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export const details = [{
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title: 'E普攻第一段激化',
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a', '超激化')
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2023-02-05 18:14:38 +00:00
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}, {
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title: 'E突进激化',
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params: { e: true, q: false },
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dmg: ({ talent, calc, attr }, { basic }) => {
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const td = talent.e['突进攻击伤害2']
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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return basic(td[0] * atk / 100 + td[1] * em / 100, 'e', 'spread')
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}
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}, {
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title: '3枚光幕单段',
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dmg: ({ talent, calc, attr }, { basic }) => {
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const td = talent.e['1枚光幕攻击伤害2']
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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return basic(td[0] * atk / 100 + td[1] * em / 100, 'e')
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2022-12-10 19:19:09 +00:00
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}
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}, {
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title: '3枚光幕单段激化',
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2022-12-10 19:19:09 +00:00
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dmg: ({ talent, calc, attr }, { basic }) => {
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const td = talent.e['1枚光幕攻击伤害2']
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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return basic(td[0] * atk / 100 + td[1] * em / 100, 'e', 'spread')
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2022-12-10 19:19:09 +00:00
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}
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}, {
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title: 'Q激化总伤-4段',
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params: { e: false, q: true },
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dmg: ({ talent, calc, attr }, { basic }) => {
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const td = talent.q['单次伤害2']
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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let q = basic(td[0] * atk / 100 + td[1] * em / 100, 'q', 'spread')
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let q_spread = basic(td[0] * atk / 100 + td[1] * em / 100, 'q')
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return {
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dmg: q.dmg * 2 + q_spread.dmg * 2,
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avg: q.avg * 2 + q_spread.avg * 2
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}
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}
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}, {
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title: 'Q激化总伤-10段',
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params: { e: false, q: true },
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dmg: ({ talent, calc, attr }, { basic }) => {
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const td = talent.q['单次伤害2']
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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let q_spread = basic(td[0] * atk / 100 + td[1] * em / 100, 'q', 'spread')
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let q = basic(td[0] * atk / 100 + td[1] * em / 100, 'q')
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return {
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dmg: q.dmg * 6 + q_spread.dmg * 4,
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avg: q.avg * 6 + q_spread.avg * 4
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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,mastery'
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export const defParams = {
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q: false,
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e: true
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}
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export const buffs = [{
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title: '艾尔海森被动:基于元素精通提升EQ伤害[eDmg]%',
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data: {
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eDmg: ({ calc, attr }) => Math.min(100, (calc(attr.mastery)) * 0.1),
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qDmg: ({ calc, attr }) => Math.min(100, (calc(attr.mastery)) * 0.1)
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}
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}, {
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title: '海森2命:每1枚产生的琢光镜将使元素精通提升50点,默认3层',
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cons: 2,
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data: {
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mastery: 150
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}
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}, {
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check: ({ params }) => params.q === false,
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title: '海森4命:每1枚产生的琢光镜将使草元素伤害提升10%,默认3层,不加成Q',
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cons: 4,
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data: {
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dmg: 30
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}
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}, {
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check: ({ params }) => params.q === false,
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title: '艾尔海森六命:暴击率提升10%,暴击伤害提升70%,不加成Q',
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cons: 6,
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data: {
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cpct: 10,
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cdmg: 70
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}
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}]
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