miao-plugin/resources/meta-gs/weapon/sword/calc.js

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export default function (step, staticStep) {
return {
辰砂之纺锤: {
title: '元素战技造成的伤害值提高[ePlus]',
sort: 9,
data: {
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ePlus: ({ attr, refine }) => attr.def * step(40)[refine] / 100
}
},
腐殖之剑: {
title: '元素战技的伤害增加[eDmg]%,暴击率提高[eCpct]%',
refine: {
eDmg: step(16),
eCpct: step(6)
}
},
降临之剑: {
title: '旅行者攻击力提高[atkPlus]',
data: {
atkPlus: 66
}
},
黑剑: {
title: '普攻与重击的造成的伤害提升[aDmg]%',
refine: {
aDmg: step(20),
a2Dmg: step(20)
}
},
暗巷闪光: {
title: '角色造成的伤害提升[dmg]%',
refine: {
dmg: step(12),
phy: step(12)
}
},
宗室长剑: {
title: '3层Buff下暴击率提高[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
试作斩岩: {
title: '满Buff提高攻击力及防御力[atkPct]%',
buffCount: 4,
refine: {
atkPct: step(4),
defPct: step(4)
}
},
匣里龙吟: {
check: ({ element }) => ['火', '雷'].includes(element),
title: '对处于火元素或雷元素影响下的敌人,造成的伤害提高[dmg]%',
refine: {
dmg: step(20, 4),
phy: step(20, 4)
}
},
铁蜂刺: {
title: '满Buff伤害提高[dmg]%',
buffCount: 2,
refine: {
dmg: step(6),
phy: step(6)
}
},
黑岩长剑: {
title: '满Buff攻击力提高[atkPct]%',
buffCount: 3,
refine: {
atkPct: step(12)
}
},
飞天御剑: {
title: '施放元素爆发后,提高[atkPct]%的攻击力',
refine: {
atkPct: step(12)
}
},
黎明神剑: {
title: '生命值高于90%时,暴击率提升[cpct]%',
refine: {
cpct: step(14)
}
},
暗铁剑: {
check: ({ element }) => element === '雷',
title: '触发雷元素相关反应后攻击力提高[atkPct]%',
refine: {
atkPct: step(20)
}
},
冷刃: {
check: ({ element }) => ['水', '冰'].includes(element),
title: '对处于水或冰元素影响的敌人伤害提高[dmg]%',
refine: {
dmg: step(12),
phy: step(12)
}
},
笼钓瓶一心: {
title: '触发效果时攻击力提升[atkPct]%',
refine: {
atkPct: step(15)
}
},
西福斯的月光: {
title: '基于元素精通,提升[recharge]%元素充能效率',
sort: 6,
data: {
recharge: ({ attr, calc, refine }) => calc(attr.mastery) * step(0.036)[refine]
}
},
波乱月白经津: [{
title: '元素伤害加成[dmg]%',
refine: {
dmg: step(12)
}
}, {
title: '满层提高普攻[aDmg]%',
buffCount: 2,
refine: {
aDmg: step(20)
}
}],
雾切之回光: [{
title: '元素伤害加成[dmg]%',
refine: {
dmg: step(12)
}
}, {
title: '满层获得伤害加成[dmg]%',
refine: {
dmg: step(28)
}
}],
苍古自由之誓: [{
title: '造成的伤害提高[dmg]%',
refine: {
dmg: step(10)
}
}, {
title: '触发Buff后提高普攻重击与下落攻击[aDmg]%,攻击力提升[atkPct]%',
refine: {
aDmg: step(16),
a2Dmg: step(16),
a3Dmg: step(16),
atkPct: step(20)
}
}],
磐岩结绿: [staticStep('hpPct', 20), {
title: '基于生命值上限提高攻击力[atkPlus]',
sort: 9,
data: {
atkPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1.2)[refine] / 100
}
}],
裁叶萃光: [staticStep('cpct', 4), {
title: '普攻与元素战技造成的伤害值提高[aPlus]',
sort: 9,
data: {
aPlus: ({ attr, calc, refine }) => calc(attr.mastery) * step(120)[refine] / 100,
ePlus: ({ attr, calc, refine }) => calc(attr.mastery) * step(120)[refine] / 100
}
}],
斫峰之刃: [{
title: '护盾强效提升[shield]%',
refine: {
shield: step(20)
}
}, {
title: '满Buff提高攻击力[atkPct]%',
buffCount: 10,
refine: {
atkPct: step(4)
}
}],
天空之刃: [staticStep('cpct', 4), {
title: '暴击提高[_cpct]%',
refine: {
_cpct: step(4)
}
}],
风鹰剑: [staticStep('atkPct', 20), {
title: '攻击力提高[_atkPct]%',
refine: {
_atkPct: step(20)
}
}],
原木刀: {
title: '拾取种识之叶的角色元素精通提升[mastery]',
refine: {
mastery: step(60)
}
},
圣显之钥: [staticStep('hpPct', 20), {
title: '基于生命提升元素精通,满层提升[mastery]',
sort: 5,
data: {
mastery: ({ attr, calc, refine }) => step(0.36 + 0.2)[refine] * calc(attr.hp) / 100
}
}],
灰河渡手: {
title: '元素战技暴击率提升[eCpct]%此外施放元素战技后的5秒内元素充能效率提升[rechargePlus]%',
refine: {
eCpct: step(8),
rechargePlus: [16, 20, 24, 28, 32]
}
},
海渊终曲: {
title: '释放元素战技攻击力提升[atkPct]%,生命之契提升[atkPlus]点攻击力',
sort: 9,
data: {
atkPlus: ({ attr, calc, refine }) => Math.min(Math.floor(calc(attr.hp) * 0.25 * step(0.24)[refine] / 10, step(150)))
},
refine: {
atkPct: step(12)
}
},
船坞长剑: {
title: '满层提高[mastery]点元素精通',
refine: {
mastery: step(40 * 3)
}
},
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狼牙: [{
title: '元素战技与元素爆发造成的伤害提升[eDmg]%',
refine: {
eDmg: step(16),
qDmg: step(16)
}
}, {
title: '满层下,元素战技与元素爆发命中敌人,其暴击率提升[eCpct]%',
refine: {
eCpct: step(8),
qCpct: step(8)
}
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}],
静水流涌之辉: [{
title: '生命值变化时3层Buff战技伤害提高[eDmg]%',
refine: {
eDmg: step(8 * 3)
}
}, {
title: '其他角色生命值变化时2层Buff提高生命上限[hpPct]%',
refine: {
hpPct: step(14 * 2)
}
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}],
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有乐御簾切: [staticStep('defPct', 20), {
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title: '附近的角色在场上造成岩元素伤害后,普通攻击伤害提升[aDmg]%,元素战伤害提升[eDmg]%',
refine: {
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aDmg: step(16 * 2),
eDmg: step(24 * 2)
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}
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}],
赦罪: [staticStep('cdmg', 20), {
title: '生命之契的数值增加时,装备者造成的伤害提升[dmg]%',
refine: {
dmg: step(16 * 3)
}
}],
息燧之笛: {
title: "施放元素战技时,防御力提升[defPct]%",
refine: {
defPct: step(16)
}
}
}
}