
NemesisAmpExpanded
Expands Nemesis Amp with two new alternate skills, a Crimson skin, persistent Controlled Charge, Gathering Storm improvements, balance changes, fixes, and full custom VFX.# Nemesis Amp Expanded
An expansion and polish mod for **Nemesis Amp** from NeonRain's Amp mod.
Nemesis Amp already had one of my favorite foundations for a survivor, so this mod builds further on his existing mechanics rather than replacing them.
The main focus is **Controlled Charge**, **Gathering Storm**, and giving Nemesis Amp more ways to convert setup into explosive momentum.
Version 1.0 adds two complete alternate skills, a new skin, several fixes and balance changes, and additional polish to Nemesis Amp's existing kit.
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## Requirements
- [Amp](https://thunderstore.io/package/NeonRain/Amp/)
- R2API Prefab
This mod is **not standalone**. Nemesis Amp from the original Amp mod is required.
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# New Alternate Secondary — Conductive Stake
Throw a piercing electrical stake that interacts heavily with Controlled Charge.
### Initial Throw
- Deals **300% damage**
- Pierces enemies
- Applies **Controlled Charge** to enemies hit
- Can embed itself into terrain
### Anchored Stake
When the projectile hits terrain, it anchors for **4 seconds** and creates an electrical field.
The field:
- Deals **50% damage**
- Pulses **3 times per second**
- Applies one guaranteed Controlled Charge per pulse
- Continues functioning independently after deployment
Multiple stakes can exist at once with additional Secondary stocks, including **Backup Magazine**.
### Teleport
After spending all available Secondary stocks, the skill changes into a contextual teleport while a usable stake is nearby.
Teleporting to a stake causes an explosion:
- **450% damage** if the stake has already anchored
- **900% damage** if the stake is still airborne
Teleporting to an airborne stake destroys it.
Teleporting to an anchored stake leaves it active, allowing its electrical field to continue dealing damage.
The teleport shares the Secondary's normal cooldown rather than functioning as a separate skill cooldown.
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# New Alternate Special — Overdrive
Consume all nearby **Controlled Charge** and convert it into a temporary period of extreme Gathering Storm potential.
On activation:
- Absorbs all Controlled Charge from nearby enemies
- Gain **15% Attack Speed**
- Gain **10% Movement Speed**
- Gathering Storm cannot decay for the duration
- Gathering Storm's maximum can exceed its normal 100% limit
For every **3 Controlled Charge absorbed**:
- Gain an additional **5% Attack Speed**
- Gain an additional **2.5% Movement Speed**
- Increase the maximum Gathering Storm value by **10%**
Overdrive's duration also increases based on the amount of Controlled Charge absorbed.
There is no artificial cap on how much Controlled Charge can contribute.
### Example
Absorbing 30 Controlled Charge gives:
- +65% Attack Speed
- +35% Movement Speed
- A Gathering Storm maximum of **200%**
Gathering Storm can then continue building normally above 100%.
At the end of Overdrive:
- Gathering Storm returns to its normal maximum
- Any excess stacks are reduced back to 100%
- Normal Gathering Storm decay resumes
- Overdrive begins its **8 second cooldown**
Using Overdrive itself also counts as a Gathering Storm skill action.
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# Gathering Storm Improvements
Gathering Storm received several fixes and extensions to support Overdrive.
### Extended Gathering Storm
Gathering Storm can now correctly exceed 100% while Overdrive is active.
The HUD dynamically scales to the new maximum while still displaying Gathering Storm in proper 10% increments.
For example:
- 10 stacks = 100%
- 15 stacks = 150%
- 20 stacks = 200%
### Empowered Primaries
Reaching 100% Gathering Storm still counts as being fully empowered even if the current Overdrive maximum is higher.
This means empowered Primary behavior remains active at:
- 100%
- 150%
- 200%
- and beyond
rather than being lost immediately after exceeding the original cap.
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# Lorentz / Flux Blades Fix
The alternate Primary previously did not properly inherit Gathering Storm's damage scaling.
This mod fixes that.
Lorentz / Flux Blades now gain the same **+10% base damage per Gathering Storm stack** scaling used by Lightning Stream.
Its empowered six-blade version also remains active at **100% Gathering Storm and above**, including during Overdrive.
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# Controlled Charge Changes
Controlled Charge has been reworked into a more persistent resource.
Stacks now maintain their own durations and are no longer unintentionally removed by effects such as Mithrix's buff-clearing mechanics.
Controlled Charge is also no longer consumed by Voltaic Onslaught.
This allows Nemesis Amp to build and maintain Charged enemies before deciding how to spend that setup.
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# Voltaic Onslaught Changes
Voltaic Onslaught remains the more direct offensive Special option.
Its Controlled Charge scaling has been reduced from the original extremely high value to compensate for Controlled Charge now persisting.
Current scaling:
- **200% base damage**
- **+60% damage per Controlled Charge stack**
- Controlled Charge is **not consumed**
This makes Voltaic Onslaught the straightforward damage option, while Overdrive converts Controlled Charge into longer-term momentum.
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# Crimson Skin
Adds a third skin for Nemesis Amp: **Crimson**.
Crimson includes an extensive red visual conversion across Nemesis Amp's effects, including:
- Body materials
- Spawn effects
- Lightning effects
- Primary effects
- Lorentz Blades
- Secondary effects
- Static Field
- Voltaic Onslaught
- Gathering Storm effects
- Conductive Stake
- Overdrive
- Max Gathering Storm lightning
The skin is intended to feel like a complete visual variant rather than a simple material swap.
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# Design Intent
The two new skills are designed around different ways of using Nemesis Amp's existing mechanics.
**Conductive Stake** provides:
- Positioning
- Area control
- Controlled Charge generation
- Mobility
- Burst damage
**Overdrive** provides:
- Controlled Charge conversion
- Temporary speed
- Extended Gathering Storm scaling
- A high-momentum payoff for setting up large groups of Charged enemies
Neither skill is intended to replace the original options outright.
Voltaic Onslaught remains the immediate burst Special, while Overdrive rewards setup and aggressive Gathering Storm chaining.
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# Compatibility
This mod directly modifies several parts of Nemesis Amp's existing behavior and therefore may conflict with other mods that substantially rewrite Nemesis Amp's skills or Gathering Storm systems.
Mods that make unrelated changes to Amp should generally be less likely to conflict.
Multiplayer has not been extensively tested in Version 1.0.
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# Credits
Huge credit to **NeonRain / the Amp developers** for creating Amp and Nemesis Amp in the first place.
This mod is an unofficial expansion and is not affiliated with the original Amp developers.
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# Changelog
## 1.0.0
Initial release.
- Added Conductive Stake alternate Secondary
- Added Overdrive alternate Special
- Added extended Gathering Storm scaling
- Added Gathering Storm HUD support above 100%
- Fixed empowered Primary behavior above 100% Gathering Storm
- Fixed Lorentz / Flux Blades Gathering Storm damage scaling
- Reworked Controlled Charge persistence
- Prevented Voltaic Onslaught from consuming Controlled Charge
- Rebalanced Voltaic Onslaught Controlled Charge scaling
- Added Crimson skin
- Added extensive Crimson VFX recoloring
- Added custom Conductive Stake VFX and audio
- Added Overdrive VFX
- Various Nemesis Amp compatibility and polish fixes