2024-06-20 22:43:11 +00:00
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// 强化战技 主目标3削韧,副目标1.5削韧
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export const details = [{
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title: '强化战技伤害',
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params: { q: true },
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dmg: ({ talent, attr }, dmg) => {
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let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
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return dmg(td, 'e')
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}
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}, {
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title: '破韧后战技主目标伤害',
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params: { q: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
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let atkDmg = dmg(td, 'e')
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// 弱点击破效率:自身50%,六命50%
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let cost = 3 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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return {
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dmg: atkDmg.dmg + superBreak,
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avg: atkDmg.avg + superBreak
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}
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}
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}, {
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title: '破韧后战技副目标伤害',
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params: { q: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['相邻目标伤害'] + Math.min(attr.stance * 0.1, 36) / 100
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let atkDmg = dmg(td, 'e')
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// 弱点击破效率:自身50%,六命50%
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let cost = 1.5 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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return {
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dmg: atkDmg.dmg + superBreak,
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avg: atkDmg.avg + superBreak
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}
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}
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}, {
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title: '流开阮加·战技主目标伤害',
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params: { q: true, team: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
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let atkDmg = dmg(td, 'e')
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// 弱点击破效率:自身50%,阮梅50%,六命50%
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let cost = 3 * (1 + 0.5 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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// 自身触发的超击破
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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// 同谐主【伴舞】触发的超击破
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let superBreakTrailblazer = dmg.reaction('superBreak').avg / 0.9 * cost * 1.6 // 同谐主提供1.6独立增伤乘区
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return {
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dmg: atkDmg.dmg + superBreak + superBreakTrailblazer,
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avg: atkDmg.avg + superBreak + superBreakTrailblazer
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}
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}
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}, {
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title: '流开阮加·战技副目标伤害',
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params: { q: true, team: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['相邻目标伤害'] + Math.min(attr.stance * 0.1, 36) / 100
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let atkDmg = dmg(td, 'e')
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// 弱点击破效率:自身50%,阮梅50%,六命50%
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let cost = 1.5 * (1 + 0.5 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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// 自身触发的超击破
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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// 同谐主【伴舞】触发的超击破
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let superBreakTrailblazer = dmg.reaction('superBreak').avg / 0.9 * cost * 1.4 // 同谐主提供1.4独立增伤乘区
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return {
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dmg: atkDmg.dmg + superBreak + superBreakTrailblazer,
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avg: atkDmg.avg + superBreak + superBreakTrailblazer
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}
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}
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}]
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export const mainAttr = 'atk,stance'
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export const defDmgIdx = 3
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export const buffs = [{
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title: '终结技Buff:速度提高[speed]点,释放强化普攻和战技时弱点击破效率提高50%,使敌方受到的击破伤害提高[breakEnemydmg]%',
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check: ({ params }) => params.q === true,
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data: {
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speed: ({ talent }) => talent.q['速度提高'],
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breakEnemydmg: ({ talent }) => talent.q['击破伤害提高'] * 100
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}
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}, {
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title: '行迹-过载核心:基于攻击力,提高自身击破特攻[stance]%',
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check: ({ params, attr }) => params.q === true && attr.atk >= 1800,
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sort: 9,
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2024-06-21 22:24:34 +00:00
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tree: 3,
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2024-06-20 22:43:11 +00:00
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data: {
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stance: ({ attr }) => Math.floor((attr.atk - 1800) / 10) * 0.8
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}
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}, {
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title: '流萤1魂:释放强化战技时无视目标[ignore]%的防御',
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cons: 1,
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data: {
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ignore: 15
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}
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}, {
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title: '流萤4魂:终结技状态下,效果抵抗提高[effDef]%',
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cons: 4,
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check: ({ params }) => params.q === true,
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data: {
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effDef: 50
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}
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}, {
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title: '流萤6魂:终结技状态下,火属性抗性穿透提高[kx]%,释放强化普攻和战技时的弱点击破效率提高50%',
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cons: 6,
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check: ({ params }) => params.q === true,
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data: {
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kx: 20
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}
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}, {
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title: '0魂阮梅:弱点击破效率提高50%,击破特攻提高20%,抗性穿透提高25%,速度提高10%',
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check: ({ params }) => params.team === true,
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data: {
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stance: 20,
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kx: 25,
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speedPct: 10
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}
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}, {
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title: '6魂钟表匠开拓者:提高击破特攻[stance]%,场上敌人数量为1时,超击破伤害提高60%。计算副目标伤害时,按3名敌人,超击破伤害提高40%计算',
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check: ({ params }) => params.team === true,
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data: {
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stance: 30 + 30 + 300 * 0.15 // 终结技30+钟表匠30+四命转化
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}
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}, {
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title: '加拉赫:敌方受到的击破伤害提高13.2%',
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check: ({ params }) => params.team === true,
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data: {
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breakEnemydmg: 13.2
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}
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}]
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export const createdBy = 'Aluxes'
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