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https://github.com/yoimiya-kokomi/miao-plugin.git
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fix:赛诺排名问题,有问题的#刷新排名 即可
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3f7e957fd7
commit
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@ -16,12 +16,12 @@ export const details = [{
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title: '10层神君单体伤害',
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title: '10层神君单体伤害',
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check: ({ cons }) => cons >= 6,
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check: ({ cons }) => cons >= 6,
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dmgKey: 't',
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dmgKey: 't',
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dmg: ({ talent }, dmg) => {
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dmg: ({ talent }, { dynamic }) => {
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const dynamicEnemyDmg = 12
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const dynamicEnemyDmg = 12
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let t1dmg = dmg(talent.t['技能伤害'], 't')
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let t1dmg = dynamic(talent.t['技能伤害'], 't')
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let t2dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg })
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let t2dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg })
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let t3dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 2 })
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let t3dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 2 })
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let t4dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 3 })
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let t4dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 3 })
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return {
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return {
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dmg: t1dmg.dmg + t2dmg.dmg + t3dmg.dmg + t4dmg.dmg * 7,
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dmg: t1dmg.dmg + t2dmg.dmg + t3dmg.dmg + t4dmg.dmg * 7,
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avg: t1dmg.avg + t2dmg.avg + t3dmg.avg + t4dmg.avg * 7
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avg: t1dmg.avg + t2dmg.avg + t3dmg.avg + t4dmg.avg * 7
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@ -40,7 +40,7 @@ export const buffs = [{
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cons: 1,
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cons: 1,
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check: ({ params }) => params.strength === true || params.q === true,
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check: ({ params }) => params.strength === true || params.q === true,
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data: {
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data: {
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cdmg: 20
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cdmg: 24
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}
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}
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}, {
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}, {
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title: '镜流2命:释放终结技后,下一次强化战技的伤害提高[eDmg]%',
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title: '镜流2命:释放终结技后,下一次强化战技的伤害提高[eDmg]%',
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@ -1,9 +1,3 @@
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let eDmg = false
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let eAggrDmg = false
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let eAllDmg = false
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let ePlusDmg = false
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let ePlusAggrDmg = false
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export const details = [{
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export const details = [{
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title: 'Q状态·普攻首段',
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title: 'Q状态·普攻首段',
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dmg: ({ talent }, dmg) => dmg(talent.q['一段伤害'], 'a')
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dmg: ({ talent }, dmg) => dmg(talent.q['一段伤害'], 'a')
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@ -13,19 +7,16 @@ export const details = [{
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}, {
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}, {
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title: 'Q状态·强化E伤害',
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title: 'Q状态·强化E伤害',
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params: { showEBuff: true, eBuff: true },
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params: { showEBuff: true, eBuff: true },
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dmg: ({ talent }, dmg) => {
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dmg: ({ talent }, dmg) => dmg(talent.e['冥祭伤害'], 'e')
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eDmg = dmg(talent.e['冥祭伤害'], 'e')
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eAggrDmg = dmg(talent.e['冥祭伤害'], 'e', 'aggravate')
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return eDmg
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}
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}, {
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}, {
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title: 'Q状态·QTE总伤害',
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title: 'Q状态·QTE总伤害',
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params: { showEBuff: true },
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params: { showEBuff: true },
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dmg: ({ attr, calc }, { basic }) => {
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dmg: ({ attr, calc, talent }, { basic, dynamic }) => {
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const em = calc(attr.mastery)
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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const atk = calc(attr.atk)
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const ePlustd = 1.00 * atk + em * 2.5
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const ePlustd = 1.00 * atk + em * 2.5
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ePlusDmg = basic(ePlustd, 'e')
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let eDmg = dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 })
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let ePlusDmg = basic(ePlustd, 'e')
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return {
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return {
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dmg: eDmg.dmg + ePlusDmg.dmg * 3,
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dmg: eDmg.dmg + ePlusDmg.dmg * 3,
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avg: eDmg.avg + ePlusDmg.avg * 3
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avg: eDmg.avg + ePlusDmg.avg * 3
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@ -34,23 +25,35 @@ export const details = [{
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}, {
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}, {
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title: 'Q状态·QTE超激化总伤害',
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title: 'Q状态·QTE超激化总伤害',
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params: { showEBuff: true },
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params: { showEBuff: true },
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dmg: ({ attr, calc }, { basic }) => {
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dmg: ({ attr, calc, talent }, { basic, dynamic }) => {
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const em = calc(attr.mastery)
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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const atk = calc(attr.atk)
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const ePlustd = 1.00 * atk + em * 2.5
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const ePlustd = 1.00 * atk + em * 2.5
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ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate')
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let eAggrDmg = dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
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eAllDmg = {
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let ePlusDmg = basic(ePlustd, 'e')
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let ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate')
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return {
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dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
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dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
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avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
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avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
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}
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}
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return eAllDmg
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}
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}
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}, {
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}, {
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check: ({ cons }) => cons < 6,
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check: ({ cons }) => cons < 6,
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dmgKey: 'q',
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dmgKey: 'q',
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title: 'Q状态·一轮普攻5A+QTE超激化总伤害',
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title: 'Q状态·一轮普攻5A+QTE超激化总伤害',
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params: { showEBuff: true },
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params: { showEBuff: true },
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dmg: ({ talent }, dmg) => {
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dmg: ({ attr, calc, talent }, dmg) => {
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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const ePlustd = 1.00 * atk + em * 2.5
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let eAggrDmg = dmg.dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
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let ePlusDmg = dmg.basic(ePlustd, 'e')
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let ePlusAggrDmg = dmg.basic(ePlustd, 'e', 'aggravate')
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let eAllDmg = {
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dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
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avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
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}
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let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
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let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
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let a2dmg = dmg(talent.q['二段伤害'], 'a')
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let a2dmg = dmg(talent.q['二段伤害'], 'a')
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let a3dmg = dmg(talent.q['三段伤害'], 'a')
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let a3dmg = dmg(talent.q['三段伤害'], 'a')
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@ -67,7 +70,18 @@ export const details = [{
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dmgKey: 'q',
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dmgKey: 'q',
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title: 'Q状态·一轮普攻5A+QTE超激化总伤害(消耗4层豺祭)',
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title: 'Q状态·一轮普攻5A+QTE超激化总伤害(消耗4层豺祭)',
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params: { showEBuff: true },
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params: { showEBuff: true },
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dmg: ({ talent }, dmg) => {
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dmg: ({ attr, calc, talent }, dmg) => {
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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const ePlustd = 1.00 * atk + em * 2.5
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let eAggrDmg = dmg.dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
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let ePlusDmg = dmg.basic(ePlustd, 'e')
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let ePlusAggrDmg = dmg.basic(ePlustd, 'e', 'aggravate')
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let eAllDmg = {
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dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
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avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
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}
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let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
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let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
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let a2dmg = dmg(talent.q['二段伤害'], 'a')
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let a2dmg = dmg(talent.q['二段伤害'], 'a')
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let a3dmg = dmg(talent.q['三段伤害'], 'a')
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let a3dmg = dmg(talent.q['三段伤害'], 'a')
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@ -97,12 +111,12 @@ export const buffs = [{
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}
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}
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}, {
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}, {
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check: ({ params }) => params.showEBuff === true,
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check: ({ params }) => params.showEBuff === true,
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title: '赛诺被动:末途真眼状态提升秘仪·律渊渡魂35%伤害,发射渡荒之雷造成100%攻击力伤害',
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title: '天赋-落羽的裁择:末途真眼状态提升秘仪·律渊渡魂35%伤害,发射渡荒之雷造成100%攻击力伤害',
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data: {
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data: {
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eDmg: ({ params }) => params.eBuff ? 35 : 0
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eDmg: ({ params }) => params.eBuff ? 35 : 0
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}
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}
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}, {
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}, {
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title: '赛诺被动:基于元素精通提升普攻[aPlus]点伤害值,渡荒之雷提升[_ePlus]伤害值',
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title: '天赋-九弓的执命:基于元素精通提升普攻[aPlus]点伤害值,渡荒之雷提升[_ePlus]伤害值',
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sort: 9,
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sort: 9,
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data: {
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data: {
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aPlus: ({ attr, calc }) => calc(attr.mastery) * 1.5,
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aPlus: ({ attr, calc }) => calc(attr.mastery) * 1.5,
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