Equations

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Spells

Casting Skill = (Wizards) * (Wizard Skill / 10) * (Profbonus (Wizards)) * (Morale/100) * 20 )/ (Land).
Chance of Success = (Casting Skill) / (Casting Skill + Difficulty) * 100.
If rand (100) < Chance, spell succeeds.

  • Second check for offensive spells:

Power and Enemy Power calculated as below.
Chance = Power / ( Power + Enemy Power ) * 100.
If rand (100) < Chance, spell succeeds.

  • Spell Power:

Power = (Wizard Skill - 5) * (Profbonus (Wizards)) * (Morale / 100) / (Spell Power Modifier).

  • Spell Length:

Length = (rand (Base Length) + (Base Length / 2)) * (Power).
Result is rounded down.

Thieves

Stealth affects success/fail chance and how much you can get.

EffectiveGuards = (# guards) * (morale/100) * [(guard skill - 4)^2]* (1+prof bonus) / land
GuardDefense = EffectiveGuards * ( 0.9 + %walls )/land

Thieves are the same as guards except that stealth is taken into account:
EffectiveThieves = (Stealth after operation cost)* (# theives) * (morale/100) * [(thief skill - 4)^2]* (1+prof bonus) / land
ThiefDefense = EffectiveThieves * ( 0.9 + %walls )/land

These are compared so that when equal there's a 50% chance of catching the thieves.

Guards are like thieves that can only be used for thief defense. They are always assumed to have 100% Stealth.

Propaganda cannot reduce morale to below 30. If the defender has 30 morale or less, propaganda will do nothing.

Drug Soldiers knocks out 5% of the amount of Readiness that the defender has, i.e. at 100% a loss of 5% readiness occurs, at 50% only 2.5% readiness is lost.

Exploration

Cost Per Acre = (Current Land - 30)^1.44

Production

Amount Produced = (Number of Workers)*(Amount 1 Worker Produces)*(Worker Skill/10)*(1 + Profession Bonus)*(Morale/100).

The Amount 1 Worker Produces is best found from the in-game help description of the job you are looking at. This will make sure that it's current for the age you're in. It's in terms of a Skill 10 worker with 100% Morale, which is why you need this equation to see how much a real worker will create.

In age 20, the amount of resources a single worker produces is as follows:

  • Merchants Gold 90
  • Alchemists Gold 350
  • Woodsmen Wood 5
  • Quarrymen Stone 3.5
  • Weavers Cloth 1.5
  • Runists Runes 2.5
  • Shamen Mana 25
  • Builders Build Points 2.4
  • Farmers Food 10
  • Teachers Skill Points 1.75
  • Seers Views 4
  • Miners Ore 4
  • Armourers Armour 1.85
  • Weaponsmiths Weapons 2
  • Elementalists Elementals 0.2
  • Engineers Construction 5
  • Scholars Research 1.15
  • Entertainers Entertainment 24

Thieves and Wizards show an amount of "Theft" and "Magic" that they produce. This is not a tangible resource, but rather a measure of the power of these workers. See the sections on Spells and Thievery, above.

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