2022-05-01 21:58:48 +00:00
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import lodash from "lodash";
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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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2022-05-01 21:58:48 +00:00
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let t = talent.e['治疗量2'], hp = calc(attr.hp);
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2022-05-02 08:32:31 +00:00
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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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2022-05-01 21:58:48 +00:00
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let t = talent.e['治疗量2'], hp = calc(attr.hp);
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return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045);
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}
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}, {
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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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2022-05-02 22:32:36 +00:00
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let dmgRet = dmg(talent.a[`${num}段伤害`], 'a');
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2022-05-01 21:58:48 +00:00
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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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2022-05-02 22:32:36 +00:00
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let dmgRet = dmg.basic(calc(attr.hp) * 0.3);
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2022-05-01 21:58:48 +00:00
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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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2022-05-02 08:46:18 +00:00
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export const defDmgIdx = 2;
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2022-05-01 21:58:48 +00:00
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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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