2022-08-07 18:26:25 +00:00
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import lodash from 'lodash'
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2022-05-01 21:58:48 +00:00
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export const details = [{
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check: ({ cons }) => cons < 2,
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title: '水母每跳治疗',
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2022-05-02 22:32:36 +00:00
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dmg: ({ attr, talent, calc }, { heal }) => {
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let t = talent.e['治疗量2']; let hp = calc(attr.hp)
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return heal(hp * t[0] / 100 + t[1] * 1)
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2022-05-01 21:58:48 +00:00
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}
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}, {
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cons: 2,
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title: '半血水母每跳治疗',
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2022-05-02 22:32:36 +00:00
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dmg: ({ attr, talent, calc }, { heal }) => {
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2022-08-07 18:26:25 +00:00
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let t = talent.e['治疗量2']; let hp = calc(attr.hp)
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return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045)
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2022-05-01 21:58:48 +00:00
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}
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}, {
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2022-08-07 18:26:25 +00:00
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title: '开Q普攻三段伤害',
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dmg: ({ attr, talent }, dmg) => dmg(talent.a['三段伤害'], 'a')
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}, {
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title: '开Q重击伤害',
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dmg: ({ attr, talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
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}, {
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title: '开Q普攻三段总伤',
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dmg: ({ attr, talent, cons, calc }, dmg) => {
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let ret = { dmg: 0, avg: 0 }
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lodash.forEach('一二三'.split(''), (num) => {
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let dmgRet = dmg(talent.a[`${num}段伤害`], 'a')
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ret.dmg += dmgRet.dmg
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ret.avg += dmgRet.avg
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})
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if (cons > 0) {
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2022-08-07 18:26:25 +00:00
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let dmgRet = dmg.basic(calc(attr.hp) * 0.3)
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ret.dmg += dmgRet.dmg
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ret.avg += dmgRet.avg
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}
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return ret
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}
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}]
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export const defDmgIdx = 2
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export const mainAttr = 'hp,atk'
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export const buffs = [{
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title: '心海被动:治疗加成提高25%'
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}, {
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title: '心海被动:开Q后重击伤害基于治疗加成提高[aPlus]',
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data: {
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aPlus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100,
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a2Plus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100
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}
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}, {
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title: '海人化羽:开Q后普攻伤害提高[aPlus]',
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data: {
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aPlus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['普通攻击伤害提升'] / 100
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}
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}, {
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title: '海人化羽:开Q后重击伤害提高[a2Plus]',
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data: {
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a2Plus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['重击伤害提升'] / 100
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}
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}, {
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title: '心海1命:开Q后第三段普攻额外释放一只游鱼,造成生命值上限30%的水元素伤害',
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cons: 1
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}, {
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title: '心海6命:开Q攻击获得治疗后,获得40%水伤加成',
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cons: 6,
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data: {
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dmg: 40
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}
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}]
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