter Tactic. If your opponent is using the Lunge tactic or Decise
tactic, you can attempt to counter using the 'counter' tactic. Response is the
counter tactic to Decise. Dodge is the counter tactic to lunge. Counter tactics are
not automatic wins, but they do work. Assur's best results with the response tactic
is to use standard pure offensive numbers (5-10 OE/5-10 AL), wear armor, and use the
response tactic in both minute 1 and desperation. When I say 'best results,' I mean
exactly that. Response is a fickle mistress. I've seen huge upsets using response as
well as fights where my opponent ignored my 'counter strategy.' For the Dodge counter
tactic, high AL, max of moderate armor and dodge.
Option 3: Wait for an opportunity. Wear some armor and either fight on favorites or
use the standard pure offensive numbers (5-10/5-10). This works best if you have some
con and your opponent isn't just going to thrash you up.
Option 4: The fancy riposte tactic. The riposte tactic is tricky, because you have to
successfully parry or dodge and then you have the chance to riposte. Assur uses the
riposte tactic warriors who have good defenses but don't have good riposte.
Option 5: Avoid! You will most likely encounter at some point a warrior that comes
out really fast and either starts a string of crit attacks and/or hits hard enough to
simple thrash you up fast. As much as you may want to stroke your ego by beating the
best, some times it is better to concede that your opposing manager has found a
special warrior that you just shouldn't mess around with. Most commonly, these
warriors are Strikers or Aimed Blows, but you may encounter Slashers or Bashers (or
even another style) that you don't want to mess with. Duel2 has evolved and there are
a lot of managers that are looking for and trying to create monster offensives.
Sometimes, these warriors will have lots of tournament experience and learning that
doesn't show on their record (See that 5-0 record that is the Duelmaster? He could
easily have 20 or more fights from tournaments, and typically 21 wit to go with those
fights).
SPY REPORT
Ready for some action-packed adventure, some thrills, chills and spills? Well
fergit it, cause this is the Spyreport for NOBLISH ISLAND. One team deserves special
mention 'cause they moved up 0 after going 3-1-0. Keep it up, MERCENARIES! MVP
award for FLASH DANCER 1? MAGIC THE DUEL's proud of her after beating PERSISTANT
BEGGAR and getting 15 points. Talk about yer big time losers! ANT MAN got smashed
by RIKKI-TIKKI-TAVI, and lost 6 points! Our last turn's Duelmaster has lost, folks,
lost to M. CHARDINEE, and FERAL has made the way for a new Duelmaster! CLEANING of
BASH BROS DISHES takes FERAL's place. (But seriously, who could ever take the place
of FERAL? Oh, all right.) I hear the top team insists all their warriors get nine
hours sleep. They want photogenic fighters for PR photos.
So just why would someone becomes a warrior anyway? It can't be for these
really neat Spyreports can it? The warriors of FAMOUS PETS must be getting lonely.
They were the most avoided team. Do you guys know something that I don't? I don't
know what BASH BROS DISHES' been doing. They certainly haven't been accepting many
fights from FAMOUS PETS, that's fer sher. Like, is CRACKED popular, or what? He was
challenged the most in all of NOBLISH ISLAND! He's got a 4-2-0, is that good?
People were asking me did JUPITER REALLY challenge KITSUNE? (all right, maybe they
didn't, but it sounded good!) It wasn't a spectacular fight, or anything, but KITSUNE
wants me to write about it since she bested JUPITER. Satisfied?
What does a fighter fight for? I mean, the crowds don't give a hoot if someone
gets killed. Not after four more fights. Hey you guys, don't you think your
families would like to hear from you? Write! (Or have someone write for you.)
I really didn't, you know, study when I was a kid. Who would've guessed I'd be
a famous Spyreporter? I know how much you like reading this stuff, but I really
should stop. Remember you guys, ease up sometimes! Chill out! Later, Debby Tonte
DUELMASTER W L K POINTS TEAM NAME
CLEANING 10316 5 1 1 47 BASH BROS DISHES (1764)
ADEPTS W L K POINTS TEAM NAME
FERAL 10350 3 1 1 46 FOX FORCE FIVE (1770)
CRACKED 10317 4 2 0 37 BASH BROS DISHES (1764)
ADEPTS W L K POINTS TEAM NAME
KITSUNE 10347 4 0 1 35 FOX FORCE FIVE (1770)
THE RAVEN 10452 4 0 0 35 MACABRE MARAUDERS (1788)
KUMIKO 10348 4 0 0 34 FOX FORCE FIVE (1770)
CHALLENGER INITIATES W L K POINTS TEAM NAME
SHAMU 10321 5 1 0 32 FAMOUS PETS (1765)
VIXEN 10346 2 2 0 27 FOX FORCE FIVE (1770)
FENNEC 10351 2 2 0 26 FOX FORCE FIVE (1770)
VENUS 10426 2 1 0 24 FINAL FRONTIER (1784)
INITIATES W L K POINTS TEAM NAME
PLUTO 10427 2 1 0 22 FINAL FRONTIER (1784)
YONDARR 10444 2 0 0 20 LOLPERLOL (1787)
PUNXSATAWNY PHIL 10323 4 2 0 19 FAMOUS PETS (1765)
MR. ED 10325 3 3 0 19 FAMOUS PETS (1765)
LASSIE 10324 2 4 0 17 FAMOUS PETS (1765)
RIKKI-TIKKI-TAVI 10447 1 3 0 17 FAMOUS PETS (1765)
THEBE 10429 2 1 0 15 FINAL FRONTIER (1784)
FLASH DANCER 1 10463 1 0 0 15 MAGIC THE DUEL (1790)
RED DAWN 10328 2 0 0 14 MERCENARIES (1766)
UNMATCHED 10319 1 5 0 14 BASH BROS DISHES (1764)
FISHY 10457 1 0 0 11 THE HAIRY BUNCH (1789)
SATURN 10428 0 3 0 11 FINAL FRONTIER (1784)
DISCONTINUED 10320 2 4 0 10 BASH BROS DISHES (1764)
GRIM REAVER 10448 2 2 0 10 MACABRE MARAUDERS (1788)
B BETTY 10453 1 1 0 9 THE HAIRY BUNCH (1789)
BRUTUS 10326 1 1 0 7 MERCENARIES (1766)
GENGHIS KANE 2 10459 1 0 0 7 MAGIC THE DUEL (1790)
JUPITER 10458 1 2 1 6 FINAL FRONTIER (1784)
DR JEKYL 10476 1 0 0 6 MACABRE MARAUDERS (1788)
SWEENEY TODD 10449 1 3 0 6 MACABRE MARAUDERS (1788)
RICHARDS 10327 1 1 0 6 MERCENARIES (1766)
MR HYDE 10451 1 3 0 6 MACABRE MARAUDERS (1788)
DOLLY 10454 1 1 0 5 THE HAIRY BUNCH (1789)
DIRTY 10464 1 0 0 5 BASH BROS DISHES (1764)
ANT MAN 10456 1 1 0 4 THE HAIRY BUNCH (1789)
-MILLY JONES 10437 0 1 0 3 SMOL FLAME (1786)
SHE RA 10455 0 2 0 2 THE HAIRY BUNCH (1789)
SAD SIRI 10443 0 2 0 2 LOLPERLOL (1787)
SAREPH 10445 0 2 0 2 LOLPERLOL (1787)
SAREN 10446 0 2 0 2 LOLPERLOL (1787)
PERCY 10330 0 2 0 2 MERCENARIES (1766)
JARETT 10442 0 2 0 2 LOLPERLOL (1787)
GENGHIS KANE 10462 0 1 0 1 MAGIC THE DUEL (1790)
BLACK LUNG 1 10460 0 1 0 1 MAGIC THE DUEL (1790)
BIG BERTHA 1 10461 0 1 0 1 MAGIC THE DUEL (1790)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
BROKEN 10318 4 1 0 BASH BROS DISHE 1764 FERAL 10350 556
THOMASINA 10322 1 1 0 FAMOUS PETS 1765 CLEANING 10316 553 NOT REVENGED
DR JEKYLL 10450 0 1 0 MACABRE MARAUDE 1788 KITSUNE 10347 554
BLADES 10329 0 1 0 MERCENARIES 1766 JUPITER 10458 555
PERSONAL ADS
Mr Ed -- Next time I'll pack a can opener. -- Vixen
Thanks for the warm welcome fellas! There seem to be a lot of Mordant deserters in
need of justice in these parts. -- Paradox, mgr Fox Force Five
Welcome to the Island, warriors of Mercenaries and Final Frontier. Next round's on m-
... errr *checks for his coin purse*... Whisperer. Yeah, I'm pretty sure it was
Whisperer's saying something about rounds. -- Paradox
Assur -- They say it's lonely at the top. I'm more than happy to help try to ease that
burden for you. -- Paradox
Enter Dr. Jekyl. -- Macabre Marauders
Hail Noblishers! It is mighty fine seeing so many of you here. Yes, indeed. It is good
to see some pretty fine warriors in the bunch, too. Not everyone is a run-of-the-mill
first-time roll-up sheet fighter. Nosireebob! This Isle has some class! Welcome.
Welcome. -- Whisperer, Mgr of Famous Pets
Assur, my friend, only one round , and I am declaring that as round 5, of our battles
means anything. And what did round five mean. Pets smash Dishes. Yes! -- Whisperer
Kumiko, you are one fine fighter and I salute you. Three tries are enough. I have
learned my lesson. -- Rikki-Tikki-Tavi
Sad Siri, that was a good fight. I suspect I just had a little too much experience for
you. Good luck moving forward. -- Shamu
She Ra, does one really have to be hairy to join the Hairy Bunch? I know I treated you
rather hairy, but I will hold up my request-to-join for a little while. I kinda like
being a famous pet. -- Mr. Ed
Dishes! Dishes! We love, love, love you. -- Punxsatawny Phil and Lassie
Rikki-Tikki-Tavi -- You know what they say: if at first you don't succeed, please
keep doing whatever it is you're doing! -- Kumiko
Lassie -- Sorry Gal, no scraps for you. -- Kitsune
Assur -- Sorry I broke Broken. -- Feral
Whisperer -- I'd like to euthanize your pets. No, scratch that, forget the humane
part! -- Assur
All -- Welcomes, all around! -- Assur
LAST WEEK'S FIGHTS
KUMIKO viciously subdued MR. ED in a crowd pleasing 2 minute gruesome Challenge fight.
THEBE was demolished by THE RAVEN in a 1 minute gory one-sided Challenge melee.
JUPITER was vanquished by KITSUNE in a 1 minute mismatched Challenge brawl.
SHE RA was overpowered by UNMATCHED in a 1 minute one-sided Challenge fight.
DOLLY slimly lost to LASSIE in a 2 minute Challenge brawl.
YONDARR vanquished MR HYDE in a 4 minute mismatched Challenge fight.
B BETTY was beaten by VIXEN in a 1 minute amateur vs. veteran Challenge brawl.
ANT MAN lost to RIKKI-TIKKI-TAVI in a action packed 1 minute gruesome Challenge duel.
FERAL was defeated by M. CHARDINEE in a 2 minute duel.
CLEANING vanquished PUNXSATAWNY PHIL in a 1 minute one-sided Title fight.
SHAMU overpowered DISCONTINUED in a 1 minute one-sided melee.
CRACKED overpowered SATURN in a crowd pleasing 1 minute one-sided match.
FENNEC overcame SWEENEY TODD in a crowd pleasing 1 minute veteran vs. novice contest.
VENUS beat OSKSI NOBLE in a crowd pleasing 1 minute conflict.
PLUTO overpowered CONVICTED THIEF in a 1 minute one-sided duel.
JARETT was bested by GENGHIS KANE 2 in a 2 minute beginner's duel.
SAD SIRI was luckily beaten by RICHARDS in a crowd pleasing 1 minute amateur's brawl.
PERCY was overpowered by FISHY in a 1 minute one-sided bout.
SAREPH was beaten by BRUTUS in a 2 minute novice's bout.
SAREN was defeated by RED DAWN in a 2 minute bloody amateur's conflict.
GRIM REAVER savagely defeated GENGHIS KANE in a exciting 1 minute beginner's fight.
BLACK LUNG 1 was overcome by DIRTY in a 1 minute beginner's duel.
BIG BERTHA 1 was bested by DR JEKYL in a 1 minute gory novice's bout.
FLASH DANCER 1 overpowered PERSISTANT BEGGAR in a 1 minute one-sided duel.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 10 WALL OF STEEL 8 - 3 - 0 73 |
|SLASHING ATTACK 7 AIMED BLOW 16 - 7 - 0 70 |
|BASHING ATTACK 7 SLASHING ATTACK 11 - 7 - 1 61 |
|LUNGING ATTACK 6 LUNGING ATTACK 14 - 10 - 1 58 |
|AIMED BLOW 4 TOTAL PARRY 10 - 9 - 0 53 |
|WALL OF STEEL 4 PARRY-STRIKE 1 - 1 - 0 50 |
|TOTAL PARRY 3 STRIKING ATTACK 26 - 26 - 1 50 |
|PARRY-RIPOSTE 2 BASHING ATTACK 16 - 22 - 1 42 |
|PARRY-STRIKE 1 PARRY-RIPOSTE 0 - 4 - 0 0 |
|PARRY-LUNGE 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 557 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:
AIMED BLOW 4 - 0 SLASHING ATTACK 3 - 4 4 STRIKING ATTACK
PARRY-STRIKE 1 - 0 BASHING ATTACK 2 - 5 2 LUNGING ATTACK
WALL OF STEEL 3 - 1 PARRY-LUNGE 0 - 0 2 SLASHING ATTACK
STRIKING ATTACK 7 - 3 PARRY-RIPOSTE 0 - 2 2 AIMED BLOW
LUNGING ATTACK 3 - 3 TOTAL PARRY 0 - 3 1 BASHING ATTACK
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK CLEANING 10316 5 1 1 47 BASH BROS DISHES (1764)
BASHING ATTACK FERAL 10350 3 1 1 46 FOX FORCE FIVE (1770)
LUNGING ATTACK CRACKED 10317 4 2 0 37 BASH BROS DISHES (1764)
SLASHING ATTACK KITSUNE 10347 4 0 1 35 FOX FORCE FIVE (1770)
AIMED BLOW KUMIKO 10348 4 0 0 34 FOX FORCE FIVE (1770)
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 KUMIKO 10348. The ten other most popular fighters were LASSIE 10324, VIXEN
10346, RIKKI-TIKKI-TAVI 10447, FENNEC 10351, GENGHIS KANE 2 10459, BRUTUS 10326,
KITSUNE 10347, FERAL 10350, CLEANING 10316, and CRACKED 10317.
The least popular fighter this week was MR HYDE 10451. The other ten least popular
fighters were BIG BERTHA 1 10461, BLACK LUNG 1 10460, SAREN 10446, PERCY 10330,
JARETT 10442, SWEENEY TODD 10449, DISCONTINUED 10320, PUNXSATAWNY PHIL 10323, ANT MAN
10456, and SHE RA 10455.