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| Noz13 *Coolest Lady in the World* Quote | Reply | | Magic and espionage operations posted on: 6/8/2003 4:42:53 PM In this thread We're trying to gather all of the formulas related to magic and espionage operations, hopefully this can be refered to for anything needed.... A big thanks goes out to the previous dominion strategy forums, most of this wouldnt be possible without work done previously by posters on that forum (http://pub9.ezboard.com/bdominionstrategyforums.html) Spell Costs Self Spells Gaia's Watch: 2*[Land Total] Ares' Call: 2.5*[Land Total] Midas Touch: 2.5*[Land Total] Mining Strength: 2*[Land Total] Harmony: 2.5*[Land Total] Surreal Perception: 4*[Land Total] Energy Mirror: 3*[Land Total] Offensive Spells Clear Sight: 0.5*[Land Total] Vision: 0.5*[Land Total] Revelation: 1.2*[Land Total] Clairvoyance: 1.2*[Land Total] Disclosure: 1.5*[Land Total] Fireball: 3.3*[Land Total] Plague: 2.7*[Land Total] Insect Swarm: 3*[Land Total] Lightning Bolt: 4*[Land Total] Great Flood: 3*[Land Total] Earthquake: 3*[Land Total] Disband Spies: 5*[Land Total] Racial Spells Racial Spell: 5*[Land Total] These are modified by Great Oracle: mana costs reduced by 15% Wizard Guild: Reduces spell costs by 2.5 * Wizard Guilds / Total Land % to 50% maximum. « Last Edit: Jun 2nd, 2003, 4:51pm by para Does anyone know how much spy/magic strength each operation costs? Also needed: factors influencing effectiveness of offensive spells, demo.. etc a writeup on how the server figures out if a operation succeeds or not (spy strength, spy power, wiz strength, wiz power, along with the techs and wonders) Prestige gains from spells (is this a % or a # modded by factors: damage done, land differential?) « Last Edit: May 6th, 2003, 5:59pm by para This is how i "believe" wizard ops are run by the server 1. Can this operation be done (Some spells can only be cast if you are at war with the target's realm, or if the target attacked ANYONE in your realm in the past 24 hours. These spells include Fireball, Lightning Bolt and Disband Spies), Self spells are always successfull even with 0 wizards. 2. Checks for Ivory Tower (50% chance of causing spells cast against owner's realm to fail). If its present theres a 50% chance of continuing and a 50% chance of failing at this point. 3. Figure out success rate, this involves two variables, your overall (modded wizards)/land wizard ratio and your targets [WPA]*[Wizard Power]*[Wizard Strength] these two numbers are compared and output a fraction, I have absolutely no idea how their compared (exponentially?) but if you have a much higher modded wizard ratio than your targets than your success rate seems to be almost 100% and if you have the same modded wizard ratio than it should be 50%, looking at this is should be "possible" to get ops on anyone, although not very likely if your trying to op a DE with a 0.3 WPA this success fraction is then modded by subsequent success fractions (are these added/subtracted? multiplied?), including: Spell specific mods (harder to cast a fireball than a cs) Magician's Apprentice: +10% success rate on spells Master of Magi: +15% success rate of spells This total success rate is then used to figure out if you fail or succeed. 4. Effectiveness of spells, the amount of damage inflicted by spells is computed by a base damage (in hours or % of total targeted variable), that is modded by several variables, War: a realm that you are at war at will incur increased damage Land Differential: the most damage occurs at equal land totals and falls off on either side Your Modded WPA: [WPA]*[Wizard Power] i dont think this is influenced by wizard strength, (this is either a raw variable based on only your wizards, or a differential similar to land differential). Targets Modded WPA: Your target takes increased damage based on a sliding scale beginning at 1 WPA and maxing at 0 WPA « Last Edit: Jun 2nd, 2003, 5:09pm by para Spy losses, as posted by atilas: 1.6% for intel ops. 0.8% for thievery ops. still need losses on black ops (assasinate, demo, etc) Fireball Damage 2.371% rounded of current food and peasant totals (on equal land totals) Assasinate Draftee Losses 0.5% of current spy total (lorian and para) insect swarm: -10% food production. Not sure on duration though. I would guess that is dependant on size, and the ratio of his wpa:your wpa or something of the sort. yeah i think for durational spells the main factor is land differential, actually theres probably something like that for fireballs too i think it might be dependent on your own wizard power or something like that as well (not your targets) something like >2 WPA gives you increased effectiveness |
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mickles
mIRC Representative Quote | Reply | |
Magic and espionage operations
replied on: 6/9/2003 8:58:55 PM Thanks for giving paravidya and me the credit for coming up with that information. http://domstrat.proboards18.com/index.cgi?board=numbers&action=display&num=1052249464 If you want to plagiarize, at least ask/credit the proper ppl. thanks |
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