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fix calc.js lint
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@ -1,36 +1,36 @@
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export const details = [{
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title: "E后带火花重击",
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title: 'E后带火花重击',
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params: { q: false },
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
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}, {
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title: "E后带火花重击蒸发",
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title: 'E后带火花重击蒸发',
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params: { q: false },
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
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}, {
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title: "单次轰轰火花伤害",
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title: '单次轰轰火花伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['轰轰火花伤害'], 'q')
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}];
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}]
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export const mainAttr = "atk,cpct,cdmg,mastery";
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export const mainAttr = 'atk,cpct,cdmg,mastery'
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export const buffs = [{
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title: "可莉天赋:爆裂火花使重击伤害提升50%",
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title: '可莉天赋:爆裂火花使重击伤害提升50%',
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data: {
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a2Dmg: 50
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}
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}, {
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title: "可莉2命:蹦蹦炸弹的诡雷会使敌人的防御力降低23%",
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title: '可莉2命:蹦蹦炸弹的诡雷会使敌人的防御力降低23%',
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cons: 2,
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data: {
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enemyDef: 23
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}
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}, {
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title: "可莉6命:释放轰轰火花后获得10%火元素伤害加成",
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title: '可莉6命:释放轰轰火花后获得10%火元素伤害加成',
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cons: 6,
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data: {
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dmg: ({ params }) => params.q === false ? 0 : 10
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}
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}, {
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title: "元素精通:蒸发融化伤害提高[zf]%",
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mastery: "zf,rh"
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title: '元素精通:蒸发融化伤害提高[zf]%',
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mastery: 'zf,rh'
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}]
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@ -1,29 +1,29 @@
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export const details = [{
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title: "破局矢伤害",
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title: '破局矢伤害',
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dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.a['破局矢伤害'] / 100, 'a2')
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}, {
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title: "E络命丝伤害",
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title: 'E络命丝伤害',
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dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.e['技能伤害'] / 100, 'e')
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}, {
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title: "Q协同单段伤害",
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title: 'Q协同单段伤害',
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dmg: ({ talent, attr, calc, cons }, { basic }) => {
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return basic(calc(attr.hp) * (talent.q['玄掷玲珑伤害'] / 3 / 100), 'q')
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}
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}];
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}]
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export const mainAttr = "hp,cpct,cdmg";
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export const mainAttr = 'hp,cpct,cdmg'
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export const buffs = [{
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title: "夜兰被动:有4个不同元素类型角色时,夜兰生命值上限提高30%",
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title: '夜兰被动:有4个不同元素类型角色时,夜兰生命值上限提高30%',
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data: {
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hpPct: 30
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}
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}, {
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title: "夜兰4命:E络命丝爆发提高生命值,满Buff下提高40%",
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title: '夜兰4命:E络命丝爆发提高生命值,满Buff下提高40%',
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cons: 4,
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data: {
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hpPct: 40
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}
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}];
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}]
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@ -1,39 +1,39 @@
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export const details = [{
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title: "重击伤害",
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title: '重击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['满蓄力瞄准射击'], 'a2')
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}, {
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title: "兔兔伯爵爆炸",
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title: '兔兔伯爵爆炸',
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dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'], 'e')
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}, {
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title: "兔兔伯爵蒸发",
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title: '兔兔伯爵蒸发',
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check: ({ cons }) => cons < 2,
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dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'], 'e', 'zf')
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}, {
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title: "引爆兔兔伯爵蒸发",
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title: '引爆兔兔伯爵蒸发',
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cons: 2,
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dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'] * 3, 'e', 'zf')
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}, {
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title: "Q箭雨总伤害",
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title: 'Q箭雨总伤害',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['箭雨总伤害'], 'q')
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}];
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}]
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export const mainAttr = "atk,cpct,cdmg,mastery";
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export const mainAttr = 'atk,cpct,cdmg,mastery'
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export const buffs = [{
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title: "安柏天赋:命中弱点后攻击力提升15%",
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title: '安柏天赋:命中弱点后攻击力提升15%',
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data: {
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atkPct: 15
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}
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}, {
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title: "安柏被动:Q暴击率提高10%",
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title: '安柏被动:Q暴击率提高10%',
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data: {
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qCpct: 10
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}
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}, {
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title: "元素精通:蒸发融化伤害提高[zf]%",
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mastery: "zf,rh"
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title: '元素精通:蒸发融化伤害提高[zf]%',
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mastery: 'zf,rh'
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}, {
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title: "安柏2命:瞄准引爆兔兔伯爵伤害提高200%",
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title: '安柏2命:瞄准引爆兔兔伯爵伤害提高200%',
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cons: 2
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}];
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}]
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@ -1,36 +1,36 @@
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export const details = [{
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title: "开E后首段普攻",
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title: '开E后首段普攻',
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params: { num: 1 },
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a')
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}, {
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title: "开E满Buff普攻尾箭",
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title: '开E满Buff普攻尾箭',
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params: { num: 10 },
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dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a')
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}, {
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title: "开E满Buff尾箭蒸发",
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title: '开E满Buff尾箭蒸发',
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params: { num: 10 },
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dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'zf')
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}];
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}]
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export const mainAttr = "atk,cpct,cdmg,mastery";
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export const mainAttr = 'atk,cpct,cdmg,mastery'
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export const buffs = [{
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title: "焰硝庭火舞:开启E后额外提升普通[aMulti]%伤害",
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title: '焰硝庭火舞:开启E后额外提升普通[aMulti]%伤害',
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data: {
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aMulti: ({ talent }) => talent.e["炽焰箭伤害"] - 100
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aMulti: ({ talent }) => talent.e['炽焰箭伤害'] - 100
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}
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}, {
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title: "宵宫被动:袖火百景图10层提高20%火伤加成",
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title: '宵宫被动:袖火百景图10层提高20%火伤加成',
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data: {
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dmg: ({ params }) => params.num ? params.num * 2 : 20
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}
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}, {
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title: "宵宫2命:宵宫造成暴击后获得25%火伤加成",
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title: '宵宫2命:宵宫造成暴击后获得25%火伤加成',
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cons: 2,
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data: {
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dmg: ({ params }) => params.num > 1 ? 25 : 0
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}
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}, {
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title: "元素精通:蒸发融化伤害提高[zf]%",
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mastery: "zf,rh"
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}];
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title: '元素精通:蒸发融化伤害提高[zf]%',
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mastery: 'zf,rh'
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}]
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@ -1,72 +1,71 @@
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import lodash from "lodash";
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import lodash from 'lodash'
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export const details = [{
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check: ({ cons }) => cons < 2,
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title: "水母每跳治疗",
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title: '水母每跳治疗',
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dmg: ({ attr, talent, calc }, { heal }) => {
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let t = talent.e['治疗量2'], hp = calc(attr.hp);
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return heal(hp * t[0] / 100 + t[1] * 1);
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let t = talent.e['治疗量2']; let hp = calc(attr.hp)
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return heal(hp * t[0] / 100 + t[1] * 1)
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}
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}, {
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cons: 2,
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title: "半血水母每跳治疗",
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title: '半血水母每跳治疗',
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dmg: ({ attr, talent, calc }, { heal }) => {
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let t = talent.e['治疗量2'], hp = calc(attr.hp);
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return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045);
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let t = talent.e['治疗量2']; let hp = calc(attr.hp)
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return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045)
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}
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}, {
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title: "开Q普攻三段伤害",
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title: '开Q普攻三段伤害',
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dmg: ({ attr, talent }, dmg) => dmg(talent.a['三段伤害'], 'a')
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}, {
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title: "开Q重击伤害",
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title: '开Q重击伤害',
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dmg: ({ attr, talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
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}, {
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title: "开Q普攻三段总伤",
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title: '开Q普攻三段总伤',
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dmg: ({ attr, talent, cons, calc }, dmg) => {
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let ret = { dmg: 0, avg: 0 };
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lodash.forEach('一二三'.split(""), (num) => {
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let dmgRet = dmg(talent.a[`${num}段伤害`], 'a');
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ret.dmg += dmgRet.dmg;
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ret.avg += dmgRet.avg;
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});
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let ret = { dmg: 0, avg: 0 }
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lodash.forEach('一二三'.split(''), (num) => {
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let dmgRet = dmg(talent.a[`${num}段伤害`], 'a')
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ret.dmg += dmgRet.dmg
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ret.avg += dmgRet.avg
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})
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if (cons > 0) {
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let dmgRet = dmg.basic(calc(attr.hp) * 0.3);
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ret.dmg += dmgRet.dmg;
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ret.avg += dmgRet.avg;
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let dmgRet = dmg.basic(calc(attr.hp) * 0.3)
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ret.dmg += dmgRet.dmg
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ret.avg += dmgRet.avg
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}
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return ret;
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return ret
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}
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}];
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export const defDmgIdx = 2;
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export const mainAttr = "hp,atk";
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}]
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export const defDmgIdx = 2
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export const mainAttr = 'hp,atk'
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export const buffs = [{
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title: "心海被动:治疗加成提高25%",
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title: '心海被动:治疗加成提高25%'
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}, {
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title: "心海被动:开Q后重击伤害基于治疗加成提高[aPlus]",
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title: '心海被动:开Q后重击伤害基于治疗加成提高[aPlus]',
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data: {
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aPlus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100,
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a2Plus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100
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}
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}, {
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title: "海人化羽:开Q后普攻伤害提高[aPlus]",
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title: '海人化羽:开Q后普攻伤害提高[aPlus]',
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data: {
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aPlus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['普通攻击伤害提升'] / 100
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}
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}, {
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title: "海人化羽:开Q后重击伤害提高[a2Plus]",
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title: '海人化羽:开Q后重击伤害提高[a2Plus]',
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data: {
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a2Plus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['重击伤害提升'] / 100
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}
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}, {
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title: "心海1命:开Q后第三段普攻额外释放一只游鱼,造成生命值上限30%的水元素伤害",
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title: '心海1命:开Q后第三段普攻额外释放一只游鱼,造成生命值上限30%的水元素伤害',
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cons: 1
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}, {
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title: "心海6命:开Q攻击获得治疗后,获得40%水伤加成",
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title: '心海6命:开Q攻击获得治疗后,获得40%水伤加成',
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cons: 6,
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data: {
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dmg: 40
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}
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}];
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}]
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export const details = [{
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title: "点赞攻击力提升",
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title: '点赞攻击力提升',
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dmg: ({ attr, talent, cons }) => {
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let baseAtk = attr.atk.base;
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let pct = talent.q['攻击力加成比例'];
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let baseAtk = attr.atk.base
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let pct = talent.q['攻击力加成比例']
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if (cons >= 1) {
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pct += 20;
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pct += 20
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}
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return {
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avg: baseAtk * pct / 100
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}
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}
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}, {
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title: "Q+点E总伤害",
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title: 'Q+点E总伤害',
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dmg: ({ attr, talent, cons }, dmg) => {
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let eDmg = dmg(talent.e['点按伤害'], 'e'),
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qDmg = dmg(talent.q['技能伤害'], 'q');
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let eDmg = dmg(talent.e['点按伤害'], 'e')
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let qDmg = dmg(talent.q['技能伤害'], 'q')
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return {
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avg: eDmg.avg + qDmg.avg,
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dmg: eDmg.dmg + qDmg.dmg
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}
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}
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}, {
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title: "点赞每跳治疗",
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title: '点赞每跳治疗',
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dmg: ({ attr, calc, talent }, { heal }) => heal(talent.q['持续治疗2'][0] * calc(attr.hp) / 100 + talent.q['持续治疗2'][1] * 1)
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}];
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}]
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export const defDmgIdx = 1;
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export const mainAttr = "atk,hp,cpct,cdmg";
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export const defDmgIdx = 1
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export const mainAttr = 'atk,hp,cpct,cdmg'
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export const buffs = [{
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cons: 1,
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title: "班尼特1命:Q攻击力提升比例提高20%",
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title: '班尼特1命:Q攻击力提升比例提高20%'
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}, {
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cons: 6,
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title: "班尼特6命:获得15%火伤加成",
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title: '班尼特6命:获得15%火伤加成',
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data: {
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dmg: 15
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}
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}];
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}]
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export const details = [{
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title: "风压剑伤害",
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title: '风压剑伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: "Q爆发伤害",
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title: 'Q爆发伤害',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'], 'q')
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}, {
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title: "Q爆发治疗",
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title: 'Q爆发治疗',
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dmg: ({ talent, calc, attr }, { heal }) =>
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heal(talent.q['领域发动治疗量2'][0] * calc(attr.atk) / 100 + talent.q['领域发动治疗量2'][1] * 1)
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}, {
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title: "Q每跳治疗",
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title: 'Q每跳治疗',
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dmg: ({ talent, calc, attr }, { heal }) =>
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heal(talent.q['持续治疗2'][0] * calc(attr.atk) / 100 + talent.q['持续治疗2'][1] * 1)
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}];
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}]
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|
||||
export const mainAttr = "atk,cpct,cdmg";
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
cons: 1,
|
||||
title: "琴1命:长按1秒后风压剑伤害提升40%",
|
||||
title: '琴1命:长按1秒后风压剑伤害提升40%',
|
||||
data: {
|
||||
eDmg: 40
|
||||
}
|
||||
}, {
|
||||
cons: 4,
|
||||
title: "琴4命:蒲公英之风的领域内敌人风元素抗性降低40%",
|
||||
title: '琴4命:蒲公英之风的领域内敌人风元素抗性降低40%',
|
||||
data: {
|
||||
kx: ({ params }) => params.q ? 40 : 0
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,42 +1,42 @@
|
||||
export const details = [{
|
||||
title: "霜华绽发伤害",
|
||||
title: '霜华绽发伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['霜华矢·霜华绽发伤害'], 'a2')
|
||||
}, {
|
||||
title: "霜华矢两段总伤害",
|
||||
title: '霜华矢两段总伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['霜华矢·霜华绽发伤害'] + talent.a['霜华矢命中伤害'], 'a2')
|
||||
}, {
|
||||
title: "霜华矢两段+融化",
|
||||
title: '霜华矢两段+融化',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['霜华矢·霜华绽发伤害'] + talent.a['霜华矢命中伤害'], 'a2', 'rh')
|
||||
}, {
|
||||
title: "Q单个冰凌伤害",
|
||||
title: 'Q单个冰凌伤害',
|
||||
params: {
|
||||
q: 1
|
||||
},
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['冰棱伤害'], 'q')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 2;
|
||||
export const mainAttr = "atk,cpct,cdmg,mastery";
|
||||
export const defDmgIdx = 2
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = [{
|
||||
cons: 1,
|
||||
title: "甘雨被动:霜华矢发射后的5秒内霜华矢暴击率提高20%",
|
||||
title: '甘雨被动:霜华矢发射后的5秒内霜华矢暴击率提高20%',
|
||||
data: {
|
||||
a2Cpct: 20
|
||||
}
|
||||
}, {
|
||||
cons: 1,
|
||||
title: "甘雨1命:霜华失命中减少敌人15%冰抗",
|
||||
title: '甘雨1命:霜华失命中减少敌人15%冰抗',
|
||||
data: {
|
||||
kx: ({ params }) => params.q ? 0 : 15
|
||||
}
|
||||
}, {
|
||||
cons: 4,
|
||||
title: "甘雨4命:大招领域内敌人受到的伤害提升25%",
|
||||
title: '甘雨4命:大招领域内敌人受到的伤害提升25%',
|
||||
data: {
|
||||
dmg: ({ params }) => params.q ? 25 : 0
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:融化伤害提高[rh]%",
|
||||
mastery: "rh"
|
||||
}];
|
||||
title: '元素精通:融化伤害提高[rh]%',
|
||||
mastery: 'rh'
|
||||
}]
|
||||
|
@ -1,37 +1,37 @@
|
||||
export const details = [{
|
||||
title: "E后瞬水剑三段伤害",
|
||||
title: 'E后瞬水剑三段伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段瞬水剑伤害'], 'a')
|
||||
}, {
|
||||
title: "E后瞬水剑三段蒸发",
|
||||
title: 'E后瞬水剑三段蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段瞬水剑伤害'], 'a', 'zf')
|
||||
}, {
|
||||
title: "神里流·水囿每段伤害",
|
||||
title: '神里流·水囿每段伤害',
|
||||
params: { q: 1 },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['水花剑伤害'], 'q')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 1;
|
||||
export const mainAttr = "hp,atk,cpct,cdmg,mastery";
|
||||
export const defDmgIdx = 1
|
||||
export const mainAttr = 'hp,atk,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = [{
|
||||
cons: 2,
|
||||
title: "绫人2命:3层浪闪以上时提高50%生命值",
|
||||
title: '绫人2命:3层浪闪以上时提高50%生命值',
|
||||
data: {
|
||||
hpPct: ({ params }) => params.q ? 0 : 50
|
||||
}
|
||||
}, {
|
||||
check: ({ cons }) => cons < 2,
|
||||
title: "4层浪闪:提高瞬水剑伤害[aPlus]",
|
||||
title: '4层浪闪:提高瞬水剑伤害[aPlus]',
|
||||
data: {
|
||||
aPlus: ({ attr, calc, talent }) => calc(attr.hp) * talent.e['浪闪伤害值提高'][0] / 100 * 4
|
||||
}
|
||||
}, {
|
||||
cons: 2,
|
||||
title: "绫人2命:5层浪闪提高瞬水剑伤害[aPlus]",
|
||||
title: '绫人2命:5层浪闪提高瞬水剑伤害[aPlus]',
|
||||
data: {
|
||||
aPlus: ({ attr, calc, talent }) => calc(attr.hp) * talent.e['浪闪伤害值提高'][0] / 100 * 5
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:蒸发伤害提高[zf]%",
|
||||
mastery: "zf"
|
||||
}];
|
||||
title: '元素精通:蒸发伤害提高[zf]%',
|
||||
mastery: 'zf'
|
||||
}]
|
||||
|
@ -1,39 +1,39 @@
|
||||
export const details = [{
|
||||
title: "霰步E后重击总伤害",
|
||||
title: '霰步E后重击总伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
|
||||
}, {
|
||||
title: "神里流·冰华 伤害",
|
||||
title: '神里流·冰华 伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: "神里流·霜灭 单段伤害",
|
||||
title: '神里流·霜灭 单段伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['切割伤害'], 'q')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,cpct,cdmg";
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
passive: 1,
|
||||
title: "神里被动:释放E后普攻与重击伤害提高30%",
|
||||
title: '神里被动:释放E后普攻与重击伤害提高30%',
|
||||
data: {
|
||||
aDmg: 30,
|
||||
a2Dmg: 30
|
||||
}
|
||||
}, {
|
||||
passive: 2,
|
||||
title: "神里被动:霰步命中敌人获得18%冰伤加成",
|
||||
title: '神里被动:霰步命中敌人获得18%冰伤加成',
|
||||
data: {
|
||||
dmg: 18
|
||||
}
|
||||
}, {
|
||||
cons: 4,
|
||||
title: "神里4命:元素爆发后敌人防御力降低30%",
|
||||
title: '神里4命:元素爆发后敌人防御力降低30%',
|
||||
data: {
|
||||
qDef: 30
|
||||
}
|
||||
}, {
|
||||
cons: 6,
|
||||
title: "神里6命:每10秒重击伤害提高[a2Dmg]%",
|
||||
title: '神里6命:每10秒重击伤害提高[a2Dmg]%',
|
||||
data: {
|
||||
a2Dmg: 298
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,30 +1,30 @@
|
||||
export const details = [{
|
||||
title: "半血开E重击",
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.a["重击伤害"], "a2")
|
||||
title: '半血开E重击',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.a['重击伤害'], 'a2')
|
||||
}, {
|
||||
title: "半血开E重击蒸发",
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.a["重击伤害"], "a2", "zf")
|
||||
title: '半血开E重击蒸发',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
|
||||
}, {
|
||||
title: "半血开E后Q",
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q["低血量时技能伤害"], "q")
|
||||
}];
|
||||
title: '半血开E后Q',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['低血量时技能伤害'], 'q')
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 1;
|
||||
export const mainAttr = "hp,atk,cpct,cdmg,mastery";
|
||||
export const defDmgIdx = 1
|
||||
export const mainAttr = 'hp,atk,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = [{
|
||||
title: "蝶引来生:开E获得[atkPlus]点攻击力加成",
|
||||
title: '蝶引来生:开E获得[atkPlus]点攻击力加成',
|
||||
data: {
|
||||
atkPlus: ({ talent, attr, calc }) => {
|
||||
return Math.min(talent.e['攻击力提高'] * calc(attr.hp) / 100, attr.atk.base * 4);
|
||||
return Math.min(talent.e['攻击力提高'] * calc(attr.hp) / 100, attr.atk.base * 4)
|
||||
}
|
||||
}
|
||||
}, {
|
||||
title: `胡桃被动:半血获得33%火伤加成`,
|
||||
title: '胡桃被动:半血获得33%火伤加成',
|
||||
data: {
|
||||
"dmg": 33
|
||||
dmg: 33
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:蒸发融化伤害提高[zf]%",
|
||||
mastery: "zf,rh"
|
||||
}];
|
||||
title: '元素精通:蒸发融化伤害提高[zf]%',
|
||||
mastery: 'zf,rh'
|
||||
}]
|
||||
|
@ -1,29 +1,29 @@
|
||||
export const details = [{
|
||||
title: "重击伤害",
|
||||
title: '重击伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
|
||||
}, {
|
||||
title: "重击蒸发",
|
||||
title: '重击蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
|
||||
}, {
|
||||
title: "E每跳治疗",
|
||||
title: 'E每跳治疗',
|
||||
dmg: ({ talent, attr, calc }, { heal }) =>
|
||||
heal(talent.e['持续治疗量2'][0] * calc(attr.hp) / 100 + talent.e['持续治疗量2'][1] * 1)
|
||||
}, {
|
||||
title: "Q治疗量",
|
||||
title: 'Q治疗量',
|
||||
dmg: ({ talent, attr, calc }, { heal }) =>
|
||||
heal(talent.q['治疗量2'][0] * calc(attr.hp) / 100 + talent.q['治疗量2'][1] * 1)
|
||||
}];
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 1;
|
||||
export const mainAttr = "atk,hp,cpct,cdmg,mastery";
|
||||
export const defDmgIdx = 1
|
||||
export const mainAttr = 'atk,hp,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = [{
|
||||
title: "芭芭拉2命:开E水环持续期间获得15%水伤加成",
|
||||
title: '芭芭拉2命:开E水环持续期间获得15%水伤加成',
|
||||
cons: 2,
|
||||
data: {
|
||||
dmg: 15
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:蒸发伤害提高[zf]%",
|
||||
mastery: "zf"
|
||||
}];
|
||||
title: '元素精通:蒸发伤害提高[zf]%',
|
||||
mastery: 'zf'
|
||||
}]
|
||||
|
@ -1,31 +1,31 @@
|
||||
export const details = [{
|
||||
title: "开大后每段重击",
|
||||
title: '开大后每段重击',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['荒泷逆袈裟连斩伤害'], 'a2')
|
||||
}, {
|
||||
title: "开大后重击尾段",
|
||||
title: '开大后重击尾段',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['荒泷逆袈裟终结伤害'], 'a2')
|
||||
|
||||
}, {
|
||||
title: "开大后牛牛伤害",
|
||||
title: '开大后牛牛伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,cpct,cdmg";
|
||||
export const enemyName = "魔偶/女士/雷神";
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
export const enemyName = '魔偶/女士/雷神'
|
||||
|
||||
export const buffs = [{
|
||||
title: "一斗被动:荒泷逆袈裟造成的伤害基于防御值提高[a2Plus]",
|
||||
title: '一斗被动:荒泷逆袈裟造成的伤害基于防御值提高[a2Plus]',
|
||||
data: {
|
||||
a2Plus: ({ attr, calc }) => calc(attr.def) * 0.35
|
||||
}
|
||||
}, {
|
||||
title: "一斗6命:重击的暴击伤害提高70%",
|
||||
cons:6,
|
||||
title: '一斗6命:重击的暴击伤害提高70%',
|
||||
cons: 6,
|
||||
data: {
|
||||
a2Cdmg: 70
|
||||
}
|
||||
}, {
|
||||
title: "一斗大招:怒目鬼王状态提高攻击力[atkPlus]",
|
||||
title: '一斗大招:怒目鬼王状态提高攻击力[atkPlus]',
|
||||
data: {
|
||||
atkPlus: ({ attr, calc, talent }) => talent.q['攻击力提高'] * calc(attr.def) / 100
|
||||
}
|
||||
|
@ -1,51 +1,51 @@
|
||||
export const details = [{
|
||||
title: "重击伤害",
|
||||
title: '重击伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
|
||||
}, {
|
||||
title: "重击蒸发",
|
||||
title: '重击蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
|
||||
}, {
|
||||
title: "Q泡影破裂伤害",
|
||||
title: 'Q泡影破裂伤害',
|
||||
params: { q: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['泡影破裂伤害'], 'q')
|
||||
}, {
|
||||
title: "Q泡影破裂蒸发",
|
||||
title: 'Q泡影破裂蒸发',
|
||||
params: { q: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['泡影破裂伤害'], 'q', 'zf')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,hp,cpct,recharge";
|
||||
export const mainAttr = 'atk,hp,cpct,recharge'
|
||||
|
||||
export const buffs = [{
|
||||
title: "莫娜被动:基于元素充能效率获得水元素伤害[_dmg]%",
|
||||
title: '莫娜被动:基于元素充能效率获得水元素伤害[_dmg]%',
|
||||
data: {
|
||||
_dmg: ({ calc, attr }) => calc(attr.recharge) * 0.2,
|
||||
dmg:({ calc, attr }) => attr.dataSource === "shin" ? 0 : calc(attr.recharge) * 0.2
|
||||
dmg: ({ calc, attr }) => attr.dataSource === 'shin' ? 0 : calc(attr.recharge) * 0.2
|
||||
}
|
||||
}, {
|
||||
title: "莫娜1命:命中星异状态下的敌人水元素相关反应效果提升15%",
|
||||
title: '莫娜1命:命中星异状态下的敌人水元素相关反应效果提升15%',
|
||||
cons: 1,
|
||||
data: {
|
||||
zf: ({ params }) => params.q ? 15 : 0
|
||||
}
|
||||
}, {
|
||||
title: "莫娜4命:攻击处于星异状态下的敌人时暴击率提升15%",
|
||||
title: '莫娜4命:攻击处于星异状态下的敌人时暴击率提升15%',
|
||||
cons: 4,
|
||||
data: {
|
||||
cpct: ({ params }) => params.q ? 15 : 0
|
||||
}
|
||||
}, {
|
||||
title: "莫娜6命:虚实流动状态后满Buff提升重击180%伤害",
|
||||
title: '莫娜6命:虚实流动状态后满Buff提升重击180%伤害',
|
||||
cons: 6,
|
||||
data: {
|
||||
a2Dmg: 180
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:蒸发融化伤害提高[zf]%",
|
||||
mastery: "zf,rh"
|
||||
title: '元素精通:蒸发融化伤害提高[zf]%',
|
||||
mastery: 'zf,rh'
|
||||
}, {
|
||||
title: "莫娜天赋:开Q获得[dmg]%伤害加成",
|
||||
title: '莫娜天赋:开Q获得[dmg]%伤害加成',
|
||||
data: {
|
||||
dmg: ({ talent }) => talent.q['伤害加成']
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,25 +1,25 @@
|
||||
export const details = [{
|
||||
title: "奥兹攻击伤害",
|
||||
title: '奥兹攻击伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['奥兹攻击伤害'], 'e')
|
||||
}, {
|
||||
title: "奥兹召唤伤害",
|
||||
title: '奥兹召唤伤害',
|
||||
params: { e: true },
|
||||
dmg: ({ talent, cons }, dmg) => dmg(talent.e['召唤伤害'], 'e')
|
||||
}, {
|
||||
title: "至夜幻现伤害",
|
||||
title: '至夜幻现伤害',
|
||||
dmg: ({ talent, cons }, dmg) => dmg(talent.q['落雷伤害'], 'q')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,hp,cpct,cdmg";
|
||||
export const mainAttr = 'atk,hp,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
title: "皇女2命:施放夜巡影翼时,能额外造成200%攻击力的伤害",
|
||||
title: '皇女2命:施放夜巡影翼时,能额外造成200%攻击力的伤害',
|
||||
data: {
|
||||
ePct: ({ params }) => params.e ? 200 : 0
|
||||
}
|
||||
}, {
|
||||
title: "皇女4命:施放夜巡影翼时,能额外造成200%攻击力的伤害",
|
||||
title: '皇女4命:施放夜巡影翼时,能额外造成200%攻击力的伤害',
|
||||
data: {
|
||||
qPct: ({ params }) => params.q ? 222 : 0
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,30 +1,30 @@
|
||||
export const details = [{
|
||||
title: "先Q后E两段伤害",
|
||||
title: '先Q后E两段伤害',
|
||||
params: { e: 1 },
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.e["技能伤害"], "e")
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: "雨帘剑伤害",
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q["剑雨伤害"], "q")
|
||||
title: '雨帘剑伤害',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['剑雨伤害'], 'q')
|
||||
}, {
|
||||
title: "雨帘剑蒸发",
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q["剑雨伤害"], "q", "zf")
|
||||
}];
|
||||
title: '雨帘剑蒸发',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['剑雨伤害'], 'q', 'zf')
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,cpct,cdmg,mastery";
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = [{
|
||||
title: "行秋2命:受到剑雨攻击的敌人水元素抗性降低15%",
|
||||
title: '行秋2命:受到剑雨攻击的敌人水元素抗性降低15%',
|
||||
cons: 2,
|
||||
data: {
|
||||
kx: ({ params }) => params.e === 1 ? 0 : 15
|
||||
}
|
||||
}, {
|
||||
title: `行秋4命:开Q后E的伤害提升50%`,
|
||||
title: '行秋4命:开Q后E的伤害提升50%',
|
||||
cons: 4,
|
||||
data: {
|
||||
"eDmg": 50
|
||||
eDmg: 50
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:蒸发融化伤害提高[zf]%",
|
||||
mastery: "zf,rh"
|
||||
}];
|
||||
title: '元素精通:蒸发融化伤害提高[zf]%',
|
||||
mastery: 'zf,rh'
|
||||
}]
|
||||
|
@ -1,32 +1,32 @@
|
||||
export const details = [{
|
||||
title: "护心铠盾量",
|
||||
title: '护心铠盾量',
|
||||
dmg: ({ talent, calc, attr }, { shield }) =>
|
||||
shield((talent.e['吸收量2'][0] * calc(attr.def) / 100 + talent.e['吸收量2'][1] * 1) * 1.5)
|
||||
}, {
|
||||
title: "护心铠单次治疗",
|
||||
title: '护心铠单次治疗',
|
||||
dmg: ({ talent, calc, attr }, { heal }) =>
|
||||
heal(talent.e['治疗量2'][0] * calc(attr.def) / 100 + talent.e['治疗量2'][1] * 1)
|
||||
}, {
|
||||
title: "开Q尾刀",
|
||||
title: '开Q尾刀',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['四段伤害'], 'a')
|
||||
}, {
|
||||
title: "开Q重击",
|
||||
title: '开Q重击',
|
||||
params: { q: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击循环伤害'], 'a2')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 2;
|
||||
export const mainAttr = "atk,def,cpct,cdmg";
|
||||
export const defDmgIdx = 2
|
||||
export const mainAttr = 'atk,def,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
title: "元素爆发:诺艾尔开Q基于防御力提高攻击力[atkPlus]",
|
||||
title: '元素爆发:诺艾尔开Q基于防御力提高攻击力[atkPlus]',
|
||||
data: {
|
||||
atkPlus: ({ attr, calc, talent }) => talent.q['攻击力提高'] * calc(attr.def) / 100
|
||||
}
|
||||
}, {
|
||||
title: "诺艾尔6命:诺艾尔开Q基于防御力提高攻击力[atkPlus]",
|
||||
title: '诺艾尔6命:诺艾尔开Q基于防御力提高攻击力[atkPlus]',
|
||||
cons: 6,
|
||||
data: {
|
||||
atkPlus: ({ attr, calc, talent }) => calc(attr.def) * 0.5
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,20 +1,20 @@
|
||||
export const details = [{
|
||||
title: "开E后重击",
|
||||
title: '开E后重击',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['重击伤害'], 'a2')
|
||||
},{
|
||||
title: "断流·斩 伤害",
|
||||
}, {
|
||||
title: '断流·斩 伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['断流·斩 伤害'], 'e')
|
||||
},{
|
||||
title: "开E后Q伤害",
|
||||
}, {
|
||||
title: '开E后Q伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害·近战'], 'q')
|
||||
},{
|
||||
title: "开E后Q蒸发",
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害·近战'], 'q','zf')
|
||||
}];
|
||||
}, {
|
||||
title: '开E后Q蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害·近战'], 'q', 'zf')
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,cpct,cdmg,mastery";
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = [{
|
||||
title: "元素精通:蒸发伤害提高[zf]%",
|
||||
mastery: "zf"
|
||||
}];
|
||||
title: '元素精通:蒸发伤害提高[zf]%',
|
||||
mastery: 'zf'
|
||||
}]
|
||||
|
@ -1,46 +1,46 @@
|
||||
export const details = [{
|
||||
title: "E三段伤害",
|
||||
title: 'E三段伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e')
|
||||
}, {
|
||||
title: "E三段蒸发",
|
||||
title: 'E三段蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e', 'zf')
|
||||
}, {
|
||||
title: "Q爆发伤害",
|
||||
title: 'Q爆发伤害',
|
||||
params: { q: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['斩击伤害'], 'q')
|
||||
}, {
|
||||
title: "开Q后单次重击",
|
||||
title: '开Q后单次重击',
|
||||
params: { q: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击循环伤害'], 'a2')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const defParams = { monv: 3 };
|
||||
export const mainAttr = "atk,cpct,cdmg,mastery";
|
||||
export const defParams = { monv: 3 }
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = [{
|
||||
title: "迪卢克天赋:释放元素爆发后获得20%火伤加成",
|
||||
title: '迪卢克天赋:释放元素爆发后获得20%火伤加成',
|
||||
data: {
|
||||
dmg: ({ params }) => params.q ? 20 : 0
|
||||
}
|
||||
}, {
|
||||
title: "迪卢克1命:对于生命值高于50%的敌人,造成伤害提高15%",
|
||||
title: '迪卢克1命:对于生命值高于50%的敌人,造成伤害提高15%',
|
||||
cons: 1,
|
||||
data: {
|
||||
dmg: 15
|
||||
}
|
||||
}, {
|
||||
title: "迪卢克2命:受伤3层提高攻击力30%",
|
||||
title: '迪卢克2命:受伤3层提高攻击力30%',
|
||||
cons: 2,
|
||||
data: {
|
||||
atkPct: 30
|
||||
}
|
||||
}, {
|
||||
title: "迪卢克4命:间隔2秒释放E提高伤害40%",
|
||||
title: '迪卢克4命:间隔2秒释放E提高伤害40%',
|
||||
cons: 4,
|
||||
data: {
|
||||
eDmg: 40
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:蒸发伤害提高[zf]%",
|
||||
mastery: "zf"
|
||||
}];
|
||||
title: '元素精通:蒸发伤害提高[zf]%',
|
||||
mastery: 'zf'
|
||||
}]
|
||||
|
@ -1,36 +1,36 @@
|
||||
export const details = [{
|
||||
title: "长按E总伤害",
|
||||
title: '长按E总伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['猫爪伤害'] * 5, 'e')
|
||||
}, {
|
||||
title: "长按E护盾量",
|
||||
title: '长按E护盾量',
|
||||
dmg: ({ talent, attr, calc }, { shield }) =>
|
||||
shield(talent.e['护盾基础吸收量2'][0] * calc(attr.hp) / 100 + talent.e['护盾基础吸收量2'][1] * 1)
|
||||
}, ({ cons }) => {
|
||||
return {
|
||||
title: `${cons === 6 ? "半血" : ""}Q每跳治疗`,
|
||||
title: `${cons === 6 ? '半血' : ''}Q每跳治疗`,
|
||||
dmg: ({ talent, calc, attr }, { heal }) =>
|
||||
heal(talent.q['持续治疗量2'][0] * calc(attr.hp) / 100 + talent.q['持续治疗量2'][1] * 1)
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,hp,cpct,cdmg";
|
||||
export const mainAttr = 'atk,hp,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
title: "迪奥娜天赋:长按E获得75%护盾吸收量加成",
|
||||
title: '迪奥娜天赋:长按E获得75%护盾吸收量加成',
|
||||
data: {
|
||||
shield: 75
|
||||
}
|
||||
}, {
|
||||
title: "迪奥娜2命:猫爪冻冻造成的伤害提高15%,护盾吸收量提高15%",
|
||||
title: '迪奥娜2命:猫爪冻冻造成的伤害提高15%,护盾吸收量提高15%',
|
||||
cons: 2,
|
||||
data: {
|
||||
eDmg: 15,
|
||||
shield: 15
|
||||
}
|
||||
}, {
|
||||
title: "迪奥娜6命:生命值低于50%时受治疗加成提升30%",
|
||||
title: '迪奥娜6命:生命值低于50%时受治疗加成提升30%',
|
||||
cons: 6,
|
||||
data: {
|
||||
heal: 30
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,39 +1,39 @@
|
||||
export const details = [{
|
||||
title: "玉璋护盾量",
|
||||
talent: "e",
|
||||
title: '玉璋护盾量',
|
||||
talent: 'e',
|
||||
dmg: ({ attr, calc, talent }, { shield }) => shield(talent.e['护盾基础吸收量'] + calc(attr.hp) * talent.e['护盾附加吸收量'] / 100)
|
||||
}, {
|
||||
title: "共鸣伤害",
|
||||
talent: "e",
|
||||
title: '共鸣伤害',
|
||||
talent: 'e',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['岩脊伤害/共鸣伤害'][1], 'e') // 6856
|
||||
}, {
|
||||
title: "天星伤害",
|
||||
talent: "q",
|
||||
title: '天星伤害',
|
||||
talent: 'q',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 2;
|
||||
export const mainAttr = "hp,atk,cpct,cdmg";
|
||||
export const defDmgIdx = 2
|
||||
export const mainAttr = 'hp,atk,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
title: "钟离被动:满层Buff下护盾强效提高25%",
|
||||
title: '钟离被动:满层Buff下护盾强效提高25%',
|
||||
data: {
|
||||
shield: 25
|
||||
}
|
||||
}, {
|
||||
title: "岩系护盾:岩系护盾吸收效率150%",
|
||||
title: '岩系护盾:岩系护盾吸收效率150%',
|
||||
data: {
|
||||
shieldInc: 50
|
||||
}
|
||||
}, {
|
||||
title: "钟离被动:基于生命值上限,共鸣伤害提高[ePlus],天星伤害提高[qPlus]",
|
||||
title: '钟离被动:基于生命值上限,共鸣伤害提高[ePlus],天星伤害提高[qPlus]',
|
||||
data: {
|
||||
ePlus: ({ attr, calc }) => calc(attr.hp) * 0.019,
|
||||
qPlus: ({ attr, calc }) => calc(attr.hp) * 0.33
|
||||
}
|
||||
}, {
|
||||
title: "玉璋护盾:降低敌人全抗性20%",
|
||||
title: '玉璋护盾:降低敌人全抗性20%',
|
||||
data: {
|
||||
kx: 20
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,42 +1,42 @@
|
||||
export const details = [{
|
||||
title: "E阳华伤害",
|
||||
talent: "e",
|
||||
title: 'E阳华伤害',
|
||||
talent: 'e',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: "E刹那之花伤害",
|
||||
title: 'E刹那之花伤害',
|
||||
dmg: ({ talent, attr, calc }, { basic }) => {
|
||||
let ret = talent.e['刹那之花伤害'] * calc(attr.def) / 100 + attr.e.plus;
|
||||
return basic(ret, 'e');
|
||||
let ret = talent.e['刹那之花伤害'] * calc(attr.def) / 100 + attr.e.plus
|
||||
return basic(ret, 'e')
|
||||
}
|
||||
}, {
|
||||
title: "E刹那之花(打半血)",
|
||||
title: 'E刹那之花(打半血)',
|
||||
params: {
|
||||
half: true
|
||||
},
|
||||
dmg: ({ talent, attr, calc }, { basic }) => {
|
||||
let ret = talent.e['刹那之花伤害'] * calc(attr.def) / 100 + attr.e.plus;
|
||||
return basic(ret, 'e');
|
||||
let ret = talent.e['刹那之花伤害'] * calc(attr.def) / 100 + attr.e.plus
|
||||
return basic(ret, 'e')
|
||||
}
|
||||
}, {
|
||||
title: "Q总伤害",
|
||||
title: 'Q总伤害',
|
||||
check: ({ cons }) => cons < 2,
|
||||
params: { buff: 0 },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'] + talent.q['生灭之花伤害'] * 7, 'q')
|
||||
}, {
|
||||
title: "满BuffQ总伤害",
|
||||
title: '满BuffQ总伤害',
|
||||
cons: 2,
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'] + talent.q['生灭之花伤害'] * 7, 'q')
|
||||
}];
|
||||
}]
|
||||
|
||||
export const mainAttr = "def,atk,cpct,cdmg";
|
||||
export const mainAttr = 'def,atk,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
title: "阿贝多被动:刹那之花对生命值低于50%的敌人造成的伤害提高25%",
|
||||
title: '阿贝多被动:刹那之花对生命值低于50%的敌人造成的伤害提高25%',
|
||||
data: {
|
||||
eDmg: ({ params }) => params.half ? 25 : 0
|
||||
}
|
||||
}, {
|
||||
title: "阿贝多2命:4每层Buff提高Q [qPlus]伤害",
|
||||
title: '阿贝多2命:4每层Buff提高Q [qPlus]伤害',
|
||||
cons: 2,
|
||||
data: {
|
||||
qPlus: ({ params, attr, calc }) => params.buff === 0 ? 0 : calc(attr.def) * 1.2
|
||||
|
@ -1,56 +1,56 @@
|
||||
export const details = [{
|
||||
title: "零愿力Q首刀",
|
||||
title: '零愿力Q首刀',
|
||||
params: {
|
||||
type: 1,
|
||||
num: 0
|
||||
},
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q["梦想一刀基础伤害"], "q")
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['梦想一刀基础伤害'], 'q')
|
||||
}, {
|
||||
title: "满愿力Q首刀",
|
||||
title: '满愿力Q首刀',
|
||||
params: {
|
||||
type: 0,
|
||||
num: 60
|
||||
},
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q["梦想一刀基础伤害"], "q")
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['梦想一刀基础伤害'], 'q')
|
||||
}, {
|
||||
title: "满愿力Q后重击",
|
||||
title: '满愿力Q后重击',
|
||||
params: {
|
||||
type: 1,
|
||||
num: 60
|
||||
},
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q["重击伤害"], "q")
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['重击伤害'], 'q')
|
||||
}]
|
||||
|
||||
export const defParams = {
|
||||
num: 60,
|
||||
type: 0
|
||||
};
|
||||
}
|
||||
|
||||
export const defDmgIdx = 1;
|
||||
export const mainAttr = "atk,cpct,cdmg,recharge";
|
||||
export const defDmgIdx = 1
|
||||
export const mainAttr = 'atk,cpct,cdmg,recharge'
|
||||
|
||||
export const buffs = [
|
||||
{
|
||||
title: `恶曜开眼:开E元素爆发伤害提升[qDmg]%`,
|
||||
title: '恶曜开眼:开E元素爆发伤害提升[qDmg]%',
|
||||
data: {
|
||||
"qDmg": ({ talent }) => talent.e["元素爆发伤害提高"] * 90
|
||||
qDmg: ({ talent }) => talent.e['元素爆发伤害提高'] * 90
|
||||
}
|
||||
}, {
|
||||
title: "梦想真说:Q满愿力获得[qPct]%大招倍率加成",
|
||||
title: '梦想真说:Q满愿力获得[qPct]%大招倍率加成',
|
||||
data: {
|
||||
"qPct": ({ talent, params }) => talent.q["愿力加成"][params.type || 0] * params.num
|
||||
qPct: ({ talent, params }) => talent.q['愿力加成'][params.type || 0] * params.num
|
||||
}
|
||||
}, {
|
||||
check: ({ cons }) => cons >= 2,
|
||||
title: "雷神2命:大招无视敌人[qIgnore]%防御力",
|
||||
title: '雷神2命:大招无视敌人[qIgnore]%防御力',
|
||||
data: {
|
||||
"qIgnore": 60
|
||||
qIgnore: 60
|
||||
}
|
||||
}, {
|
||||
title: "雷神被动:基于元素充能获得[_dmg]%雷伤加成",
|
||||
title: '雷神被动:基于元素充能获得[_dmg]%雷伤加成',
|
||||
data: {
|
||||
_dmg: ({ attr }) => Math.max(attr.recharge.base + attr.recharge.plus - 100, 0) * 0.4,
|
||||
dmg: ({ attr }) =>
|
||||
attr.dataSource === "shin" ? 0 :Math.max(attr.recharge.base + attr.recharge.plus - 100, 0) * 0.4
|
||||
attr.dataSource === 'shin' ? 0 : Math.max(attr.recharge.base + attr.recharge.plus - 100, 0) * 0.4
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,26 +1,26 @@
|
||||
export const details = [{
|
||||
title: "锅巴单口伤害",
|
||||
title: '锅巴单口伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['喷火伤害'], 'e')
|
||||
}, {
|
||||
title: "锅巴单口蒸发",
|
||||
title: '锅巴单口蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['喷火伤害'], 'e', 'zf')
|
||||
}, {
|
||||
title: "旋火轮单次伤害",
|
||||
dmg: ({ talent, }, dmg) => dmg(talent.q['旋火轮伤害'], 'q')
|
||||
title: '旋火轮单次伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q')
|
||||
}, {
|
||||
title: "旋火轮单次蒸发",
|
||||
dmg: ({ talent, }, dmg) => dmg(talent.q['旋火轮伤害'], 'q', 'zf')
|
||||
}];
|
||||
title: '旋火轮单次蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q', 'zf')
|
||||
}]
|
||||
|
||||
export const mainAttr = "atk,cpct,cdmg";
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
cons: 1,
|
||||
title: "香菱1命:锅巴降低敌人火抗15",
|
||||
title: '香菱1命:锅巴降低敌人火抗15',
|
||||
data: {
|
||||
kx: 15
|
||||
}
|
||||
}, {
|
||||
title: "元素精通:蒸发融化伤害提高[zf]%",
|
||||
mastery: "zf,rh"
|
||||
title: '元素精通:蒸发融化伤害提高[zf]%',
|
||||
mastery: 'zf,rh'
|
||||
}]
|
||||
|
@ -1,44 +1,44 @@
|
||||
export const details = [{
|
||||
title: "风轮两立",
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e["技能伤害"], "e")
|
||||
title: '风轮两立',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: "满层被动E",
|
||||
title: '满层被动E',
|
||||
params: { e: 1 },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e["技能伤害"], "e")
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: "靖妖傩舞·首插",
|
||||
title: '靖妖傩舞·首插',
|
||||
params: {
|
||||
layer: 1
|
||||
},
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a["低空/高空坠地冲击伤害"][1], "a3")
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['低空/高空坠地冲击伤害'][1], 'a3')
|
||||
}, {
|
||||
title: "靖妖傩舞·尾插",
|
||||
title: '靖妖傩舞·尾插',
|
||||
params: {
|
||||
layer: 5
|
||||
},
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a["低空/高空坠地冲击伤害"][1], "a3")
|
||||
}];
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['低空/高空坠地冲击伤害'][1], 'a3')
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 3;
|
||||
export const mainAttr = "atk,cpct,cdmg";
|
||||
export const defDmgIdx = 3
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
|
||||
export const defParams = {
|
||||
layer: 0
|
||||
}
|
||||
|
||||
export const buffs = [{
|
||||
title: "靖妖傩舞:下落攻击伤害提升[a3Dmg]%",
|
||||
title: '靖妖傩舞:下落攻击伤害提升[a3Dmg]%',
|
||||
data: {
|
||||
a3Dmg: ({ talent }) => talent.q['普通攻击/重击/下落攻击伤害提升']
|
||||
}
|
||||
}, {
|
||||
title: `魈天赋:开Q后每3秒伤害提升5%,满层提高25%`,
|
||||
title: '魈天赋:开Q后每3秒伤害提升5%,满层提高25%',
|
||||
data: {
|
||||
dmg: ({ params }) => params.layer * 5
|
||||
}
|
||||
}, {
|
||||
title: "魈被动:3层E使E的伤害提高45%",
|
||||
title: '魈被动:3层E使E的伤害提高45%',
|
||||
data: {
|
||||
eDmg: ({ params }) => params.e ? 45 : 0
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
@ -1,24 +1,23 @@
|
||||
export const details = [{
|
||||
title: "勠心拳伤害",
|
||||
title: '勠心拳伤害',
|
||||
params: { e: 0 },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e["技能伤害"], "e")
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: "满层勠心拳伤害",
|
||||
title: '满层勠心拳伤害',
|
||||
params: { e: 4 },
|
||||
dmg: ({ talent }, dmg) => {
|
||||
console.log(talent.e["技能伤害"], talent.e["变格伤害提升"][0], talent.e["正论伤害提升"])
|
||||
return dmg(talent.e["技能伤害"] * 1 + talent.e["变格伤害提升"][0] * 4 + talent.e["正论伤害提升"] * 1, "e")
|
||||
return dmg(talent.e['技能伤害'] * 1 + talent.e['变格伤害提升'][0] * 4 + talent.e['正论伤害提升'] * 1, 'e')
|
||||
}
|
||||
}, {
|
||||
title: "Q真空弹伤害",
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q["不动流·真空弹伤害"], "q")
|
||||
}];
|
||||
title: 'Q真空弹伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['不动流·真空弹伤害'], 'q')
|
||||
}]
|
||||
|
||||
export const buffs = [{
|
||||
title: "平藏6命:每层「变格」提高E 4%暴击率,「正论」提高E 32%暴击伤害",
|
||||
title: '平藏6命:每层「变格」提高E 4%暴击率,「正论」提高E 32%暴击伤害',
|
||||
cons: 6,
|
||||
data: {
|
||||
eCpct: ({ params }) => params.e === 4 ? 24 : 0,
|
||||
eCdmg: ({ params }) => params.e === 4 ? 32 : 0
|
||||
}
|
||||
}];
|
||||
}]
|
||||
|
Loading…
Reference in New Issue
Block a user