Difference between revisions of "Wizards Per Acre"

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== Calculating Raw WPA ==
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Wizards per Acre is abbreviated as WPA. Unmodified, it is called raw WPA.
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<b>Wizards per Acre =</b> Total Number of [[Units#Wizards|Wizards]] / Total [[Acres]]
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== Calculating Mod WPA ==
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Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.
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<b>Mod WPA =</b> Raw WPA * [[Science_Formulas#Channeling|Channeling Science]] * [[WoL_Races|Racial Bonus]] * [[Honour|Honour Bonus]]
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== Effects of Mod WPA ==
 
== Effects of Mod WPA ==
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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 the:
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* Chance of a Successful Cast
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* Chance of Preventing an Opponent's Spell
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=== Self Spells ===
 
=== Self Spells ===

Revision as of 03:35, 17 July 2011

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 the:

  • Chance of a Successful Cast
  • Chance of Preventing an Opponent's Spell


Self Spells

WPA does not influence self spells.


Spell Duration

Spell duration, for both Offensive and Self Spells, is influenced by the Percent Guilds and applicable Race or Personality modifiers.

Additional Information