Difference between revisions of "Wizards Per Acre"

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== Calculating Raw WPA ==
 
Wizards per Acre is abbreviated as WPA. Unmodified, it is called raw WPA.
 
Wizards per Acre is abbreviated as WPA. Unmodified, it is called raw WPA.
 
  <b>Wizards per Acre =</b> Total Number of [[Units#Wizards|Wizards]] / Total [[Acres]]
 
  <b>Wizards per Acre =</b> Total Number of [[Units#Wizards|Wizards]] / Total [[Acres]]
  
 
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== Calculating Mod WPA ==
 
Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.
 
Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.
 
  <b>Mod WPA =</b> Raw WPA * [[Science_Formulas#Channeling|Channeling Science]] * [[WoL_Races|Racial Bonus]] * [[Honour|Honour Bonus]]
 
  <b>Mod WPA =</b> Raw WPA * [[Science_Formulas#Channeling|Channeling Science]] * [[WoL_Races|Racial Bonus]] * [[Honour|Honour Bonus]]
  
  
== Effects ==
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== Effects of Mod WPA ==
Mod WPA influences several aspects of [[Spells#The_Spell_Book:_Offensive_Spells|Offensive Spells]], including:
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===Offensive Spells===
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<b>Modifier:</b> (Your Mod WPA) / (Opponent's Mod WPA)
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The higher this modifier is, the greater your:
 
* Chance of a Successful Cast
 
* Chance of a Successful Cast
 
* Chance of Preventing an Opponents Spell
 
* Chance of Preventing an Opponents Spell
  
The modifier for these events is:
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===Self Spells===
<b>Modifier:</b> (Your Mod WPA) / (Opponent's Mod WPA)
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Mod WPA has <b>NO</b> effect on the success of self spells. The success of self spells are determined by the percentage of [[Buildings#Guilds|Guilds]] which you run, to a certain cap value.
  
The duration of spells (both self spells and offensive ones) are dependent however on the percentage of [[Buildings#Guilds|Guilds]] which you run.
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===Duration of Spells===
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Mod WPA has <b>NO</b> effect on the duration of spells (both self spells and offensive ones). The duration of spells are dependent on the percentage of [[Buildings#Guilds|Guilds]] which you run, to a certain cap value.
  
  
 
[[Category:Formulas]]
 
[[Category:Formulas]]

Revision as of 06:26, 14 January 2010

This is part of the Utopia WIKI Formula Series.

THIS PAGE attempts to list formulas as relevant to Wizards Per Acre. If you would like to add a new formula feel free to include it within the text. Ensure that you check the discussions page for Wizards Per Acre to ensure that this formula is not under discussion/research, or contribute your research there if you do feel so inclined.



Calculating Raw WPA

Wizards per Acre is abbreviated as WPA. Unmodified, it is called raw WPA.

Wizards per Acre = Total Number of Wizards / Total Acres

Calculating Mod WPA

Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.

Mod WPA = Raw WPA * Channeling Science * Racial Bonus * Honour Bonus


Effects of Mod WPA

Offensive Spells

Modifier: (Your Mod WPA) / (Opponent's Mod WPA)

The higher this modifier is, the greater your:

  • Chance of a Successful Cast
  • Chance of Preventing an Opponents Spell

Self Spells

Mod WPA has NO effect on the success of self spells. The success of self spells are determined by the percentage of Guilds which you run, to a certain cap value.

Duration of Spells

Mod WPA has NO effect on the duration of spells (both self spells and offensive ones). The duration of spells are dependent on the percentage of Guilds which you run, to a certain cap value.