Page 1 of 3 123 LastLast
Results 1 to 20 of 55
  1. #1
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Exclamation Proof Against Poison/Disease Items Not Working Properly - they are bugged

    Proof Against Poison/Disease items are bugged and are not granting immunity to natural poison/disease as they should. All they are granting is a + to saves vs natural/magical.

    Originally I thought this was an issue with the Proof augments only but after the latest patch I notice neither the Proof augments, nor items with the Proof properties, nor Cannith crafted items bearing the Proofs are granting the immunity to natural poisons and diseases.

    'Grants the wearer immunity to natural poisons.'
    'Grants the wearer immunity to natural diseases.'

    Please have this fixed before beginning the next Hardcore League.

    Thank you.

  2. #2
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Location
    Eastern USA
    Posts
    8,727

    Default

    I thought they nerfed the immunities down to only save bonuses many years ago?

    EDIT: maybe the bug is they didn't update the descriptions when they nerfed them?
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  3. #3
    Community Member Sushiboat's Avatar
    Join Date
    Sep 2014
    Posts
    86

    Default

    Quote Originally Posted by SirValentine View Post
    I thought they nerfed the immunities down to only save bonuses many years ago?

    EDIT: maybe the bug is they didn't update the descriptions when they nerfed them?
    You're probably thinking of Update 14 (i.e., MotU), where they upended a bunch of systems all at once. Presumably, poison immunity got smacked in the face (taking disease immunity along with it) because SSG (or Turbine, to be precise) wanted Drow (poison) to be relevant.

    While they did "nerf the immunities," it wasn't as clear cut as just straight up removing immunity altogether. Instead, they decided to split things out into natural, magical, and supernatural poisons/diseases.

    The current incarnation of Proof Against Poison/Disease is supposed to grant immunity to natural poisons/disease, and a bonus against magical poisons/disease, which is why OP is reporting this as a bug.

  4. #4
    Community Member fatherpirate's Avatar
    Join Date
    Apr 2008
    Posts
    2,513

    Default

    not to be a downer BUT...
    Proof works 100% vs NORMAL enemies
    Champions and Reaper level enemies are NOT normal
    and with champions, they get bonuses to overcome your defenses (sometimes (random))
    With reaper levels, all bets are off, your defenses are reduced from the start.

    so, with normal enemies in elite or lower levels - proof should work
    against Champions, should work most of the time.
    In low to mid Reapers levels - might work some of the time.
    High Reapers - almost never works.

    happy holidays

  5. #5
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Quote Originally Posted by fatherpirate View Post
    not to be a downer BUT...
    Proof works 100% vs NORMAL enemies
    Champions and Reaper level enemies are NOT normal
    and with champions, they get bonuses to overcome your defenses (sometimes (random))
    With reaper levels, all bets are off, your defenses are reduced from the start.

    so, with normal enemies in elite or lower levels - proof should work
    against Champions, should work most of the time.
    In low to mid Reapers levels - might work some of the time.
    High Reapers - almost never works.

    happy holidays
    This is not true - I have extensively tested it - the proof against poison and proof against disease 'natural' immunity is not functioning as intended and described; this has nothing to do with, nor should it, with the champion or reaper system.

    Put on a proof against poison item and go to the low level harbor or market quests, 3 barrel cove, deleras or tangleroot, etc places where you will encounter natural poisons and natural diseases and you will NOT be immune as you should be and will be forced to make dice rolls and potentially be infected by them. It should read 'Immune.'

    We need a dev to help with this, please, Devs.

    When MotU came out they broke all of the disease/poison to 3 types - Natural, Supernatural, Magical - making the proof items grant immunity only to natural, and giving + % dice rolls to the latter two types. With the natural immunity not functioning at all, players, especially players on the Hardcore League server, suffer from this bug because they should be completely immune to spider poison or trog stench, say, but they are not, and they suffer from the effects, such as slow, requiring use of magical neutralize poison, which, because of the way that is coded, provides a 21 second total immunity.

    Recently Remove Disease potions were altered to remove the 21 second complete immunity to all forms of disease - but this is likely a bug too.

    devs - please please look into Proof Against Poison/Disease items, augments, potions, wands, and etc they need a fix and perhaps an updated statement for DDO where those items should be and to help players plan gear - especially for the Hardcore League where players start from scratch and plan gear based on effectiveness of risk/reward.
    Last edited by Dark_Lord_Mary; 12-13-2020 at 07:47 PM.

  6. #6
    Community Member DYWYPI's Avatar
    Join Date
    Feb 2016
    Location
    Thelanis
    Posts
    1,195

    Default

    I bug reported this exact issue years ago in 2018: Your request (27925) has been updated.

    It used to work prior to [U36.2], e.g. if you entered http://ddowiki.com/page/Redfang_the_Unruled. Wearing a 'Proof Against Poison' http://ddowiki.com/page/Proof_Against_Poison item your Character SHOULD be immune to Natural Poisons, i.e. arsenic. Proof Against Poison, always worked prior to that specific patch.

    However, for some bizarre reason (after U36.2) walking into the Glass Spider Egg sacs show the "poisoned icon" ticking down (natural poison arsenic) they [eggs] actually managed to poison, and furthermore do Ability damage on occasion!

    Albeit I'm under the impression Team DDO purposely changed how various Poisons worked (yet again) near that patch date but were too bone idle to correct the descriptions.

    I think now instead, it just provides some bonus to the saving throws rather than immunity to "natural poisons", but should prevent "debuff" but not block the HP damage. Steelstar or Lynnabel, most likely will know the answer as that's the type of item they fiddle with.

    Update: https://ddowiki.com/page/Update_46_Release_Notes#Items



    It looks like the text description for the Topazes were actually updated [U46]. The Cannith Crafted items and even the brand-new random generated loot shows the old description for the; Proof Against [Disease/Poison] items. So it looks like only half the job was achieved - nonetheless the new description is rather vague.
    Last edited by DYWYPI; 12-14-2020 at 08:03 AM. Reason: UPDATE: U46.

  7. #7
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Quote Originally Posted by DYWYPI View Post
    I bug reported this exact issue years ago in 2018: Your request (27925) has been updated.

    It used to work prior to [U36.2], e.g. if you entered http://ddowiki.com/page/Redfang_the_Unruled. Wearing a 'Proof Against Poison' http://ddowiki.com/page/Proof_Against_Poison item your Character SHOULD be immune to Natural Poisons, i.e. arsenic. Proof Against Poison, always worked prior to that specific patch.

    However, for some bizarre reason (after U36.2) walking into the Glass Spider Egg sacs show the "poisoned icon" ticking down (natural poison arsenic) they [eggs] actually managed to poison, and furthermore do Ability damage on occasion!

    Albeit I'm under the impression Team DDO purposely changed how various Poisons worked (yet again) near that patch date but were too bone idle to correct the descriptions.

    I think now instead, it just provides some bonus to the saving throws rather than immunity to "natural poisons", but should prevent "debuff" but not block the HP damage. Steelstar or Lynnabel, most likely will know the answer as that's the type of item they fiddle with.

    Update: https://ddowiki.com/page/Update_46_Release_Notes#Items



    It looks like the text description for the Topazes were actually updated [U46]. The Cannith Crafted items and even the brand-new random generated loot shows the old description for the; Proof Against [Disease/Poison] items. So it looks like only half the job was achieved - nonetheless the new description is rather vague.
    That's great thank you! Yes according to the way Proof Against Poison and disease should function - a natural poison like spider venom should be something that the wearer is completely immune to. The fact that it is not granting immunity, and the fact that the wearer of the proof item must make a save and can fail the save and receive ability damage demonstrates they are not functioning properly and are broken magical items - both the generic items and the augment gems are malfunctioning.

    This is a very big bug considering low level quests can be made much more deadly if proof against poison and disease are not functioning. Its the same as if 'Resist Energies' spell when cast did nothing - or it is just as bad as if you cast shield spell and it granted the +4 deflection to AC but did not grant the Magic Missile Immunity. Proof Against Poison / Disease NEEDS to be fixed.
    Last edited by Dark_Lord_Mary; 12-14-2020 at 10:06 PM.

  8. #8
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Continued testing reveals proof against poison and proof against disease is not functioning as it should granting immunity to natural poison and natural disease -

    this is a HUGE deal - its equivalent to shield not granting magic missile immunity, or to vorpal and not vorpalling.

    We need this fixed ASAP please - especially before the next hardcore event where players with no gear and no money try to add pieces of loot to survive - low level quests are filled with natural poisons and natural diseases that can be mitigated by these items.

    Would a Dev please comment on the state of these items and if they can be fixed reasonably soon?

    many thanks
    Last edited by Dark_Lord_Mary; 12-14-2020 at 10:07 PM.

  9. #9
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Troglodyte stench is a natural poison - wearing both an augment crystal 'Proof Against Poison' and a necklace 'Proof against Poison' and I am still affected by the poison stench and am slowed and sickened by the troglodyte.

    The poison mushrooms in various harbor and market and three barrel cove quests poison you even if you are wearing proof against poison -


    the proof against poison items are not granting immunity to natural poisons.

  10. #10
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Similarly as I've posted after extensive testing, Protection from Evil is bugged too, and not granting immunity from charms, dominations, mental compulsions, or commands.

    This is a big deal considering Hardcore League where players are broke and gearless on new toons struggling to survive, relying on the gear and the gear is not functioning.

    Proof Against Poison
    Proof Against Disease
    Protection from Evil
    all need to be fixed to grant immunity - it is imperative; and as major an issue as if a paladin's immunity to fear suddenly ceased functioning.
    Players rely on gearing to mitigate circumstance. Please let's prioritize this to be fixed.

  11. #11
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Would also be helpful if we could hear feedback from the Devs on the Remove Disease potions and whether they should be granting the 21 second immunity to magical disease like they did, but was removed in one of the previous updates - was that intentional or unintended?

    Would love dev feedback on the state of Proof Against Poison / Proof Against Disease / Protection from Evil immunities please / thank you !

  12. #12
    Community Member
    Join Date
    Apr 2011
    Posts
    1,462

    Default

    Some of the devs hate that immunities are in the game at all (for players, anyway) and would remove them all (like Freedom of Movement etc) if they could do so openly. They are instead "accidentally" breaking them, so the immunities you are complaining about will never be fixed.

  13. #13
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Quote Originally Posted by GeoffWatson View Post
    Some of the devs hate that immunities are in the game at all (for players, anyway) and would remove them all (like Freedom of Movement etc) if they could do so openly. They are instead "accidentally" breaking them, so the immunities you are complaining about will never be fixed.
    I believe that's an urban myth which is why I am asking the devs for a word about the items - are they considered broken or is the DDO homebrew being altered ? We have a right as players to know the rules - especially those of us who play on hardcore and invest real time and real money - those items provide immunities for the Hardcore League event that are essential to keep low level toons with no gear and no power base alive - and if players plan on gearing while playing on the hardcore, should be able to plan within the established rules of this game. The items read 'grants immunity to natural poisons/disease' Protection from evil grants immunity from charms, controls, compulsions, dominations - it is on par with Shield being broken and not providing immunity to magic missiles - something every single player that uses the Shield/Nightshield spell relies on.

    Please devs let us know what is going on with proof against poison / proof against disease / Protection from Evil items and augments and the potions neutralize poison and neutralize disease and protection from evil

  14. #14
    Staggering LightBear's Avatar
    Join Date
    Sep 2010
    Location
    Letters of Lingo
    Posts
    4,091

    Default

    Quote Originally Posted by GeoffWatson View Post
    Some of the devs hate that immunities are in the game at all (for players, anyway) and would remove them all (like Freedom of Movement etc) if they could do so openly. They are instead "accidentally" breaking them, so the immunities you are complaining about will never be fixed.
    The devs just come up with some random and arbitrary new type of an existing attribute and then later add some errata that this new thing is special and doesn't count.
    But seeing that they have been doing that for a while now there are more things that are special than those that are not... making special the norm.
    Which makes you wonder now why to bother at all and instead carry some resto pots are slot the spell.

  15. #15
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    these items are not working in any of the new content either, whether augment or item.

  16. #16
    Community Member TedSandyman's Avatar
    Join Date
    Dec 2009
    Location
    North Carolina
    Posts
    682

    Default

    I was complaining about DOTs and poison throwers in sharn not being cleared by Neutralize Poison. But I just noticed it has been fixed, so nothing to read here.
    Last edited by TedSandyman; 01-18-2021 at 10:03 AM.

  17. #17
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    I will ask again for a developer to please post the DDO intended rules for

    Proof Against Poison (items/augments)
    Proof Against Disease (items/augments)
    Protection from Evil (items/spell/potions)
    Neutralize Poison (potion/spell)
    Cure Disease (potion/spell)

    This is dungeons and dragons, as players we should know the rules being used.
    It wouldn't take very long for someone to reply to let the community know
    what the magic is intended to do and if the item/spell functionality was changed
    on purpose to coincide with a game/rule change or if what we are seeing is
    unintentional.

    going into HARDCORE LEAGUE players plan on items and spells
    to survive - we need to know if things are working, not working, etc to plan for
    our builds.

    Thank you very much - happy new year!

  18. #18
    Hero JOTMON's Avatar
    Join Date
    Oct 2008
    Location
    Orillia, Ontario
    Posts
    7,845

    Default

    Poison protection is all kinds of flawed.


    Quick test, Marketplace Sunken Sewer on level 30 toon with Suulomades and a randomgen poison resist item equipped.. should be a basic level 2 quest with poison jets..
    ...my level 2 Warforged was fully immune taking no damage...



    was wearing both..

    Heart of suulomades



    Randomgen poison item that looked cool but was absolutely worthless
    Unless proof against poison items are not supposed to work against a level 2 quest poison jet .. even with level 30 item..
    Last edited by JOTMON; 01-04-2021 at 08:04 PM.
    Argo: Degenerate Matter - 200
    Jotmon (HC 30/42 , RC 36/39 , IC 12/21 , EC 29/48 , RP 95/158)
    Jotlock (HC 38/42 , RC 0/39 , IC 15/21 , EC 36/48 , RP 36/158..favor toon)
    Whatthetruck (HC 38/42 , RC 35/39 , IC 15/21 , EC 30/48 , RP 88/158)

  19. #19
    Community Member
    Join Date
    Oct 2020
    Posts
    354

    Default

    Quote Originally Posted by Dark_Lord_Mary View Post
    I will ask again for a developer to please post the DDO intended rules for

    Proof Against Poison (items/augments)
    Proof Against Disease (items/augments)
    Protection from Evil (items/spell/potions)
    Neutralize Poison (potion/spell)
    Cure Disease (potion/spell)

    This is dungeons and dragons, as players we should know the rules being used.
    It wouldn't take very long for someone to reply to let the community know
    what the magic is intended to do and if the item/spell functionality was changed
    on purpose to coincide with a game/rule change or if what we are seeing is
    unintentional.

    going into HARDCORE LEAGUE players plan on items and spells
    to survive - we need to know if things are working, not working, etc to plan for
    our builds.

    Thank you very much - happy new year!
    Good luck with that. It’s a well known fact that SSG doesn’t have the best nor the brightest, and what you ask is well beyond their capabilities.

  20. #20
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Location
    Boston, MA
    Posts
    773

    Default

    Quote Originally Posted by JOTMON View Post
    Poison protection is all kinds of flawed.


    Quick test, Marketplace Sunken Sewer on level 30 toon with Suulomades and a randomgen poison resist item equipped.. should be a basic level 2 quest with poison jets..
    ...my level 2 Warforged was fully immune taking no damage...



    was wearing both..

    Heart of suulomades



    Randomgen poison item that looked cool but was absolutely worthless
    Unless proof against poison items are not supposed to work against a level 2 quest poison jet .. even with level 30 item..

    Thank you very much for testing and adding to this thread for I believe it is very important that these items and augments potions and spells are sorted out before any new events begin.

    yes Warforged are racially poison and disease and paralysis immune - and warforged immunities appear to be functioning properly, though I would love regular players of Warforged to add to this if i am incorrect. I don't usually play warforged.

    A human is the ideal good test toon since they have no innate immunities.

    A human stepping into that trap you tested in the market at level 2 will die from poison even while wearing proof against poison item, and even though they should be completely immune for it is a natural poison trap. The troglodytes in the room prior to the trap will also sicken a human wearing a proof against poison item, but troglodyte stench is a natural poison, and the wearer should be immune to that too - you can quickly see how confusing this is for a new player or a player on the hardcore league, who wearing a proof against item is relying on an immunity to survive that isn't there, and they die. Proof against poison, proof against disease, protection from evil items of all kinds (gear, augments, potions, spells) need to be looked at for they are not working properly, or there needs to be an update posted about the intended functionality of these items and the text on them changed to reflect what they do.
    Last edited by Dark_Lord_Mary; 01-02-2021 at 05:28 PM.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload