So since the birds are chirping quite persistently about how PISORF this and PISORF that, (ok, make that one bird doing most of the chirping, but anyway ), I wanted to make a little thought experiment on how would PISORF look in an "ideal world". I'm not saying anything about PISORF (most notably I do not want to imply that it is br00ken or needs a nerf or anything). As I said, it's a thought experiment. I especially don't want the little angels the Devs are to spend their time on hacking hard-coded stuff for slight improvements!
Terminology: "First monster" is knocked back into the "Second monster".
So, in a hypothetical, potentially more ideal world...
1. Knockback "strength" would be calculated independently of the target, and then the damage would be calculated separately for both monsters. Amount of damage taken would depend on each individual monster's resistance to physical damage.
2. The second monster would not take extra damage based on the first monster's Corrosion stacks. It would, however, take extra damage based on its own Corrosion stacks.
3. Monsters would have traits that interact with Knockback. Couple of examples off the top of my head: Unfilching (immune to knockback and knockback damage) on Minotaurs, Wraiths, Goos and Acid Blobs; Crystalline (if damaged by knockback, returns the same amount of damage to the source of the damage - first monster of player) on Golems and their ilk.
4. Monster traits like Blink, would trigger if they end up next to the source of the damage, even if it's not directly the player (i.e. knocking something into a blinking monster would activate blink).
5. Magic resistance on the first monster would carry a chance to fail each casting.
6. Tooltip for PISORF would indicate in parentheses after the mentioned % amounts, how much the unmodified knockback strength currently is when knocking into a wall, or when knocking into another monster.
Thoughts?