Skunkbelly's Ultimate Tournament Challenge 2011

Re: Skunkbelly's Ultimate Tournament Challenge 2011

Jiansonz - thanks, but I was only kidding, a bitter-sweet joke about the "good fortune" I've had in finding wearable, decent stuff with Chewbacca :nod:

Nualum - from what I understand regarding the transfer of characters, you are required to send every piece of equipment (including charms) that were used to complete the act. From my point of view, I'd use common sense and leave on the character the best possible equipment I think might help that character survive. I would love to see as many characters become Guardians as possible, it will be an achievement for any of us, players, no matter whom Skunkbelly declares victor.
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

I'd suggest that you can keep anything you want in your stash during the play. But when act ends you load the characters inventory and stash full get rid of anything else, but socketing material, charms, potions and the two items in your stash and send the character onward.

That way you can for example send all those extra rings and amulets from Act I to Act II for the next player to cube.

What comes to chrams I'd like a ruling where you can keep all the charms you want.
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Jason, quick question for you: if you were to receive a character today, what items would you like in its stash? Juvies, rings, ammies for you to reroll? Chippies? I'm asking this because I don't really know what to keep in my Barb's stash, as rubbish rings and ammys tend to take a lot of space and annoy me.
OK, let's make this easy: I'm playing a Barb. Suppose you're the one that gets him for Act2. What would you prefer to see in his stash?
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

If it were me, I'd prefer the rings and amulets followed by items you think are really nice (including items that sell for more than the 5000 gold limit). Maybe crafting gems/runes if you have extra.

Quick question: for the two items you're keeping in your stash to socket/personalize, if you find something else you want to keep instead, do you sell the original item or can you just leave them on your current char (to be passed on)?
 
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Re: Skunkbelly's Ultimate Tournament Challenge 2011

Out of interest, Sir Skunk, why did you place a restriction on re-running the Countess?

edit: finished off Andy. So I guess I've got two weeks to do my alotted 9 Countess and Andy runs, and then run Pitspawn, The Smith, and Bone Ash until I get bored...
 
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Re: Skunkbelly's Ultimate Tournament Challenge 2011

Out of interest, Sir Skunk, why did you place a restriction on re-running the Countess?

Probably because it´s so easy to run her for basic runes. As a single-pass player, I like this restriction.


Regarding what to pass on: socketables should not be passed on - according to the rules, these clearly belong to the player. But I think that all the charms that the character used during the act should be passed on, along with a full belt of rejuves and a couple of spare rejuves.



Kenobi the Druid is now waiting in Lut Gholein. He had a very easy time, because the Core Skills selection for Druids is very friendly for the early game. I passed on all magical rings and amulets so the next player will have a chance to cube some nice resist jewelry at level 24. He also has three items that sell for more than 10k gold.



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

So would it be considered bad manners to take all of the charms out of your characters inventory into your stash before passing it? Or is that just what is expected, so you don't end up without some essential charms on your next round?

Not only would it be bad manners, it would be against the rules. The rules are clear: you must send your character forward with all of their *equipped* potions and charms.But you are welcome to keep any charms or potions you are *not* using in your ATMA stash.

And for example if you were to have 3 quest reward helms you had for a character, do you send the extra gear in their inventory, or if it's not equipped before you transfer do you need to sell any extra gear.

Your choice. You could keep the extra helm in the character's inventory and pass it along, or you can sell it (and if you have maxed out the character's gold, you could keep that gold in your own ATMA stash, per the rules). The rules state that you must send the character forward with their equipped items... they do not say anything about items in your in-game stash, and you are free to play that however you like.

I've been guessing that any charms used by the character go with the character, and that "spare charms" would be any that were never used (for example Skywalker the paladin doesn't need any mana charms, so he could drop them in the stash in case I survive long enough to play a character who does... and the charms would then move with the character that does use them when they go to the next player). Does that sound correct?

Again, the charms that need to be sent forward are the ones you have equipped when you finish the act. So if you need a certain dozen charms to beat Andariel, those dozen charms should be on your character when you pass forward. If you used a fire resist charm earlier in the act, though, but didn't wear it at the end... it's yours to keep.

One thing about this rule: it is important to be honest here. No cheese, please. If you wore the charms for the second half of act one, it would not be in the spirit of the tournament to fight Andariel down to a sliver, TP to town, take off the charms, and then beat Andariel "without them."

From my point of view, I'd use common sense and leave on the character the best possible equipment I think might help that character survive. I would love to see as many characters become Guardians as possible, it will be an achievement for any of us, players, no matter whom Skunkbelly declares victor.

Thank you, amne, for getting it exactly right.

What comes to chrams I'd like a ruling where you can keep all the charms you want.

It is my duty as tournament host to disappoint you.

Out of interest, Sir Skunk, why did you place a restriction on re-running the Countess?

A couple of reasons. First, since she always drops runes, this would make runewords a bit too easy to come by. The point is that magic is difficult and rare in this tournament... getting to act 2 with a stash of 400 runes (pretty easy to do, for those with the time) would not be in the spirit of things. Also, this levels the field a bit for those with less time to play... if one player can barely get through an act in two weeks, but another can run bosses endlessly, there's a clear disadvantage to the player with the busier life. That's not in the spirit of the tournament either.


Glad to see some people have already beaten act 1!



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

I have in my great mercy added soulzman to the tourney, since we're still so early. But this is the last addition.

Code:
==============================================================
Forum Name              Character Name       Character Class
==============================================================
amne                    Chewbacca        Barbarian
Brak                    Organa           Sorceress
cenyth                  Amidala          Amazon
Gahzban                 Wendu            Paladin         
Hoop76                  Offee            Assassin
Jason Maher             Palpatine        Necromancer
jiansonz                Kenobi           Druid      
JoeBruce                Solo             Barbarian
Joosh                   Stass            Sorceress
kestegs                 Ahsoka           Amazon
nualum                  Skywalker        Paladin
purplelocust            Beru             Assassin
pwangsta                Vader            Necromancer
Quickdeath              Ackbar           Druid
scrcrw                  Biggs            Barbarian
Skunkbelly              Yaddle           Sorceress
Smilts                  Mothma           Amazon
tavaritz                Antilles         Paladin
Thomh                   Dorme            Assassin
WestXylophone           Dooku            Necromancer
Wolron                  Binks            Druid
WoRG                    Fisto            Paladin
soulzman                Farr            Barbarian
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

It is my duty as tournament host to disappoint you.

This was answer to my line:

"What comes to chrams I'd like a ruling where you can keep all the charms you want."

Your ruling is IMHO bad as this means that I must give forward all my best charms and might get a character that has stripped all they charms just prior fighting the act boss.

If we all can keep our charms then we don't have this problem or if we all must pass all our charms then we don't have this problem. But as it's now people can cheat and no-one will know.


 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

This was answer to my line:

Your ruling is IMHO bad as this means that I must give forward all my best charms and might get a character that has stripped all they charms just prior fighting the act boss.

That was my main concern as well, but now that everyone is on the same page, that we will leave the charms we used/needed on the Char, we should be fine.

I just didn't want to leave all of my charms on my char, only to get one that had been stripped of theirs because I didn't know how it was supposed to work. I was also not sure if charms fell under "equipment" in the rules, as they aren't really equiped. Thanks for clearing it up.

And it may be nice if you know you are passing on to a single pass player to throw in some runes/gems that may be useful in the next act. As they will have a lot less chance to accumulate them in a single pass.


 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

I'm not going to spend my energy trying to address all the ways people might cheat. Cheaters will cheat. I pity them.

As for my "bad rule"...

Passing charms along--or saving them instead for later use--is an important strategic element in this tournament. When you find a charm, you have a choice: use it consistently, knowing that you will have to part with it at the end of the act... or stash it, knowing that you might be able to use it down the road. Either way, it's a gamble: you have to weigh the immediate benefit against the potential later benefit, and make a decision.

If you could simply keep all your own charms, and use them, that would nullify this particular gameplay element. And it would add a level of predictability that is completely in contrast to the point of the tournament.

In other words, the way things are now, you might very well pass along a character with some terrific charms, and then get a new character with fairly awful ones. That is part of the fun.
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

I like the rules the way they are. The fun part about these tournaments is that you never know what your going to get. You could get a really easy to play char, or a totally messed up one. I like the challenge of trying to get the misfit chars through the acts.
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

I like the rules the way they are too. I intend to use my best charms on the character at hand and will pass them along, fully expecting to get the best charms from the player whose character I am inheriting.

The only extra charms that I plan to hold back are those charms that simply don't help my current character but might help a future one, i.e., a "+X to cold damage" charm when I am playing a caster character or a "+1 to sorceress fire skills" charm when I am playing a non-sorc.

Remember that for a long time we will always have the potential of dropping charms with better affixes than has previously been available. The charms that seem so valuable now may quickly become Fara fodder.

I thought we were not supposed to coordinate, i.e, chat about what to pass along during the first 5 acts. BTW, I may be using a different equipment strategy than some other players, but I do NOT expect to be passing along a lot of low level ammys and rings for cubing (nor do I particularly wish to receive that.) And I do expect that most of what I pass along after A1 to be replaced fairly quickly as better items become available in A2.
 
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Re: Skunkbelly's Ultimate Tournament Challenge 2011

Ackbar the Druid has finished his 10 Countess runs and currently has progressed to Jail Level 1. I'm not allowed to say much about him, but here's a few comments of general interest.

1. I had a Countess run where she dropped no rune at all! She died next to a wall, and the only explanation I can conceive of is that the dropped rune spawned inside the wall. Has anyone ever had this happen?

2. It just seems to me that Ammys and Rings in A1 have an unnatural preoccupation with helping me to resist cold damage. Um, here's a note to the jewelry Goddess: personally I'm a lot more concerned about Pitspawn Fouldog and resists to lightning damage.

3. I was in Cold Plains, in the middle of pitched battle and clicked on what I assumed (from it's appearance) was a Refilling Shrine, only to discover it was a Fire Shrine. My red bulb drooped way below 1/4 full. What's a ding-dong fire shrine doing in the game so early? LOL, that was way-stupid, I almost deeded in Cold Plains from a shrine! Lesson learned, I need to play smarter than that.
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Careful there Quickdeath, don't live up to your name!

Yea, I have had some close calls to stupid fire shrines before too, so don't feel too bad. I'm all wrapped up for this round, did my 10 and 10 runs, and don't anticipate doing much more.

And 2 more questions that I thought of: Are we allowed to re-roll our quest rewards in the cube if we want to? And are we allowed to upgrade our rewards in the cube either before or after they are Imbued/socketed/personalized?
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

2. It just seems to me that Ammys and Rings in A1 have an unnatural preoccupation with helping me to resist cold damage. Um, here's a note to the jewelry Goddess: personally I'm a lot more concerned about Pitspawn Fouldog and resists to lightning damage.

But...they are Cold Enchanted, so it should help anyway. :wink:

Nope, I haven´t see any resist preference for a certain element.
What I have noticed is that 'Ring of Craftsmanship' is an extremely common jewelry piece in the first act.



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Clarification... Double throw is a one point non-power for barbs? Which then means bash and double swing are pre-reqs and can have a point?
 
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Re: Skunkbelly's Ultimate Tournament Challenge 2011

I thought we were not supposed to coordinate, i.e, chat about what to pass along during the first 5 acts.

Yes, some folks have engaged in this sort of discussion... I assumed they were jesting, because they couldn't possibly know who they were sending their next character too anyway (it will be random, every time... not the next person in the table). But please refrain from doing this sort of discussion (i.e., "send me potions! and jewlz!") once I have posted the passing assignments.

Clarification... Double throw is a one point non-power for barbs? Which then means bash and double swing are pre-reqs and can have a point?

Correct.
 
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