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伤害计算支持超击破伤害
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@ -205,10 +205,13 @@ let DmgCalc = {
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break
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}
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// 未计算层数(风化、纠缠)和韧性条系数(击破、纠缠)
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// 未计算:1. 层数(风化、纠缠) 2. 韧性条系数(击破、纠缠) 3. 削韧值(超击破)、超击破伤害提高
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// 常规击破伤害均需要计算减伤区(即按韧性条存在处理) 特例:阮梅终结技/秘技击破伤害不计算减伤
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// 击破伤害 = 基础伤害 * 属性击破伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (敌方韧性+2)/4 * 层数系数
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// 击破持续伤害 = 基础伤害 * 属性持续伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * 层数系数
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// 超击破伤害 = 基础伤害 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (1+超击破伤害提高) * 技能最终削韧值
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// 技能最终削韧值 = 技能基础削韧值 ×(1+削韧值提高)×(1+弱点击破效率提高)
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// 超击破伤害提高 截至2.2版本该乘区仅能由同谐开拓者提供,与常规增伤区无关,暂时只在calc.js中手动计算
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case 'shock':
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case 'burn':
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case 'windShear':
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@ -220,11 +223,12 @@ let DmgCalc = {
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case 'physicalBreak':
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case 'quantumBreak':
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case 'imaginaryBreak':
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case 'iceBreak': {
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let breakDotBase = 1
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breakDotBase *= breakBaseDmg[level]
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case 'iceBreak':
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case 'superBreak': {
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let breakBase = 1
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breakBase *= breakBaseDmg[level]
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ret = {
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avg: breakDotBase * eleNum * stanceNum * enemydmgNum * defNum * kNum * dmgReduceNum
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avg: breakBase * eleNum * stanceNum * enemydmgNum * defNum * kNum * dmgReduceNum
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}
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break
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}
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@ -275,6 +279,7 @@ let DmgCalc = {
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break
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}
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// 击破伤害
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case 'superBreak':
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case 'lightningBreak':
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case 'fireBreak':
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case 'windBreak':
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@ -34,7 +34,9 @@ export const erType = {
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physicalBreak: { type: 'break', num: () => 2.0, title: '物理击破' },
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quantumBreak: { type: 'break', num: () => 0.5, title: '量子击破' },
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imaginaryBreak: { type: 'break', num: () => 0.5, title: '虚数击破' },
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iceBreak: { type: 'break', num: () => 1.0, title: '冰击破' }
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iceBreak: { type: 'break', num: () => 1.0, title: '冰击破' },
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// 超击破伤害
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superBreak: { type: 'break', num: () => 1.0, title: '超击破' }
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}
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let erTmp = {}
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lodash.forEach(erType, (er, key) => {
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