Maybe I'm trying to make crushing blow the new cookie cutter equipment, but I love that mod. here's why.
http://www.diabloii.net/items/modifiers/sp...modifiers.shtml
"Expansion and v1.08+ D2:Crushing Blow works with all attacks and on all targets, but the reduction in hps is much less than it was in D2. The following lists the actual percent hps removed. This is from a monster's current hps, not it's maximum, so you'll notice big drops on full hps monsters and very little on ones that are low.
Normal monster: 1/4 Melee, 1/8 Ranged Attack. Other: 1/10 Melee, 1/20 Ranged Attack.
"Other" includes all types of boss monsters as well as other players and their hirelings. This doesn't sound like much, but if Izzy has 100,000 hps, taking off 1/20th with your bow would be worth 5,000 hps.
Crushing Blow is best used with a high percentage, and when hitting very fast and for low damage it makes a big difference."
Now, crushing blow is affected by physical resist, and there's a 50% global physical resist in Hell. How do you take care of that? Atma's ammy. Amp damage gives -100% physical resist.
Amplify Damage:
http://www.battle.net/diablo2exp/skills/ne...er-curses.shtml
"This deceptively potent curse rapidly advances the age and putridity of any wound. Ordinary blows will cut through flesh and carve particularly vicious wounds that fester and seethe.
Effect: Increases the amount of damage received.
Amplify Damage lowers monster Physical Resistances by 100%. Amplify Damage will not lower the resists of Immune Monsters.
Amplify Damage allows you to quickly finish enemies off. You find Amplify Damage useful on any monsters you or your minions want to kill FAST such as Unique Bosses, Champions, Monsters that raise other Monsters such as Mummies, or any monsters that might give you a hard time.
Use Amplify Damage in parties with other players and in situations where you're doing more damage to the enemy than they are doing to you.
Does Amplify Damage work on spell damage as well as physical damage?
No, only Physical Damage.
Does Amplify Damage work with Corpse Explosion?
Partially. Corpse Explosion does 50% Physical damage and 50% Fire damage."
So basically this allows you to triple your physical damage in Hell. 50% GPR -100% amp damage = -50%
Getting you back to 0 physical resist doubles your damage, and the -50% triples it. Some people had a hard time recognizing that.
My Bowazons use Goreriders and Guillaumes Face for 50% crushing blow, and atma's for the amp damage. Every other hit they land a crushing blow.
So forget the potential for hundreds of damage, Crushing blow gives the potential for thousands
And about Izual. Some monsters have higher amounts of physical resist, but atma's takes care of that. Check here
http://forums.rpgforums.net/showthread.php...p?threadid=1865
"Oh yeah, what about Amp damage affecting monsters in Hell? I remember it'll lower the global physical resist to 0 in regards to regular monsters for crushing blow explosions, but I remember u said that Izual and some other monsters had higher GPR. I can answer this one: Izzy has 80% physical resist, but still gets lowered to -20% with amp. Only if they're immune, then amp dmg won't work on them. (in 1.07 LOD it did )"
Since Crushing blow takes off a percentage of the monsters life, Atma's can't help it past the 0% physical resist mark. But it'll triple your physical damage.
Here's what it would look like in Hell: Assume 100% deadly/critical strike. Assume 100% crushing blow. Assume an average damage of 1000 with a melee weapon. Assume going against a normal monster with 10,000 life.
Counting 50% Global Physical Resist: 500 (physical damage) + 500 (deadly strike) + 2250 (crushing blow after your physical damage is calculated) = 6,750 life remaining.
Assuming amp damage (-100% physical resist): 1500 (physical damage) + 1500 (deadly strike) + 1750 (amp damage only lowers physical resist to 0 for crushing blow) = 5250 life remaining.
For 1.10, with no 50% global physical resist
Here's what it would look like in Hell. Assume 100% deadly/critical strike. Assume 100% crushing blow. Assume an average damage of 1000 with a melee weapon. Assume going against a Boss monster with 100,000 life and no Physical Resist.
With no Amp Damage: 1000 (physical damage) + 1000 (deadly strike) + 9800 (crushing blow after your physical damage is calculated) = 88,200 life remaining.
Assuming amp damage (-100% physical resist): 3000 (physical damage) + 3000 (deadly strike) + 9800 (amp damage only lowers physical resist to 0 for crushing blow) = 84,400 life remaining.
A small addendum:
For 1.10, with no 50% global physical resist against a Normal monster
Here's what it would look like in Hell. Assume 100% deadly/critical strike. Assume 100% crushing blow. Assume an average damage of 1000 with a melee weapon. Assume going against a
Normal monster with 100,000 life (hey, maybe it could happen) and no Physical Resist.
With no Amp Damage: 1000 (physical damage) + 1000 (deadly strike) + 24,500 (crushing blow after your physical damage is calculated) = 73,500 life remaining.
Assuming amp damage (-100% physical resist): 3000 (physical damage) + 3000 (deadly strike) + 23,500 (amp damage only lowers physical resist to 0 for crushing blow) = 70,500 life remaining.