Repulsion Bomb seems to be knocking back pretty much everything, even +2 non-Clockworks

Socketted with one Acc atm, no knockback enhs.
edit: I realize this is a Defender guide but for cross-class power sets (such as FF), these guides are invaluable to other classes with the same powers. This is just my own experiences based on usages not intended in the original scope of the guide and a small reference for other people in my same situation.
I'm a Bots/FF MM, so after playing a bit more I think its the knockback effects of my bots' attacks that are increasing the KB magnitude on those mobs (or something like that, I'm not sure exactly on the mechanics. Think spamming holds on a boss to build up strength.) My assault bot spams rockets, my protectors lobs grenades that kd/kb. My cast is still going off when their first volley hits, turning the KD into a KB.
I'm guessing I could time it better to get a KD before the first attacks hit, but that is defeating nearly the entire purpose of the skill and on top of that, its not something I'd want to use every ~15 seconds (assuming 6slotted as recommended.)
So the moral of the story is: It may be a great power on its own, but if you're decreasing the enemy KD protection or increasing your own magnitude for a mob (not sure on the mechanics,) you can probably expect Repulsion Bomb to send mobs flying.
ps: I really wish I could turn off the KB of the bots. I love them so much. The KB is probably a balance to prevent them from being the "cookie cutter" choice over the other types of pets.