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Starym

All the Item Affixes from the Diablo 4 BlizzCon Demo

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We have another amazing compilation by (of course) another redditor! This time it was TheDarkAmbience who looked through all the footage of not only the gameplay demos, but also the panels where devs were showing off items legendaries etc. We already know we will only have 2 base stats instead of the usual Strength, Dex, Int, Vitality and the variations thereof, namely Attack and Defence, but let's see what else we'll be dealing with.

Let's start with the legendary specific affixes:

  • Hit Effect: Your attacks have up to x% chance to spawn a hydra that will aid you in combat
  • Lightning strikes a nearby enemy dealing x damage whenever you shapeshift
  • +x to your equipped skills
  • Fireball launches 3 projectiles that deal x% of normal damage
  • Lightning Traps periodically appear around you dealing x damage after 2 seconds to nearby enemies
  • Upheaval ignites the ground burning enemies for an additional x damage of 3 seconds
  • Weapon mastery skills have an additional charge.
  • Cut to the Bone talent activates against enemies that are hit by your shouts instead of stuns
  • Critical strike chance increased by x% against bleeding enemies.
  • Your shouts generate x Fury per second while active.
  • Cast Nova at your Teleport location
  • Teleport moves you to a random location and costs x mana instead of having a cooldown.
  • Teleport grants a barrier that absorbs x% of your maximum life for 15 seconds.
  • Teleport forms a rift in your path that increases your critical strike chance by x% for 5 seconds.

We can see 5 types of legendaries here, from the many single skill-specific ones (Fireball, Teleport, Upheaval), to more general skill group ones (Master skills, Shouts) as well as general class ones (Druid shapeshift), talent-related ones (Cut to the Bone), and finally class-agnostic ones. Considering there will be a whole lot of skills to choose from for each class, I tend to believe them when they say we'll have hundreds of legendaries available.

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Next is the bread and butter Offensive and Defensive affixes:

Defensive:

  • x Max Life.
  • x% Damage Reduction.
  • x% Dodge Chance.
  • x% Damage Reduction from Enemies within Melee Range.
  • x% Damage Reduction from Enemies out of Melee Range.
  • x% Fire Resistance
  • x% Lightning Resistance
  • x% Cold Resistance
  • x% Poison Resistance
  • x% Reduced Damage from Elites, Bosses, and Players
  • x% Reduced Duration of Enemy Control Impairing Effects

Offensive:

  • x% Attack Speed.
  • x% Critical Strike Chance.
  • x% Critical Strike Damage.
  • x% Increased Duration of Control Impairing effects.
  • x% Damage.
  • x% Physical Damage.
  • x% Damage to Stunned Targets.
  • x% Damage to Immobilized Targets.
  • x% Damage to Vulnerable Targets.
  • x% Damage to Enemies in Melee Range.
  • x% Damage to Enemies out of Melee Range.
  • x% Damage to Slowed Targets
  • x% Increased Damage against Elites
  • x% Fire Damage
  • x% Cold Damage
  • x% Lightning Damage
  • Hit Effect: Up to x% Chance to Slow
  • Hit Effect: Up to x% Chance to Slow on Crit
  • Hit Effect: Up to x% Chance to Stun
  • Hit Effect: Up to x% Chance to Stun on Crit

Nothing particularly interesting or non-standard here, mostly things we've seen before with the wording being somewhat different on melee and ranged damage reduction.

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And finally we have Resource Managment and Misc ones:

Resource Management:

  • x% Cooldown Reduction
  • +x Maximum Mana (Sorcerer Only)
  • +x Maximum Fury (Barbarian Only)
  • x% reduced Fury cost for skills (Barbarian Only)
  • x% reduced Spirit cost for skills (Druid Only)
  • x% reduced Mana cost for skills (Sorcerer Only)

Other:

  • x% Movement Speed
  • x% increased movement speed for 6 seconds on Elite kill
  • +x rank to (insert skill here)

The big new thing here is the much touted + to skills, which will give us bonuses even if we have a skill capped at the 15th maximum rank. We also found out there will be +x to talents as well, and those can also go above a talent's max.

 

All in all it's a decent list, but we have to remember that this is very, VERY early on in development, and affixes and specific stats on the items aren't necessarily very high on the development priority list, as most of them can pretty easily be added later on. Personally I hope we get to see more crazy and above all interactive ones eventually, as passive buffs to whatever stat feels a bit boring.

Source: r/diablo.

 

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I don't have time to check this all out now, but I wanted to share I think it's the right decision to go with 2 base stats over the original stats. Let's be honest, every RPG has the classic base stats (some form of str, dex, int, vit), and a huge portion of these end up being ignored entirely in most builds. Why not cut out the middle man and just let you focus on being tankier or being deadlier. I'm all for it! Ballsy choice, maybe creates more room for interesting item builds.

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2 hours ago, TyZone said:

I don't have time to check this all out now, but I wanted to share I think it's the right decision to go with 2 base stats over the original stats. Let's be honest, every RPG has the classic base stats (some form of str, dex, int, vit), and a huge portion of these end up being ignored entirely in most builds. Why not cut out the middle man and just let you focus on being tankier or being deadlier. I'm all for it! Ballsy choice, maybe creates more room for interesting item builds.

I agree with you there, either go attack defence OR do something creative with str dex int con etc. so they actually do different and interesting thing.

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17 minutes ago, Starym said:

I agree with you there, either go attack defence OR do something creative with str dex int con etc. so they actually do different and interesting thing.

I actually did really like the d3 model. Like dex giving crit, int magic resit and so on to me gives stats some weight to it. The problem is that the power creep gets so absurd in these games that theres no way you would ever not go with your main stat.  That and actually just giving away what the other stats do on gear kinda defeats the point.

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Quote

Teleport moves you to a random location and costs x mana instead of having a cooldown.

Hmm looks like there won't be spamming teleport or other movement skills to move around map and there are mounts instead. I'd really like this change of gameplay.

Edited by Kaelos

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