Sorry, Crushing Blow Percent is the amount of health taken, not the chance of occurring. That’s what i meant to fix above. I’ll give an example using real numbers, this should clear it up.
Let’s say you’re fighting a normal enemy ( rarity level = 1 ):
Crushing Blow Hits -> .25 = .25 ^ 1 -> Enemy is now at 75% Health
Crushing Blow Hits -> .25 = .25 ^ 1 -> Enemy is now at 56.25% Health
Crushing Blow Hits -> .25 = .25 ^ 1 -> Enemy is now at 42.18% Health
Crushing Blow Hits -> .25 = .25 ^ 1 -> Enemy is now at 31.64% Health
Crushing Blow Hits -> .25 = .25 ^ 1 -> Enemy is now at 23.73% Health
…
Eventually dead
Let’s say you’re fighting an elite enemy ( rarity level = 3 ):
Crushing Blow Hits -> .015 = .25 ^ 3 -> Enemy is now at 98.5% Health
Crushing Blow Hits -> .015 = .25 ^ 3 -> Enemy is now at 97.02% Health
…
Eventually dead after a long, long time