Talk:Wukong/Abilities/@comment-7302898-20151126073027

Couldn't manage to edit the abilites, but here what changes, and how I've tested them and found them to work. I'll skip Iron jab, since it's info is present.

Defy: Energy and Resoration % aren't affectd by any stats. Time invulnerable scales with duration. Energy us is like any other. Upon channeling, lethal damage drains an amount of energy, this base amount of energy incease by 75% for each death avoided. The amount of health restored per death is also decreased by 75% per trigger.

Cloud Walker: Distance per energy is affected by Efficiency. The other two stats are obvious :)

Primal Fury: Base damage is right there, so that's known, energy cost is is same as any channeled ability. Bonus Range% is additive, and is based off Melee Weapon's range, and is applied after mods*. This percentage also scales with Range mods. Damage also scales with Melee mods as well and can trigger effects like Berserker.


 * This was tested using a dagger without range mods, with range mods, and a Jat Kittag with and with out range mods. It seemed to get insane range when the Jat Kittag has additional range, especially when using Primed Reach. Hence my observation of it being applied after melee mods.

Hopefully, this info proves useful to the person that can actually update these :)