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Mobs (can) have resistance to it in two forms:
1) They have a stat that reduces the effect of knockback e.g. all bosses have this
2) They have "mass". All enemies have this, however, it varies widely between them.
Mass will dampen the effect of knockback proportional to strength of knockback being applied. Basically, just like real life. A heavy object won't move far, but a light one will go flying. e.g. Skeletons, have very low mass, so they go flying.
When you increase your knockback... you are increasing the base value by <whatever> percent the trait gives. However, the effect this has will depend entirely on the enemies you are facing. +50% knockback value does not equal +50% knockback distance. The heavier an enemy is, the less impactful increases are. Conversely, the lighter an enemy is, the more they'll get knocked back. However, as heavy enemies don't go far, and light enemies already go quite a distance, it can be hard to detect the increase in either.
To be entirely honest, I haven't strictly checked to see if knockback traits actually apply increases. There is no functional use for knockback anywhere, so I can never be bothered to touch it. Can you give me an example of what you were doing (map / items / abilities / knockback source) and I'll check it out too?
There are only a few characters/abilities i've ever noticed knockback with if you pick up force talents. Swordsman f with the sage mark for the area/range/force traits had a pretty noticeable knockback with his weapon