View Full Version : Purity of Body no longer prevents mummy rot?
DDOisFree
08-23-2012, 02:59 PM
I just did the necro 3 chain on my 7 monk / rest rogue, and I was constantly being infected with mummy rot throughout one of the quests. I had to constantly burn my remove curse / disease wands, and now was just looking up purity of body and mummy rot on the DDO wiki, and on the page for mummy rot it says:
'High level Monks are effective against mummies thanks to the Purity of Body feat, monks are immune from disease'
http://ddowiki.com/page/Mummy_Rot
You get purity of body at 5 levels of monk and I have 7, but I still keep on getting mumy rot now (Thanks turbine for nerfing disease immunity, or I wouldnt have ever noticed).
Enoach
08-23-2012, 03:09 PM
I think the U14 Release notes will help here http://ddowiki.com/page/Update_14_Release_Notes
Adding items that apply to your question:
Poison & Diseases
Changes have been made to the way that Poisons and Diseases behave in the game to be more inline with D&D rules:
All Poisons and Diseases are now classified as either natural, magical, or supernatural.
Diseases
Paladins are immune to natural, magical, and supernatural diseases through the granted feat "Divine Health"
Purity of Body grants immunity to all natural diseases, but not magical or supernatural ones.
Disease wards grant immunity to natural diseases, and an Enhancement bonus to saving throws against magical diseases. Additionally Disease Ward prevents the wearer from failing saving throws on a roll of a natural 1 (this renders the wearer immune to ability score damage from magical diseases with a DC of less than 7 + their Fortitude save).
Other Changes:
SPECIAL NOTES ON MUMMY ROT: The grand-daddy of all diseases, Mummy Rot is a terrible fate, which previously was able to be worked around with immunity items (which didn't prevent the curse, but prevented the disease from applying ability score damage). Being exposed to Mummy Rot will no longer immediately apply the full curse - you'll have one minute to get a Remove Disease before it fully incubates and applies its supernatural curse and disease to you. The lingering effects listed above that provide immunity to magical diseases will also prevent this initial application of Mummy Rot.
Inouk
09-05-2012, 01:24 PM
I think the U14 Release notes will help here http://ddowiki.com/page/Update_14_Release_Notes
Adding items that apply to your question:
Poison & Diseases
Changes have been made to the way that Poisons and Diseases behave in the game to be more inline with D&D rules:
All Poisons and Diseases are now classified as either natural, magical, or supernatural.
Diseases
Paladins are immune to natural, magical, and supernatural diseases through the granted feat "Divine Health"
Purity of Body grants immunity to all natural diseases, but not magical or supernatural ones.
Disease wards grant immunity to natural diseases, and an Enhancement bonus to saving throws against magical diseases. Additionally Disease Ward prevents the wearer from failing saving throws on a roll of a natural 1 (this renders the wearer immune to ability score damage from magical diseases with a DC of less than 7 + their Fortitude save).
Other Changes:
SPECIAL NOTES ON MUMMY ROT: The grand-daddy of all diseases, Mummy Rot is a terrible fate, which previously was able to be worked around with immunity items (which didn't prevent the curse, but prevented the disease from applying ability score damage). Being exposed to Mummy Rot will no longer immediately apply the full curse - you'll have one minute to get a Remove Disease before it fully incubates and applies its supernatural curse and disease to you. The lingering effects listed above that provide immunity to magical diseases will also prevent this initial application of Mummy Rot.
Or to translate: they removed your immunity (since natural diseases are pretty well unheard of in DDO), and severely nerfed everyone's items. This is the one thing I'm most displeased with of all the new changes. Having to constantly spam cure poison and/or disease constantly through a quest even though I'm wearing immunity items for both is ridiculous and extremely cumbersome, to the point that it diminishes my enjoyment of the game.
Sqrlmonger
09-24-2012, 03:31 PM
I think the U14 Release notes will help here http://ddowiki.com/page/Update_14_Release_Notes
...
SPECIAL NOTES ON MUMMY ROT: The grand-daddy of all diseases, Mummy Rot is a terrible fate, which previously was able to be worked around with immunity items (which didn't prevent the curse, but prevented the disease from applying ability score damage). Being exposed to Mummy Rot will no longer immediately apply the full curse - you'll have one minute to get a Remove Disease before it fully incubates and applies its supernatural curse and disease to you. The lingering effects listed above that provide immunity to magical diseases will also prevent this initial application of Mummy Rot.
Translation: "Smart play was being rewarded, so we fixed that bug. Sorry, what was that? You crash when you change zones? "
justagame
09-24-2012, 04:15 PM
Or to translate: they removed your immunity (since natural diseases are pretty well unheard of in DDO), and severely nerfed everyone's items. This is the one thing I'm most displeased with of all the new changes. Having to constantly spam cure poison and/or disease constantly through a quest even though I'm wearing immunity items for both is ridiculous and extremely cumbersome, to the point that it diminishes my enjoyment of the game.
Agreed on that last part. In an effort to make poison and disease defense matter MORE, they (devs) have made it matter LESS.
On a class with high fort saves, with a good CON score, poison "immunity" (now +6) item, and the +4 from the mask, a +5 (or +6?) resist item, plus GH and other assorted bonuses, I run around in certain at-level quests getting spammed with poison, and having to quaff pots constantly.
How is this different than had I not payed any attention to poison defense? It isn't. I'd still be quaffing potions all the time.
How is the game improved by this? Poison immunity items went from very important, to totally worthless. (Yet another case of sweeping over-adjustments instead of incremental changes). And now you have to stop to drink pots all the time.
While I see the need to make poison in the new content a threat, this has become like the old AC -- no matter what it was, 99% of players got hit on a 2, so why bother?
rimble
09-24-2012, 04:21 PM
On a class with high fort saves, with a good CON score, poison "immunity" (now +6) item, and the +4 from the mask, a +5 (or +6?) resist item, plus GH and other assorted bonuses, I run around in certain at-level quests getting spammed with poison, and having to quaff pots constantly.
Was it actually affecting you negatively, or were the visual affects bothering you?
The thing is, the 'debuff' will be on you...but it won't do anything. You'll pretty much always have the poison or disease 'debuff' on you, but whenever a tick comes up it will fail to affect you. Most of them once you save once or twice they go away.
As a Monk, and since the recent updates, I've still been ignoring disease and poison as much as I always have.
Mastikator
10-03-2012, 12:42 PM
[snip] I had to constantly burn my remove curse / disease wands[snip]
No you don't, the only poisons and diseases that aren't completely harmless are the ones that deal hundreds of hit point damage (like Spinner of Shadows), everything else is at worst a nuisance.
whittey
10-03-2012, 02:34 PM
Was it actually affecting you negatively, or were the visual affects bothering you?
The thing is, the 'debuff' will be on you...but it won't do anything. You'll pretty much always have the poison or disease 'debuff' on you, but whenever a tick comes up it will fail to affect you. Most of them once you save once or twice they go away.
As a Monk, and since the recent updates, I've still been ignoring disease and poison as much as I always have.
Mummy rot, pernicious mummy rot, healing curse and vulkoorim disease from the scorpions all on my (wf) arti after running a wizking (the scorp disease was from a couple days before in oob). This isn't fun. The cure is fine. The rest is ****. Finishing a quest and still being diseased/etc is not fun. Logging in days later with it still ticking is not fun.
muffinlad
10-05-2012, 07:14 PM
My observations are these:
The change to diseases and poison was entire not needed, added complexity when they needed none, and simply made carrying potions a requirement rather than having the immunity items.
The game play decision to do this was faulty at it's inception, was disliked by much of the players, and then put in play where it remains unpopular, just not enough to start a mutiny, mainly because so many vocal players have simply left.
As for the Dev's desire to have additional ways of "challenging" players, that didn't happen either.
Regards,
muffinpoisoner
Rapthorn
10-05-2012, 07:30 PM
With the exception of a few things (poison in Spinner of Shadows) these changes made no difference to how I play at all... I ignored poison / disease before the change and I ignore it still...
Ever since the change that made getting stat damage meaningless because it regens over time, there is nothing to fear from either poison or disease. If for some reason, stat damage gets close to making you helpless, drink a restore pot. Only thing that makes mummy rot special is that it doesn't go away unless you make it go away so with that being said, just live with it until you are done questing around mummies...
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