2023-09-06 09:29:48 +00:00
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent, cons }, dmg) => {
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// 2段伤害,比例3:7
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let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
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let a1dmg = dmg(talent.a['技能伤害'] * 0.3, 'a')
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let a2dmg = dmg.dynamic(talent.a['技能伤害'] * 0.7, 'a', { dynamicDmg })
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return {
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dmg: a1dmg.dmg + a2dmg.dmg,
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avg: a1dmg.avg + a2dmg.avg
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}
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}
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}, {
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title: '1级强普伤害',
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dmg: ({ talent, cons }, dmg) => {
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// 3段伤害,比例33:33:34
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let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
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let a1dmg = dmg(talent.a2['瞬华·单体伤害'] * 0.33, 'a')
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let a2dmg = dmg.dynamic(talent.a2['瞬华·单体伤害'] * 0.33, 'a', { dynamicDmg })
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let a3dmg = dmg.dynamic(talent.a2['瞬华·单体伤害'] * 0.34, 'a', { dynamicDmg: dynamicDmg * 2 })
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return {
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dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg,
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avg: a1dmg.avg + a2dmg.avg + a3dmg.avg
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}
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}
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}, {
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title: '2级强普伤害(扩散)',
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dmg: ({ talent, cons }, dmg) => {
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// 主目标5段伤害,比例20:20:20:20:20
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// 副目标2段伤害,比例50:50
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let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
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let dynamicCdmg = talent.e['暴击伤害提高'] * 100
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let a1dmg = dmg(talent.a2['天矢阴·单体伤害'] * 0.2, 'a')
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let a2dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg })
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let a3dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 2 })
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let a4dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
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let a5dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 })
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let a1plusdmg = dmg.dynamic(talent.a2['天矢阴·相邻目标伤害'] * 0.5, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
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let a2plusdmg = dmg.dynamic(talent.a2['天矢阴·相邻目标伤害'] * 0.5, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 })
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return {
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dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + a4dmg.dmg + a5dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg) * 2,
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avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + a4dmg.avg + a5dmg.avg + (a1plusdmg.avg + a2plusdmg.avg) * 2
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}
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}
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}, {
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title: '3级强普伤害(扩散)',
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params: { level3A: true },
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dmg: ({ talent, cons }, dmg) => {
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// 主目标7段伤害,前六段比例14.2,最后一段14.8
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// 副目标4段伤害,比例25:25:25:25
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let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
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let dynamicCdmg = talent.e['暴击伤害提高'] * 100
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let a1dmg = dmg(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a')
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let a2dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg })
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let a3dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 2 })
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let a4dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
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let a5dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 })
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let a6dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 5, dynamicCdmg: dynamicCdmg * 3 })
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let a1plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
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let a2plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 })
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let a3plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg: dynamicDmg * 5, dynamicCdmg: dynamicCdmg * 3 })
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dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 10 : talent.t['伤害提高'] * 100 * 6
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let a7dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.148, 'a', { dynamicDmg, dynamicCdmg: dynamicCdmg * 4 })
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let a4plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg, dynamicCdmg: dynamicCdmg * 4 })
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return {
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dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + a4dmg.dmg + a5dmg.dmg + a6dmg.dmg + a7dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg + a3plusdmg.dmg + a4plusdmg.dmg) * 2,
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avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + a4dmg.avg + a5dmg.avg + a6dmg.avg + a7dmg.avg + (a1plusdmg.avg + a2plusdmg.avg + a3plusdmg.avg + a4plusdmg.avg) * 2
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}
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}
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}, {
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title: '终结技伤害(扩散)',
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dmg: ({ talent, cons }, dmg) => {
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// 3段伤害,比例3:3:4
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let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
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let a1dmg = dmg(talent.q['目标伤害'] * 0.3, 'q')
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let a2dmg = dmg.dynamic(talent.q['目标伤害'] * 0.3, 'q', { dynamicDmg })
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let a3dmg = dmg.dynamic(talent.q['目标伤害'] * 0.4, 'q', { dynamicDmg: dynamicDmg * 2 })
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let a1plusdmg = dmg(talent.q['相邻目标伤害'] * 0.3, 'q')
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let a2plusdmg = dmg.dynamic(talent.q['相邻目标伤害'] * 0.3, 'q', { dynamicDmg })
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let a3plusdmg = dmg.dynamic(talent.q['相邻目标伤害'] * 0.4, 'q', { dynamicDmg: dynamicDmg * 2 })
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return {
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dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg + a3plusdmg.dmg) * 2,
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avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + (a1plusdmg.avg + a2plusdmg.avg + a3plusdmg.avg) * 2
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}
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}
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}]
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export const defDmgIdx = 3
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '行迹-起蛰:对拥有虚数属性弱点的敌人造成伤害时,暴击伤害提高24%',
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tree: 3,
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data: {
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cdmg: 24
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}
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}, {
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title: '天赋-亢心:丹恒•饮月施放每段攻击后获得1层【亢心】,使自身造成的伤害提高[_dmg]%,该效果可以叠加6层,持续至自身回合结束。',
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check: ({ cons }) => cons < 1,
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data: {
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_dmg: ({ talent }) => talent.t['伤害提高'] * 100
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}
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}, {
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title: '天赋-亢心:丹恒•饮月施放每段攻击后获得1层【亢心】,使自身造成的伤害提高[_dmg]%,该效果可以叠加10层,持续至自身回合结束。',
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cons: 1,
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data: {
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_dmg: ({ talent }) => talent.t['伤害提高'] * 100
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}
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}, {
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title: '叱咤:施放2级或3级强化普攻时,从第4段攻击开始,每段攻击前获得一层叱咤,使暴击伤害提高[_cdmg]%,最多叠加4层',
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data: {
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_cdmg: ({ talent }) => talent.e['暴击伤害提高'] * 100
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}
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}, {
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title: '饮月6命:满Buff时使3级强普的虚数属性抗性穿透提高60%',
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cons: 6,
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check: ({ params }) => params.level3A === true,
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data: {
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kx: 60
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}
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}]
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2023-11-13 08:37:07 +00:00
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export const createdBy = 'Aluxes'
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