miao-plugin/resources/meta-sr/character/丹恒•饮月/calc.js

133 lines
6.7 KiB
JavaScript
Raw Normal View History

export const details = [{
title: '普攻伤害',
dmg: ({ talent, cons }, dmg) => {
// 2段伤害比例3:7
let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
let a1dmg = dmg(talent.a['技能伤害'] * 0.3, 'a')
let a2dmg = dmg.dynamic(talent.a['技能伤害'] * 0.7, 'a', { dynamicDmg })
return {
dmg: a1dmg.dmg + a2dmg.dmg,
avg: a1dmg.avg + a2dmg.avg
}
}
}, {
title: '1级强普伤害',
dmg: ({ talent, cons }, dmg) => {
// 3段伤害比例33:33:34
let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
let a1dmg = dmg(talent.a2['瞬华·单体伤害'] * 0.33, 'a')
let a2dmg = dmg.dynamic(talent.a2['瞬华·单体伤害'] * 0.33, 'a', { dynamicDmg })
let a3dmg = dmg.dynamic(talent.a2['瞬华·单体伤害'] * 0.34, 'a', { dynamicDmg: dynamicDmg * 2 })
return {
dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg,
avg: a1dmg.avg + a2dmg.avg + a3dmg.avg
}
}
}, {
title: '2级强普伤害(扩散)',
dmg: ({ talent, cons }, dmg) => {
// 主目标5段伤害比例20:20:20:20:20
// 副目标2段伤害比例50:50
let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
let dynamicCdmg = talent.e['暴击伤害提高'] * 100
let a1dmg = dmg(talent.a2['天矢阴·单体伤害'] * 0.2, 'a')
let a2dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg })
let a3dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 2 })
let a4dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
let a5dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 })
let a1plusdmg = dmg.dynamic(talent.a2['天矢阴·相邻目标伤害'] * 0.5, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
let a2plusdmg = dmg.dynamic(talent.a2['天矢阴·相邻目标伤害'] * 0.5, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 })
return {
dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + a4dmg.dmg + a5dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg) * 2,
avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + a4dmg.avg + a5dmg.avg + (a1plusdmg.avg + a2plusdmg.avg) * 2
}
}
}, {
title: '3级强普伤害(扩散)',
params: { level3A: true },
dmg: ({ talent, cons }, dmg) => {
// 主目标7段伤害前六段比例14.2最后一段14.8
// 副目标4段伤害比例25:25:25:25
let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
let dynamicCdmg = talent.e['暴击伤害提高'] * 100
let a1dmg = dmg(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a')
let a2dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg })
let a3dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 2 })
let a4dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
let a5dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 })
let a6dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 5, dynamicCdmg: dynamicCdmg * 3 })
let a1plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg })
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 })
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 })
dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 10 : talent.t['伤害提高'] * 100 * 6
let a7dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.148, 'a', { dynamicDmg, dynamicCdmg: dynamicCdmg * 4 })
let a4plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg, dynamicCdmg: dynamicCdmg * 4 })
return {
dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + a4dmg.dmg + a5dmg.dmg + a6dmg.dmg + a7dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg + a3plusdmg.dmg + a4plusdmg.dmg) * 2,
avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + a4dmg.avg + a5dmg.avg + a6dmg.avg + a7dmg.avg + (a1plusdmg.avg + a2plusdmg.avg + a3plusdmg.avg + a4plusdmg.avg) * 2
}
}
}, {
title: '终结技伤害(扩散)',
dmg: ({ talent, cons }, dmg) => {
// 3段伤害比例3:3:4
let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100
let a1dmg = dmg(talent.q['目标伤害'] * 0.3, 'q')
let a2dmg = dmg.dynamic(talent.q['目标伤害'] * 0.3, 'q', { dynamicDmg })
let a3dmg = dmg.dynamic(talent.q['目标伤害'] * 0.4, 'q', { dynamicDmg: dynamicDmg * 2 })
let a1plusdmg = dmg(talent.q['相邻目标伤害'] * 0.3, 'q')
let a2plusdmg = dmg.dynamic(talent.q['相邻目标伤害'] * 0.3, 'q', { dynamicDmg })
let a3plusdmg = dmg.dynamic(talent.q['相邻目标伤害'] * 0.4, 'q', { dynamicDmg: dynamicDmg * 2 })
return {
dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg + a3plusdmg.dmg) * 2,
avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + (a1plusdmg.avg + a2plusdmg.avg + a3plusdmg.avg) * 2
}
}
}]
export const defDmgIdx = 3
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
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%',
tree: 3,
data: {
cdmg: 24
}
}, {
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。',
check: ({ cons }) => cons < 1,
data: {
_dmg: ({ talent }) => talent.t['伤害提高'] * 100
}
}, {
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。',
cons: 1,
data: {
_dmg: ({ talent }) => talent.t['伤害提高'] * 100
}
}, {
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',
data: {
_cdmg: ({ talent }) => talent.e['暴击伤害提高'] * 100
}
}, {
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%',
cons: 6,
check: ({ params }) => params.level3A === true,
data: {
kx: 60
}
}]
export const createdBy = 'Aluxes'