Amplify Damage Class: Necromancer (Diablo II) Required Level: 1 Skill Tree: Curses Active Cost: 4 Mana Increases the amount of damage received. Damage Type: Magic Other Stats: Only one Curse may be active on a target at a time |
Amplify Damage is a Necromancer skill in Diablo II.
Lore[]
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.
Synergies[]
- Gives synergy to: None
- Receives synergy from: None
Usage[]
Amplify Damage lowers monster Physical resistance by 100%. The amount is fixed: only radius and duration increase with the skill level. In other words, Amplify Damage at least doubles the effectiveness of physical damage, and is most useful against tough Unique Bosses, Champions, and monsters that raise other monsters such as Mummies. As all monsters on Hell difficulty have a minimum of 50% physical damage resistance, Amplify Damage helps a great deal when fighting monsters with very high health such as Über Duriel.
This curse breaks the Immune to Physical on monsters, though resistance penalty is greatly weakened (working at only 1/5th effectiveness) in these cases.
Due to Necromancer being unable to deal Physical damage by himself (except with basic attacks), it is most useful if one summons a horde of minions to fight for themselves, or when playing in physical-damage focused parties.
At level 1, Amplify Damage has a very small area of effect. Additional points into this skill increases the area of effect, but does not further lower physical resistance. As such, more points are generally redundant, particularly for players that have access to +skill items.
Skill Progression[]
Mana Cost: 4
Physical Resist: -100%[1]
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
---|---|---|---|---|---|---|---|---|---|---|---|
Radius (yards) | 2 | 2.6 | 3.3 | 4 | 4.6 | 5.3 | 6 | 6.6 | 7.3 | 8 | 8.6 |
Duration | 8s | 11s | 14s | 17s | 20s | 23s | 26s | 29s | 32s | 35s | 38s |
Level | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 25 |
---|---|---|---|---|---|---|---|---|---|---|
Radius (yards) | 9.3 | 10 | 10.6 | 11.3 | 12 | 12.6 | 13.3 | 14 | 14.6 | 18 |
Duration | 41s | 44s | 47s | 50s | 53s | 56s | 59s | 62s | 65s | 80s |
Charges[]
- only one item have charges - The Gavel of Pain (unique Hammer Martel de Fer) - Level 8 Amplify Damage (3/3 Charges)
- rare or magic items can have Suffix - 5% Chance to cast level 1 Amplify Damage on striking
Diablo III[]
While no class in D3 can make use of Amplify Damage as a curse, it returned in form of Succubi special ability: their attacks would halve the victim's Armor (removed in later patch). Alternatively, Curse of Rust may be cast by the Enslaved Nightmares in Act IV with same effect.
Frailty is the closest equivalent to Amplify Damage that Necromancers have in Diablo III.
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- ↑ While the in-game description says "Damage Taken: +100%", that's only the case for monsters with 0% Physical Resist. E.g., for a monster with 50% Physical Resist, AD increases the damage x3 (so it gives a +200% bonus to damage taken by monster)