Difference between revisions of "Wizards Per Acre"
From The Utopian Encyclopedia
(→Spell Duration) |
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== Cast Failure == | == Cast Failure == | ||
− | When casting [[Spells|Offensive Spells]], the chance of a successful cast is | + | When casting [[Spells|Offensive Spells]], the chance of a successful cast is influenced by your WPA. |
<b>~ Chance for Success:</b> (Your Mod WPA) / (Opponent's Mod WPA) | <b>~ Chance for Success:</b> (Your Mod WPA) / (Opponent's Mod WPA) | ||
− | When casting [[Spells|Defensive Spells]], the chance of a successful cast is | + | When casting [[Spells|Defensive Spells]], the chance of a successful cast is influenced by your province's percent [[Buildings#Guilds|Guilds]]. |
<b>~ Chance for Success:</b> Guilds / Acres | <b>~ Chance for Success:</b> Guilds / Acres | ||
− | |||
== Spell Duration == | == Spell Duration == |
Revision as of 02:19, 5 January 2010
Wizards per Acre is often abbreviated as WPA. In its unmodified form it is also known as raw WPA.
Wizards per Acre = Total Number of Wizards / Total Acres
Magic Effectiveness causes an apparent change in WPA, without changing the actual value. This is known as mod WPA.
Modified WPA = Raw WPA * Channeling Science * Racial Bonus * Honour Bonus
Cast Failure
When casting Offensive Spells, the chance of a successful cast is influenced by your WPA.
~ Chance for Success: (Your Mod WPA) / (Opponent's Mod WPA)
When casting Defensive Spells, the chance of a successful cast is influenced by your province's percent Guilds.
~ Chance for Success: Guilds / Acres
Spell Duration
On Self Spells, Spell Duration is related to your province's percent Guilds.
Spell Duration Mod: Guilds / Acres
On Offensive Spells, Spell Duration is related to.
Spell Duration Mod: Guilds / Acres Spell Duration Mod: Your Networth / Enemy's Networth