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Cheeky Monkey King Rework


(PSN)chibitonka
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     Just a very fun rework regarding Wukong. Very powerful, limited by restrictions till criteria are met. Potent, versatile, rounded and fluid. Homage to the monkey king's Representation in the Journey to the West story and some other forms of fiction. Wukong mains pray for him becoming great in this game.

 

  • Wukong rework:
  • Iron Jab/Iron Sweep: Marks enemies hit with jab afflicting them with all procs from Iron Staff. Marked enemies take double damage, triple damage if mostly impact damage. Clones home in attacking marked targets. Clones struck with this ability are flung like smoke bombs providing cloud perks. Primal Fury required to Iron Sweep for a heavy sweep attack with 100% knockdown. Scales based off mods/buffs on Iron staff, affected by combo counter.
  • Costs 25 energy to cast on it's own, 10 energy while running Primal Fury for the jab. 20 Energy to use the heavy sweep attack. Range increases launching force and sweeping aoe, impacts aoe based off of combo counter x range (base range of 5m round the staff on thrust and 25m on sweep). Ability strength affects base damage jab and sweep do before mod and combo scaling. Costs unaffected by efficiency or Clone counters.

 

  • Defy: Defy counters gained by Wukong and his clones grants +10% knockdown recovery speed, +20% armor and +10% melee damage. Each time defy kicks on loses 10% energy cap and drain goes up by 2% per each proc. Bonuses affected by Defy Counters only. Applicable only to Wukong and clones.
  • Cast again to refresh, Wukong only. Set hp back to 75%  max value, degrade increment by 10% per proc. Costs 200 energy, -10 cost per Defy counter. Refreshing resets EPS drain. Ability Duration affects energy lost and energy drain only. Not affected by efficiency. Invincibility time is set to 2 seconds static.

 

  • Replacement for Cloudwalker, Monkeycraft: (multi layered cyclable ability. Tap the button to cycle and hold it down to use the selected ability):
  1. Cuticlones: Clones Wukong granted with a Defy buff to save them from death twice. Upon death they explode into a cloud aoe that stuns all enemies inside. Duration affects how long the clouds linger, Range affects clouds size. Stun after cloud disappears lasts for 10 seconds. While clouds are up holds stun on enemies, providing inside invisibility +20 seconds of invisibility upon leaving clouds. Guns fired from clouds are rendered silent. Clones scale up in level just like specters and made this way cap at 10 units. Cloud aoe base range is 15m around the clone, clouds base duration is 30 seconds. Costs 100 energy with no clones out, cost reduces by 10 for each clone out. Each cast summons 5 clones. Not affected by ability efficiency.
  2. Spiritrap: Conjures/directs 5 clones to lure hostiles. Clones erect a barrier around engaged victims preventing escape. Deletes captives via elemental cascade. Projects illusions of those just killed. No loot from foes killed this way. Wipes detection, prevents detection for 1 minute. Takes aggro priority over all.    Affected by range and durationBase duration of illusion is 20 seconds, base range of the trap is 20m. Costs 200 energy to use, -50 per live clone not used for this. Not affected by ability efficiency.
  3. Vanishing Act: Wukong and clones will shape-shift into random things to blend in to avoid detection while mobile. If detected will transform all clones into offensive allies to attack. Clones killed latch onto enemies returning taken injury as true damage. Dead clones transform into puddles of water. Stepping on these erupts Ice pyres doing Cold dot while locking afflicted down.    Ability strength affects damage the shape-shifted clones do and the ice damage. Ability duration affects time afflicted are hurt. Range affects puddle size and ice pyre size (base range of 20m around). Energy cost 50, not affected by ability efficiency.
  4. Retribution: Recall clones to partake in many delights. Buffs from this last till death. Removes all Defy counters. Gains 90% damage resistance, Status Immunity, Free Channeling . Iron Staff is buffed with elements from melee weapon (including channeling damage, utility perks) +sets status chance to 100% (requires 30 clones to unlock, gain other buffs free.)    Affected by clone count for each buff. DR when 9 clones are recalled, immunity to status effects at 12 clones. Free channeling requires 20 clones. Costs 3x combo counter and 400 energy, each clone counted decreases energy cost by 20. Requires live clones to recall for buffs, death counters help lower energy cost on using this. Not affected by ability stats. 

 

  • Primal Fury/Eternal Cudgel; 
  • Primal Fury: Summons the Iron Staff imbued with his golden hairs. Innate blood rush effect which can be scaled up by power strength (base 5% caps at 20%) . Innate condition overload scaling up based on power strength (base 5% and cap of 20%). Sunder armor by 20% only applicable on slam and charged attacks including in combos. Hitting an enemy 10 times will break off a hair from Staff birthing a clone. Clones made this way get the same effects as they would from separate casts. Their staves create clones in similar fashion at 5 hits though. No cap on clones made this way. Slam attacks grow Iron Staff faster. 
  • Ability range affects gain on staff length more noticeably base melee range bonus of 20% maxing at 40%, power strength affects base damage done with Iron staff before mods. Duration only affects energy drain. Energy drain remains at 3 energy per second and hard cap at 1.25 energy a second. Every clone made during Primal Fury lingers till dead. Each clone made will add 1 EPS to Primal Fury's drain. Primal Fury costs 100 energy to activate, can be reduced by clone counters at 10 per. Not affected by efficiency.
  • Eternal Cudgel: Hurl the Iron Staff at a location of choosing piercing through all in it's way. Can also home into Wukong's waypoint. Partial Charge throwing it to knockdown others or to get out of a sticky situation. Dealing no damage on impact, and free of charge.
  • Fully Charge Throw however, spawns a ring of 20-50m radius appears around where the Staff is expected to land. Everything within gets sucked towards the center point pinned down before impact, applies status proc without dot. Collision results in explosive impact drowning out all within the ring in 10-30% of Iron Staff's Damage. Ring size and aoe damage scale off combo counter at a rate of 1x = +10% or +10m. Defenses of all within blast are shattered irreparably. Can channel Iron staff before throwing; +10m, affected by channeling damage multipliers, aoe of this scales up to flat 50% of that damage. Will not crit.
  • Costs 1.5x combo counter, 10 Death Counters, 5 Clone counters, 4 Defy Counters and no energy to use. (Charged throw only) Use Iron Jab to leap to Iron Staff or Use Eternal Cudgel again to call it back. Unaffected by Ability Range. Retains energy drain.

 

  • Passive: Each time Defy saves Wukong receiving one Defy Counter, caps at 20. Gain +10% movement speed/atk speed buff for each Defy counter. Ability Duration and combo counter affect decay. Every combo .5x lost will drop 2 stacks of movement/atk speed. Combo counter does not disappear instead decays slowly. Combo Duration lasts 300% longer when using Staves/Polearms, everything else +50% longer.
  • Combo counter climbs twice as fast when using Staves/Polearms or 50% faster using Warfans, Tonfas, Blade & Whips or Nunchaku.
  • Innate detection of all loot/enemies within 50m. Cloud Walking allowing +30% movement speed and detection avoidance atop clouds. Range of all abilities triples in open world. 50% damage taken converted to energy. Applies to Wukong and clones only.
  • Iron Defiance (passive details above) In game description: Deny falling to grow stronger, surpassing limits to see all.

Notes regarding Iron Defiance:

  • Damage to energy conversion doesn't stack with Rage/Hunter Adrenaline. Requires 5 death counters to use.
  • Cloud Walking applicable regardless where clouds reside. Allowing Clouds to double as footholds.
  • Radar not affected by other mods except ability range.
  • Bonuses from passive are additive.
  • Defy Counters remain even if movement speed/atk speed is lost.
  • Combo decays at rate of 10 hits every second by default. 

Notes regarding Iron Jab/Iron Sweep:

  • Clones hit by Iron Jab and it's sweep attack will be considered killed, adds to clone death counter.
  • Iron Jab/Iron Sweep can be used by clones and will not knockdown players. Only Wukong can kill clones using Iron Jab/Iron Sweep. Clones will not send each other flying to their deaths.
  • Iron Jab will launch the user in opposite direction off stricken surfaces including walls, floors, enemies, ceilings, clouds, other Warframes, crates/barrels/containers, lockers and whatever else you can hit. Will launch you at a speed based off your sprint speed x movement speed.
  • Distance Iron Jab launches you is affected by Ability Range. Base launch of 10m caps at 20m, can be increased further via combo counter +5m for each 1x on combo counter.  Able to use midair to launch off said items, allowing creative melee play.
  • Speed that the staff flies out in Iron Jab will be affected by attack speed on Iron Staff, effective range for the staff's extension will match how far it can launch the player.
  • Striking enemies with Iron Jab while Primal Fury is out will do 50% more damage. 
  • Targets can be sent skyward.
  • Sweep will punch through enemies before sending them flying, all enemies hit will be marked. Punch through will not work on clones. 
  • Sweep uses current length of Iron Staff.
  • Iron Jab will always explode to the Iron Staff's max potential length to allow more versatility.
  • Casting again while launched will allow holding in place, applicable off ground and walls only.
  • Cast time of .1 seconds for Jab and .5 seconds for Sweep.
  • Strikes whatever it's pointed at, including cameras, turrets etc, if it's in range of the Iron Staff's reach it will be hit. Affected by Ability range as it impacts the max range of Iron Staff too.
  • Values on stats minus damage and energy cost are doubled if used while Iron Staff is channeled. 
  • All buffs Iron Staff gains from Retribution register for Iron Jab/Iron Sweep Calculations.

Notes regarding Defy:

  • Must activate Retribution DR buff to gain melee damage bonus.
  • Can only refresh it once.
  • Refreshing will only reset the energy drain but not the proc limitations.
  • Has cool down of 60 seconds.
  • Proc limitation set to 7 per cast. 
  • After 7th proc Defy uncasts and goes into cool down.

Notes regarding Clones:

  • Clones do up to 30% of Wukong's damage using Iron staff. Anything else does 15% the weapons damage.
  • Can only use Primal Fury, Iron Jab/Iron Sweep and Defy is locked to them. Their damage output reliant on Wukong's Ability Strength. 
  • Live clones and dead clones will be tallied up like resources in hud next to buffs.
  • 2 clone deaths = 1 live clone present. Nullified clones/clouds  = 1/2 dead clone.
  • Clone death counter will be exhausted to match live clones when none out for abilities.
  • Clone's Defy activating will not drain energy from Wukong. Hence why limited to 2 per clone and cannot be refreshed.
  • Clone's Primal Fury and Iron Jab/Iron Sweep don't use Wukong's energy as they will be on cool-down timers. 3 seconds for Iron Jab normal thrust, 10 seconds for Iron Sweep. Primal Fury lasts 5 minutes.
  • Iron Jab from clones will mark enemies too. Players mark takes priority.
  • Melee hits from clones adds to Wukong's combo counter.
  • When launched clones detonate after 3 seconds or if they hit something.
  • Clones that die over spots of Ice left from Vanishing Act turn into Cold clouds. If Retribution Staff buff was active, will infuse the Ice with Shock making clouds Magnetic damage with procs.

Notes regarding Spiritrap:

  • Can strike with Iron Jab/Sweep to increase the range and add residual damage in the air based off what elements Iron Staff has at the time. Will only add the damage that can be done via Iron Jabs un-modded damage as dot.
  • The barrier will become Electrified as the clones turn into clouds as it is closed off. Will electrocute anything that touches it and chain. Applicable only if Retribution's Staff buff was used first.
  • If used after using Vanishing Act; sucks in nearby enemies, projectiles before repeating elemental torrent. Radiates waves of damage done outward upon completion. Enemies killed in the barrier drop no loot but those killed by the wave will. All slain by this are projected as Illusions before roaming map for 30 seconds.
  • Does friendly fire and self damage. Doesn't harm mission objectives.
  • Immune to nullification once barrier is out.
  • Fails if no enemies are engaged in first 10 seconds of use. Does not refund spent energy.
  • Fails if all the used clones die/nullified within 3 seconds of casting. 
  • In event that clones die will still proceed as normal. However inhales enemies nearby into their clouds before solidifying. Enemies trapped are launchable skyward with Iron Jab or off cliffs/into water. No loot drops from this. Doesn't benefit same way big barrier does. Still takes all aggro. Projects the trapped like normal.
  • Barrier Traps shrink to 10% of the cast size and can be expanded up to 30% their max size. Barriers become items Wukong can pick up and move. When put back down it will expand to a larger size and remain for 3 minutes before it vanishes. Can be thrown at enemies or allies to surround them. One at a time. Can be launched via Iron Jab/Iron Sweep.

Notes regarding Vanishing Act:

  • Freezes small bodies of water like ponds once stepped on.
  • The Ice immune to nullification, the water is vulnerable though.
  • Slow from the Ice is affected by duration and can linger after getting away from it.
  • Requires detection to set off. Otherwise it fails after 10 seconds of no detection. Energy not refunded.
  • Enemies and items Wukong/clones can transform into vary upon map/factions present.
  • During 2nd phase, Wukong can fight like normal or retain the facade.
  • Can use Iron Jab while transformed during first half of Vanishing Act. Use during 2nd phase breaks Wukong's disguise.

Notes regarding Retribution:

  • Attributes from melee weapon carry over to Iron Staff. Mod effects like critical chance, critical damage multipliers, channeling damage multipliers, combo duration enhancers, elements, channeling mods, status duration get applied as if equipped to Iron Staff.
  • Effects that won't carry over: Maiming strike, Weeping wounds, Blood rush, Condition Overload, Augment Effects, Zaw Arcanes, Melee range mods, Bane mods and Rivens.
  • After Retributions Staff buff is acquired all clouds made by clones will now deal Shock damage, perks remain.
  • Can be used as a big kill switch on all clones for massive crowd control. 
  • Casting animation takes one second.
  • Retribution buff key: DR = Damage Resistance, SI = Status Immunity, C0 = Free Channeling, IS = Iron Staff.

Notes regarding Primal Fury:

  • Blood rush, Condition Overload and Armor Cracking locked till Retribution Staff buff active.
  • Blood rush and Condition Overload effects multiplied against Defy Counters. 
  • Values shown on Iron Staff are the true values, they will be halved till you use Retribution.
  • Effects that can't carry over through Retribution Staff buff cannot be equipped on Iron Staff. Gladiator Set bonus and external buffs will not affect Iron Staff. Arcanes on Wukong will though. Same on all buffs from Wukong's abilities.
  • Iron Staff has infinite punch through on everything except objects coded impenetrable. Applicable on all attacks except slide attacks.
  • Iron Staff base damage is pure Impact damage.
  • Primal Fury's stance evolves as the combo counter climbs higher, 1 new combo per .5x multiplier, capping out at 5.5x or 7 new combos.
  • Can't use Primal Fury while in first stage of Vanishing Act.
  • Casting animation for Primal Fury takes less than 1/2 a second. 

Notes regarding Eternal Cudgel:

  • Foes slain in aoe are blown apart or disintegrate if channeled.
  • Does self damage, friendly fire and will destroy mission objectives.
  • Fluffs range of all Wukong's Abilities in the ring to match before impact.
  • Armor/Shields/Bubbles/Barriers/Auras/Buffs/Damage Resistance shattered in aoe. Damage calculated afterward.
  • -30% movement speed debuff while charging.
  • Charged throw can be held indefinitely.
  • Need Clone Counters, combo counter and to have Retribution Staff buff for aoe throw.
  • Flight speed calculated in same manner as launch speed for Iron Jab/Sweep.
  • Iron Jab/Iron Sweep can't be used till Iron Staff reclaimed.
  • Can't dispel Primal Fury till Iron Staff retrieved.
  • Aoe kills all clones in the ring.
  • Only Wukong can use this.
  • Can't be nullified. 
  • Costs double if the staff lands in a nullifier bubble before impact.
  • Primal Fury must be active to use this at all.

Notes concerning Wukong:

  • Dying/bleedout resets all Counters, strips all Retribution buffs.
  • All abilities castable on the ground or in the air without mobility loss.
  • Cuticlones, Iron Jab/Iron Sweep, Spiritrap, Vanishing Act are affected by reticle direction. 
  • Iron Jab/Iron Sweep, Primal Fury, Defy and Cuticlones castable one handed. Rest require both.
  • Retribution buffs, clone and clone death counters will not reset if you come across a nullifier field or some other enemy that can dispel/erase abilities. Retribution cause of how it is permanent till death/needed ally assistance, clone counters/ clone death counters cause they are not actual abilities or buffs.

 

His augments will need to be remade as they will be rendered moot from these changes.

Abilities with / between em indicate first one is tap the button to cast, second one is hold down and charge to use. 

So much monkey business xD

Edited by (PS4)chibitonka
All finished. Let's see what happens.
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I am not opposed to the cloning ideas, but until DE provides us with better AI it needs to stick to a gimmicky or augment. Yours is too heavily based on clones I am not really a fan. 

The combo counter is going away so some things won't work out. Primal fury does not need that absurd damage buff you are giving it.

Don't really like your ideas, sorry mate. 

 

 

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  • 4 weeks later...
  • 3 weeks later...

Reading through jttw again. Figure eff it, will make a wukong rework more bananas than this one sometime next month. I'll make sure to link this one in it's description at the bottom. New one will be linked here too. And will be ignored like this one lmfao...

Edited by (PS4)chibitonka
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