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# 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.

---

## Requirements

- [Amp](https://thunderstore.io/package/NeonRain/Amp/)

- R2API Prefab

This mod is **not standalone**. Nemesis Amp from the original Amp mod is required.

---

# 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.

---

# 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 **2.5% Attack Speed**

- Gain an additional **1% 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.

# New Alternate Primary — Lorentz Cleave

A close-range three-hit melee combo that scales directly with Gathering Storm.

### Combo

Lorentz Cleave cycles through three attacks:

- First strike: **300% damage**

- Second strike: **300% damage**

- Third strike: **500% damage**

Each melee hit applies **1 Controlled Charge** to enemies struck.

The third strike also briefly **stuns** enemies.

### Gathering Storm Scaling

Each strike gains **+10% base damage per Gathering Storm stack**.

At **100% Gathering Storm**, the third strike additionally calls down lightning for **500% base damage**.

The lightning strike:

- Scales with Gathering Storm

- Applies **3 Controlled Charge**

- Uses the same attack activation as the melee finisher

At exactly 100% Gathering Storm, the full third attack reaches:

- **1000% sword damage**

- **1000% lightning damage**

for **2000% total base damage** before crits and other effects.

---

# New Alternate Secondary — Arc Burst

Release a wide close-range electrical burst.

Arc Burst:

- Deals **700% damage**

- Fires in a **110° cone**

- Applies **1 Controlled Charge** per enemy hit

- Has **2 stocks**

- Has a **6 second recharge**

Controlled Charge applied by Arc Burst can also benefit from Static Field's amplification.

Arc Burst is designed as the immediate close-range Secondary option compared to Conductive Stake's setup and mobility.

---

# New Alternate Utility — Countercurrent

Enter a short defensive stance and punish incoming attacks.

### Parry

Countercurrent creates a **0.75 second parry window**.

During the stance:

- Nemesis Amp is forced to stand still

- Incoming valid enemy attacks can be parried

- Successful parries completely negate the triggering hit

A successful parry releases a large electrical explosion around Nemesis Amp:

- Deals **1000% damage**

- Applies **2 Controlled Charge**

- Stuns enemies for **2 seconds**

- Grants a short period of invulnerability

### Failed Parry

If no attack is parried during the window, Nemesis Amp instead releases a smaller electrical blast:

- Deals **500% damage**

- Applies **1 Controlled Charge**

### Successful-Parry Follow-Up

Successfully parrying temporarily replaces Nemesis Amp's Primary with a one-use retaliation attack.

Activating the follow-up:

- Surges Nemesis Amp forward

- Creates **6 lightning strikes** along the path

- Each strike deals high damage

- Each strike applies **1 Controlled Charge**

- The entire sequence counts as a single Gathering Storm skill action

After use, Nemesis Amp's normal selected Primary immediately returns.

---

# New Alternate Special — Charge Compression

Consume nearby Controlled Charge and compress it into one empowered skill activation.

On activation:

- Absorbs all nearby **Controlled Charge**

- Stores an empowerment for the next Primary, Secondary, or Utility

- Stored power expires after **6 seconds**

For every **3 Controlled Charge absorbed**:

- The next valid skill deals **20% increased damage**

Examples:

- 15 Controlled Charge = **+100% damage**

- 30 Controlled Charge = **+200% damage**

- 45 Controlled Charge = **+300% damage**

The bonus applies to the entire skill activation rather than only the first damage instance.

This includes multi-hit and persistent attacks such as:

- Flux Blades

- Fulmination

- Lorentz Cleave

- Arc Burst

- Static Field

- Conductive Stake

If the empowered attack directly kills an enemy, all **non-Special skill cooldowns are reset**.

Primary, Secondary, and Utility are restored.

Special is intentionally excluded.

---

# Fulmination Rework

Fulmination has been rebuilt into a discrete lightning burst rather than its previous behavior.

Each activation now releases:

- **3 lightning strikes at 60% damage each**

At maximum Gathering Storm:

- **6 lightning strikes at 60% damage each**

Each strike:

- Applies **1 Controlled Charge**

- Can chain normally

- Uses a **0.2 proc coefficient**

The entire burst remains one skill activation for Gathering Storm purposes.

---

# Static Field Rework

Static Field has been converted into a persistent offensive electrical zone.

Current behavior:

- **35 meter radius**

- **6 second duration**

- Ticks every **0.5 seconds**

- **12 total ticks**

- Deals **30% damage per tick**

- Applies **1 Controlled Charge per tick**

- Every second tick briefly stuns enemies

Static Field also amplifies Controlled Charge applied by other attacks while enemies are inside the field.

Its own Controlled Charge application is not recursively amplified.

Static Field now has a **9 second cooldown**.

---

# 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.

---

# 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.

---

# 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.

---

# 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.

---

# 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.

---

# Design Intent

Nemesis Amp Expanded is built around creating multiple ways to interact with his two defining mechanics:

- **Controlled Charge**

- **Gathering Storm**

The alternate skills are intended to support meaningfully different playstyles rather than simply replacing the original kit.

### Primary

**Lorentz Cleave** provides aggressive close-range combat and a powerful Gathering Storm finisher.

### Secondary

**Conductive Stake** emphasizes setup, positioning, area control, and mobility.

**Arc Burst** provides immediate close-range burst and fast Controlled Charge generation.

### Utility

**Countercurrent** rewards timing and defensive play with a powerful retaliatory attack.

### Special

**Voltaic Onslaught** remains the immediate Controlled Charge damage cashout.

**Overdrive** converts Controlled Charge into sustained speed and extended Gathering Storm potential.

**Charge Compression** converts Controlled Charge into one heavily empowered skill activation.

The goal is for each option to change how Nemesis Amp approaches setup and payoff rather than simply providing a stronger version of another skill.

---

# 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.

---

# 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.

---

# 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

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