General Changes
This Page is still under development
Base Game Changes
There's been quite a few changes made in Annihilus from the base game:
Running
Your character now run by default and there are no penalties for running.
Movement
The general movement in Annihilus has been modified to feel a lot more seamless and smooth.
Attack Rating
Attack Rating has been completely removed and Weapon Based Attacks will hit 100% of the time. This removed a lot of the "clunk" playing attack based characters/builds.
Defense
Defense no longer reduces your chance to be struck but instead grants you Physical Resistance.
Durability
Durability does not exist in Annihilus.
Ethereal
Ethereal items, due to durability not being in the game are just straight up better bases. However, they only increase Weapon Damage / Defense by 20%, instead of 50% like in vanilla.
Block
Animation speeds now scale with Hit Recovery and now only happens if your hit recovery animation would've been triggered by the blocked attack.
Breakpoints
Breakpoints no longer exist in the original sense, 10% increased Attack/Cast speed will make you attack/cast roughly 10% faster.
Potions
Potions are no longer consumed on use and instead are cooldown based. You can also craft potions with affixes that give you modifiers during their effect.
Runewords
Runewords are now enchanted directly onto items via the Enchanting Tome and do not require taking up socket space.
Sockets
Runes and jewels can freely be removed from sockets at any time.
Oskills
Skills granted by items that do not contain a class-specific modifier now grant up to +15 of said skill instead of +3 as a maximum. In vanilla, if you are a Barbarian, getting an item that grants +6 to Battle Command would only grant the Barbarian +3, while other classes get +6 to that skill.
Auras
Auras and certain buffs now reserve parts of your mana or health. For example, the Paladins auras can reserve 10-25% of your mana pool. This just means that whatever is health/mana is reserved will be unusable, but still count as "maximum health/mana".
Quality of Life
A lof of earlier stuff mentioned would fit very well here but here's a list of even more QoL changes you can find in Annihilus in no particular order.
- You can play up to 4K resolution without losing out on any graphical quality as there's FSR scaling.
- D2GL has been implemented.
- D2FPS has been implemented.
- The player has an over all larger field of view
- Custom Item Filter system.
- Disenchant (sell/vendor) items directly from your inventory no matter where you are.
- Cast Bar which works exactly like you'd assume a cast bar would work. This also displays cooldowns.
- Buff icons with descriptions and timers
- Stackable Runes, Rift Essences and Rift Energies.
- Unstack items by holding Shift + Clicking on said item.
- By holding Shift + Clicking a stack of runes you can choose to upgrade or downgrade runes
- Auto-Identifies items on pick-up
- Magic items are automatically identified as they drop on the ground
- Town Portal is now an innate ability instead of requiring a Tome of Town Portal
- The Stash is 10x10 in size, cube size is 10x8 and player inventory size is 6x10
- The Cow Level can be opened up without killing Baal and you can freely kill the Cow King.
- Death Recap system upon death which lets you see the last 50 actions that happened to your character before dying. This way you can tell what killed you.
- You can bind a designated "Move Only" skill to your left-click.
- Characters do not stop moving after an enemy dies under your cursor.
- Interactive Quest Log
- Help Menu in-game that's actually helpful and contains a lot of information that you might need.
- Next hit delay is now not only unique for each specific missile ID, but also unique per attacker.
- Melee Attacks will no longer miss if an enemy walks out of melee range mid-swing.
- 2-Handed Melee Weapons get base block chance by default.
- Screen shake can be disabled in the graphics settings.
- Mercenaries auto-revive after 2 minutes of being dead or if you travel back to town.
- You can spectate other players via the Party Menu.
- Shortcut to add 5 stat points (ctrl+click), 10 stat points (alt+click), 15 stat points (ctrl+alt+click) and add as all available points (shift+click)
- Ctrl+Click an item to move to another open inventory (stash/inventory/cube)
- Shift+Ctrl+Click an item to throw it on the ground
- See your Attacks per second or Casts per second when hovering over your weapon or on your character sheet
- Combat Log can be enabled/disabled for floating damage numbers
- Toggle health bars above enemies and/or pets.
- See description of items on ground upon hovering over them
- /nopickup can be toggled on/off in options
- Map is always revealed
- Shrine effects stack
- Energy Shield (Sorc skill) does not expire when you hit 0 mana
General Changes
Ailments
Ailments are debuffs that can be inflicted upon enemies based on the type of damage you deal, and how much overall damage you dealt compared to the enemy's maximum life.
Ailments have a base 5% chance to be inflicted if you dealt damage equal to at least 1% of the enemies maximum life. Enemies gain an additional 1% chance to be inflicted for every 1% of the enemies life the inflicting hit deals up to a maximum of 25% chance. This can be increased further with items, skills and via the Soul Grid.
Certain enemies such as Act bosses have a custom threshold to calculate ailment chance, due to their high life values.
Each Damage Type has it's own Ailment:
Damage Type | Ailment |
---|---|
Physical | Bleed |
Fire | Burn |
Cold | Chill / Shatter |
Lightning | Shock |
Magic | Condemn |
Bleed
Deals 50% of the hit damage that inflicted the Bleed every second for 5 seconds.
Bleeds can be inflicted more than once and each stack carries it's own damage and duration will be separate from each other.
Burn
Deals 50% of the hit damage that inflicted the Burn every second for 5 seconds.
Burns can be inflicted more than once and each stack carries it's own damage and duration will be separate from each other.
Chill / Shatter
Chills the enemy and lowers their Attack / Cast / Run Speeds by 5%, plus an additional 1% for every percentage of life they lost from the damage that inflicted Chill, up to 25%.
Killing Chilled enemies will Shatter them, dealing x% of their maximum life as cold damage in a radius, where x is the Chill effect. This damage can also Chill and Shatter, but it will be ran through cold resistance again.
Shock
Shocked enemies will take 5% additional damage as lightning damage from all damage they receive, plus an additional 1% for every percentage of life they lost from the damage that inflicted Shock, up to 20%.
Shock also inflicts the additional damage to other enemies near the Shocked enemy.
Shock can stack up to 3 times, capping at 60% total additional damage.
Condemn
Condemns the enemy for 3 seconds, when expiring it will deal true damage (ignores all mitigation) equal to the amount of damage that originally condemned them, along with all damage they took while condemned; up to 500% of the original Condemn damage.
If the 500% threshold is reached before the 3 seconds is up, Condemn will expire early and inflict the total damage instantly.