2023-05-21 18:13:38 +00:00
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export default function (staticIdx, keyIdx) {
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return {
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2023-05-21 18:13:38 +00:00
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于夜色中: [
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staticIdx(1, 'cpct'),
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(tables) => {
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return {
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title: `[_count]层Buff提高普攻与战技伤害[aDmg]%,终结技的暴击伤害[qCdmg]%`,
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data: {
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_count: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) + '',
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aDmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[2],
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eDmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[2],
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qCdmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[3]
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}
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}
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}],
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唯有沉默: [
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staticIdx(1, 'atkPct'),
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keyIdx('场上目标小于等于2时,暴击率提高[cpct]%', 'cpct', 2)
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],
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如泥酣眠: [
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staticIdx(1, 'cdmg')
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],
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星海巡航: [
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staticIdx(1, 'cpct'),
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keyIdx('对生命值小于50%的敌人暴击率提高[cpct]%,消灭敌方目标后,攻击力提高[atkPct]%', { cpct: 2, atkPct: 3 })
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],
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春水初生: [
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keyIdx('进入战斗提高速度[speedPct]%,伤害[dmg]%', { speedPct: 1, dmg: 2 })
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],
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'点个关注吧!': [(tables) => {
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return {
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title: '满能量提高普攻和战技伤害[aDmg]%',
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data: {
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aDmg: tables[1] * 2,
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eDmg: tables[1] * 2
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}
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}
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}],
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相抗: [
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keyIdx('消灭敌方目标后,速度提高[speedPct]%', 'speedPct', 1)
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],
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离弦: [
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keyIdx('消灭敌方目标后,攻击力[atkPct]%', 'atkPct', 1)
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],
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论剑: [(tables) => {
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return {
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title: '连续击中5次同一个目标,伤害提高[dmg]%',
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data: {
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dmg: tables[1] * 5
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}
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}
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}],
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重返幽冥: [
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staticIdx(1, 'cpct')
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],
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锋镝: [
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keyIdx('战斗开始时暴击率提高[cpct]%', 'cpct', 1)
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]
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}
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}
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