mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-25 17:35:34 +00:00
fix:赛诺排名问题,有问题的#刷新排名 即可
This commit is contained in:
parent
3f7e957fd7
commit
1730601fae
@ -16,12 +16,12 @@ export const details = [{
|
||||
title: '10层神君单体伤害',
|
||||
check: ({ cons }) => cons >= 6,
|
||||
dmgKey: 't',
|
||||
dmg: ({ talent }, dmg) => {
|
||||
dmg: ({ talent }, { dynamic }) => {
|
||||
const dynamicEnemyDmg = 12
|
||||
let t1dmg = dmg(talent.t['技能伤害'], 't')
|
||||
let t2dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg })
|
||||
let t3dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 2 })
|
||||
let t4dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 3 })
|
||||
let t1dmg = dynamic(talent.t['技能伤害'], 't')
|
||||
let t2dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg })
|
||||
let t3dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 2 })
|
||||
let t4dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 3 })
|
||||
return {
|
||||
dmg: t1dmg.dmg + t2dmg.dmg + t3dmg.dmg + t4dmg.dmg * 7,
|
||||
avg: t1dmg.avg + t2dmg.avg + t3dmg.avg + t4dmg.avg * 7
|
||||
|
@ -40,7 +40,7 @@ export const buffs = [{
|
||||
cons: 1,
|
||||
check: ({ params }) => params.strength === true || params.q === true,
|
||||
data: {
|
||||
cdmg: 20
|
||||
cdmg: 24
|
||||
}
|
||||
}, {
|
||||
title: '镜流2命:释放终结技后,下一次强化战技的伤害提高[eDmg]%',
|
||||
|
@ -1,9 +1,3 @@
|
||||
let eDmg = false
|
||||
let eAggrDmg = false
|
||||
let eAllDmg = false
|
||||
let ePlusDmg = false
|
||||
let ePlusAggrDmg = false
|
||||
|
||||
export const details = [{
|
||||
title: 'Q状态·普攻首段',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['一段伤害'], 'a')
|
||||
@ -13,19 +7,16 @@ export const details = [{
|
||||
}, {
|
||||
title: 'Q状态·强化E伤害',
|
||||
params: { showEBuff: true, eBuff: true },
|
||||
dmg: ({ talent }, dmg) => {
|
||||
eDmg = dmg(talent.e['冥祭伤害'], 'e')
|
||||
eAggrDmg = dmg(talent.e['冥祭伤害'], 'e', 'aggravate')
|
||||
return eDmg
|
||||
}
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['冥祭伤害'], 'e')
|
||||
}, {
|
||||
title: 'Q状态·QTE总伤害',
|
||||
params: { showEBuff: true },
|
||||
dmg: ({ attr, calc }, { basic }) => {
|
||||
dmg: ({ attr, calc, talent }, { basic, dynamic }) => {
|
||||
const em = calc(attr.mastery)
|
||||
const atk = calc(attr.atk)
|
||||
const ePlustd = 1.00 * atk + em * 2.5
|
||||
ePlusDmg = basic(ePlustd, 'e')
|
||||
let eDmg = dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 })
|
||||
let ePlusDmg = basic(ePlustd, 'e')
|
||||
return {
|
||||
dmg: eDmg.dmg + ePlusDmg.dmg * 3,
|
||||
avg: eDmg.avg + ePlusDmg.avg * 3
|
||||
@ -34,23 +25,35 @@ export const details = [{
|
||||
}, {
|
||||
title: 'Q状态·QTE超激化总伤害',
|
||||
params: { showEBuff: true },
|
||||
dmg: ({ attr, calc }, { basic }) => {
|
||||
dmg: ({ attr, calc, talent }, { basic, dynamic }) => {
|
||||
const em = calc(attr.mastery)
|
||||
const atk = calc(attr.atk)
|
||||
const ePlustd = 1.00 * atk + em * 2.5
|
||||
ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate')
|
||||
eAllDmg = {
|
||||
let eAggrDmg = dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
|
||||
let ePlusDmg = basic(ePlustd, 'e')
|
||||
let ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate')
|
||||
return {
|
||||
dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
|
||||
avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
|
||||
}
|
||||
return eAllDmg
|
||||
}
|
||||
}, {
|
||||
check: ({ cons }) => cons < 6,
|
||||
dmgKey: 'q',
|
||||
title: 'Q状态·一轮普攻5A+QTE超激化总伤害',
|
||||
params: { showEBuff: true },
|
||||
dmg: ({ talent }, dmg) => {
|
||||
dmg: ({ attr, calc, talent }, dmg) => {
|
||||
const em = calc(attr.mastery)
|
||||
const atk = calc(attr.atk)
|
||||
const ePlustd = 1.00 * atk + em * 2.5
|
||||
let eAggrDmg = dmg.dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
|
||||
let ePlusDmg = dmg.basic(ePlustd, 'e')
|
||||
let ePlusAggrDmg = dmg.basic(ePlustd, 'e', 'aggravate')
|
||||
let eAllDmg = {
|
||||
dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
|
||||
avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
|
||||
}
|
||||
|
||||
let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
|
||||
let a2dmg = dmg(talent.q['二段伤害'], 'a')
|
||||
let a3dmg = dmg(talent.q['三段伤害'], 'a')
|
||||
@ -67,7 +70,18 @@ export const details = [{
|
||||
dmgKey: 'q',
|
||||
title: 'Q状态·一轮普攻5A+QTE超激化总伤害(消耗4层豺祭)',
|
||||
params: { showEBuff: true },
|
||||
dmg: ({ talent }, dmg) => {
|
||||
dmg: ({ attr, calc, talent }, dmg) => {
|
||||
const em = calc(attr.mastery)
|
||||
const atk = calc(attr.atk)
|
||||
const ePlustd = 1.00 * atk + em * 2.5
|
||||
let eAggrDmg = dmg.dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
|
||||
let ePlusDmg = dmg.basic(ePlustd, 'e')
|
||||
let ePlusAggrDmg = dmg.basic(ePlustd, 'e', 'aggravate')
|
||||
let eAllDmg = {
|
||||
dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
|
||||
avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
|
||||
}
|
||||
|
||||
let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
|
||||
let a2dmg = dmg(talent.q['二段伤害'], 'a')
|
||||
let a3dmg = dmg(talent.q['三段伤害'], 'a')
|
||||
@ -97,12 +111,12 @@ export const buffs = [{
|
||||
}
|
||||
}, {
|
||||
check: ({ params }) => params.showEBuff === true,
|
||||
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',
|
||||
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',
|
||||
data: {
|
||||
eDmg: ({ params }) => params.eBuff ? 35 : 0
|
||||
}
|
||||
}, {
|
||||
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',
|
||||
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',
|
||||
sort: 9,
|
||||
data: {
|
||||
aPlus: ({ attr, calc }) => calc(attr.mastery) * 1.5,
|
||||
|
Loading…
Reference in New Issue
Block a user