Amp & PI's My throw barb is using dual Lacerator's, which have 33% chance to cast level 3 amp. As fast as they throw with a little extra IAS, everything is amp'd pretty much all the time, except when the 50% flee happens of course. This will probably come under the heading of "OK everybody knew this except me", but here goes. I had thought that the physical resistance reduction that amp causes did not work on Physically Immune monsters. But in playing my throw barb through hell, I can see first hand that Amp does INDEED work on PI's. In fact, any time a PI is amp'd, the notation of Physically Immune disappears from his mods. Viola, no longer PI! The first few times I saw this I thought my eyes were playing tricks on me. I don't play Necro's much, but I had thought for sure that I remembered reading that Amp doesn't work on PI's. Huh, learn something new with this game all the time. I tell ya, I just love this throw barb with those Lacerators. I have a couple of Warshrikes that I wanted to try when he hits high enough level, but the way these Lacerator's work I bet I'll switch right back.