DM - Jim Smith's Slasher From: johnjohn@cco.caltech.edu (John White) Date: Thu, 19 Nov 1992 01:29:54 +0000 > It seems I have created a slight controversy with my slasher strategy > post. I am quite happy this because I am hearing a lot of stuff from > differing viewpoints, allowing me to see the strength's and weaknesses > of each approach. I would like to continue this discussion using e-mail > for the moment, but if anyone thinks I should be posting this stuff, let > me know and I will post it. Well, I'm glad that you feel that this is helpful. I for one feel that this is a prime thing to discuss on Usenet, so I am! >>From: picasso@bu-pub.bu.edu: >>> Backup: SS >>SS is the code for a Short Spear, this weapon is not well-suited to a slasher. >Sorry, I meant SH, but now I'm considering no backup at all (see below.) > >> 10 8 6 6 6 6 10 >> 8 6 4 1 1 1 10 >> 6 6 6 6 6 6 10 >Answer one question, what is the difference between your strategy in minute >number 1 and desperation (you are most likely to go desperate in the 1st >minute) ? I do not see much of a difference. >>Hmmmn, I am getting a bit confused since I am getting two strong opinions >>on this issue, one from David and another from John. I am putting John's >>response below and will discuss it further there. To answer your immediate >>question, the difference lies mainly in the KD, but to tell you the truth, >>I am not sure exactly how the KD affects the warriors fighting. Right, so my feeling is that you should be running a decise optimised strategy in minute 1, and an init optimized strategy in desp. 10-10-10-HE-HE-x does the job in desp., but I would go 10-10-7-HE-HE for decise optimization in minute 1. I (John Carlos White) write: > What I would do differently: > > 10 AL in minute 1. There's no way you're going to get the jump on someone > fast otherwise. > > 7 KD in minute 1. Again, this is the KD that most increases your decise. > > NO BACKUP. If you're fighting a warrior that breaks your weapon in your > first five fights, you're going to lose anyway. And you'll lose some more > because of the extra weight you're carrying. Besides which, SS isn't one of > the better slashing weapons anyway... This is the point that I would urge > you to change. The others... well you might see on your own... Jim writes: > OK, I can see the logic behind having no backup, and since David has not > commented one way or the other on it, I'll assume he has no real objection > to not carrying a backup. On the isuue of strategy, however, I think I > need to hear a little more discussion. David's original strategy recommendation was: 1 2 3 4 5 6+ d --------------- 10 8 6-----> 7 6 3 1-----> 10 6 6 6-----> 10 s-----> <-- note minutes 3-6 are good minutes for the slash tactic r LA---------> LL <-- if you are right handed attack the left side AM---------> HE John's recommended strategy (gathered together from several posts) was: 1 2 3 4 5 6+ d --------------- 10 8 6-----> 10 10 8 4 1---> 10 7---------> 10 s-----> HE------------> HE------------> > The main differences between these two strategies appears to be the > activity level, the attack/protect locations, desparation, and a > slight difference in KD. How do these things affect how the warrior > will fight? They change what skill areas are emphasized in your warrior's fight. > When I put myself in his place, I feel like the higher > the activity level, the more dancing around the warrior will do. True. > This should have the affect of reducing his accuracy with his blows, > but also making him harder to hit. Not true, true. > It will also tire him out morequickly, but since I have absolutely > no feel for this warrior yet, I don't really know how much activity > is too much. Going 10-10 more than one minute is too much! You definitely need to drop down afterwards. On the other hand, going slower can lose you the jump, and subsequently, the match. > In terms of attack and protect locations, to go after the head requires > a warrior to get in a little closer than going after the arms. This may > bepossible with a higher activity level (dancing in close then back out > again), and will result in quick wins if the blows connect. The arm > strategy would allow the warrior to keep a little more distance and > could result in a disarm (depending on whether the target is right or > left handed.) Ahhhh... Another case where visualizing reality comes into direct conflict with Duelmasters. The quickest strategy is almost withough question 10-10-7-HE-HE-Decise. Dropping the decise tactic results in a less quick (although still quick) but more accurate strategy. > There seems to be a lot of difference on desparation strategy and I am > at a bit of a loss as to how to visualize it. The difference in KD is > minimal, 6 vs. 7, so I don't think it makes a huge amount of difference. Two warriors exactly matched running the same strategy except one goes with a 6 KD and one goes with a 7. The warrior running the 7 will go first more than the warrior using 6 KD. It is pretty important. My opinions, tried, tested, true from what I've seen. I think the main difference in what Dave and I are saying is what is important in minute 1... I say decise, and he doesn't necessarily agree... John White johnjohn@cco.caltech.edu Referenced By Up