Master Quest impossible to finish ... even when cheating

I tried to explore the various way to end the game by cheating and going directly to the target. The Spell of mastery cannot be done easily because there is no magical cheat, so I decided to try the master quest.

The problem arrives at the end of the quest when you need to defeat the hermit. The hermit is simply undeafeatable because he dodge all attacks. I made a unit with the best equipment that would require more elementium that could be find in the whole game and all my attacks missed. I have a few screen shot but some screen shot simply failed to be taken.

 

The screen shot below show my army strength of 5000. Another weird thing, my opponent has an hero right on the quest location. So I need to declare war on it in order to get into the quest. I know that I am probably the only player who can see the location of the quest because I am on the quest, but I just fond it odd that my opponent can still camp the place.

 

 

This is the results of the battle. As you can see, the hermit received 0 damage. I had some screen shot of the unit stat and combat detail, but the shot were apparently not taken. Anyways, my unit had around 400 attack and defense power, while the hermit has 100 defense.

 

 

So I really do not see how it is possible to end the quest. My battles were resolved in auto-battle, if something special needs to be done, at least make sure that auto-battles consider it. My sovereign was only attacking with her bow, why did she not use magic spells. I had like 12000 mana and fireball, I don't see a reason not to use it.

I think the problem is the way the math is done behind the game. Probably the doge value exceed the attack value making rolls fail all the time.

Else, I suggest you try the spell of mastery and the diplomatic ending. You never know, maybe they cannot also be completed.

 

 

4,300 views 12 replies
Reply #1 Top

400 defense on a single unit!? No wonder! Nothing in the game could touch that. The only possible way to kill him would be through magic. He probably hasn't been rebalanced since combat mechanics were reworked.

Reply #2 Top

Quoting Sarudak, reply 1
400 defense on a single unit!? No wonder! Nothing in the game could touch that. The only possible way to kill him would be through magic. He probably hasn't been rebalanced since combat mechanics were reworked.
End of Sarudak's quote

 

You have to use magic to win elemental: war of magic.. omg... what are they thinking.

 

On a more serious note. ya he probably hasn't been adjusted.

 

As for the other ways to win.. they work. And so would this if you used spells...unless he has crazy arse INT.

Reply #3 Top

I've been coming across a lot of ridiculously high defense and dodge ratings on various enemies throughout the game since 1.11, to the point that even some common bandits are effectively immune to melee damage.

Reply #4 Top

Find a hero with savage strike = unblockable triple damage.

Equip with sword of wrath.  Equip all possible attack bonus items from store.

One shot The Hermit.

FTW!

Reply #5 Top

I think people are misreading.  The OP says his unit had ~400/400 where the hermit had 100 defense.  It'd be interesting to know the hermit's dexterity/dodge stats.

However, why leave a final battle to Auto-Resolve? Its always been a little off.  Take the extra couple of minutes to do a tactical battle, surround your sovereign and have him blast the dang hermit with spells.

Reply #6 Top

I have come to the conclusion that the combined attack score is wrong.  What I think happens is that say an 8 unit squad comprised of say 50 attack units = 400 attack don't actually attack with a 400 strength.

Each unit individually attacks at 50 strength = 8 misses.

I think that the 400/400 is really just a display amount.  It doesn't actually combine the values.

 

I may be wrong, but I seem to notice that when you attack a creature with say 48 defence, this supposed 400/400 unit will only do minor damage.  As I say I may be wrong.  Really needs a dev to comment.

 

Edit: In any case there are plenty of ways to beat the Hermit

- Use direct damage spells

- Dragons using there breath attack

- Savage strike heroes :)

- Rock golems area effect attack etc

But obviously you need to actually fight the battle not let the AI do it for you!

(Why would you not want to fight the final battle I'll never know)

Reply #7 Top

Quoting MattSan, reply 6
I have come to the conclusion that the combined attack score is wrong.  What I think happens is that say an 8 unit squad comprised of say 50 attack units = 400 attack don't actually attack with a 400 strength.

Each unit individually attacks at 50 strength = 8 misses.

I think that the 400/400 is really just a display amount.  It doesn't actually combine the values.

 

I may be wrong, but I seem to notice that when you attack a creature with say 48 defence, this supposed 400/400 unit will only do minor damage.  As I say I may be wrong.  Really needs a dev to comment.
End of MattSan's quote

 

No this has been confirmed by the Devs that this is how it works. It is 8 hits of 50 each. That's why I said 400 defense on a single unit is unhittable. I understand why they might display the attack as cumulative (although they need a better way to display this), but the defense being displayed as cumulative is nothing but misleading as it isn't accurate at all. Not all the exact details of the combat formulas have been revealed though. Sadly.

Reply #8 Top

Quoting Sarudak, reply 7

No this has been confirmed by the Devs that this is how it works. It is 8 hits of 50 each. That's why I said 400 defense on a single unit is unhittable. I understand why they might display the attack as cumulative (although they need a better way to display this), but the defense being displayed as cumulative is nothing but misleading as it isn't accurate at all. Not all the exact details of the combat formulas have been revealed though. Sadly.
End of Sarudak's quote

Yeah, so the Hermit has if I recall 200 Attack/100 Defence.

Thus all 8 will ALWAYS miss based upon that.

So it is currently impossible to build a unit that can physically harm the Hermit.  Only the methods I posted above will work.

Reply #9 Top

One more way..... Buy the book, pick Xander as sovie.  With good equipment, experience and a belly-full of potions, he can take the hermit and all his buddies single-handed.  Just did it last night, on 1.1D.

His potion-enhanced combat speed was 10 or 11.  His attacks don't provoke counterattacks, and even when someone swings at him, his high dodge-factor usually keeps his armor from even getting scratched.

Reply #10 Top

Quoting MattSan, reply 8

Quoting Sarudak, reply 7
No this has been confirmed by the Devs that this is how it works. It is 8 hits of 50 each. That's why I said 400 defense on a single unit is unhittable. I understand why they might display the attack as cumulative (although they need a better way to display this), but the defense being displayed as cumulative is nothing but misleading as it isn't accurate at all. Not all the exact details of the combat formulas have been revealed though. Sadly.
Yeah, so the Hermit has if I recall 200 Attack/100 Defence.

Thus all 8 will ALWAYS miss based upon that.

So it is currently impossible to build a unit that can physically harm the Hermit.  Only the methods I posted above will work.
End of MattSan's quote

That's kinda lame. Strong heroes should be able to kill him. This is the 'adventurer' victory condition after all.

Reply #11 Top

I suggest magical items that give bonus damage that ignores defense. For example, a sword could have +5 fire damage and each attack would do at least that much damage unless the opponent dodges (assuming that defense and dodging are two separate stats). This way if you adventure enough you get nice items that help you kill the hermit

 

also auto-resolve should cast spells, and also have a check box (use spells/do not use spells)

Reply #12 Top

However, why leave a final battle to Auto-Resolve? Its always been a little off.  Take the extra couple of minutes to do a tactical battle, surround your sovereign and have him blast the dang hermit with spells.

But obviously you need to actually fight the battle not let the AI do it for you!

(Why would you not want to fight the final battle I'll never know)

 

Simple, I was playing on my netbook, if I enter a battle, the game crash. It's related to the pixel shading function where Elemental thinks version 3 is supported but the graphic card only support  version 2. The bug has been posted but still unresolved. Still, the game would run really too slow in 3D mode. It's already rushing on my girlfriend's computer which has a better computer than me.

Still, it's a good thing I could actually initiate battle in 3d mode because it crash a dozen of seconds after the battle start. So as soon as the battle start, I click like crazy on the "Auto-Battle" button before the game crash. That is the only way to auto battle a quest because there is no battle window before the battle.

---------

So the problem was that I was making 50 dmg and the defense was 100 which made an impossible attack range. This is why value ranges should not be used. Else you need to control strictly all the bonus that can be applied to a stat to make sure the values always stay in range. Since there is so much variables in elemental, it is very hard to control.

That is why MOM used the roll 1 Die for each point and keep all dice above value X. This way it could be possible, for example, for the hermit to roll less than 50 and I could have had a chance to roll more than him. The odds are slim ( it depends on the Die TN) but still possible. With value ranges, it is simply impossible.