I changed my code to:
Vector2 difference = ((transform.position - damageSource.position).normalized * knockBackThrust) / rb.mass;
No big deal, just felt better.
I changed my code to:
Vector2 difference = ((transform.position - damageSource.position).normalized * knockBackThrust) / rb.mass;
No big deal, just felt better.
You of course meant to ask should they be knocked back less, which is what this code will correctly do.