fix calc.js lint

This commit is contained in:
yoimiya-kokomi 2022-08-08 02:26:25 +08:00
parent 8d45032f5e
commit 20179fd169
26 changed files with 332 additions and 335 deletions

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@ -1,36 +1,36 @@
export const details = [{
title: "E后带火花重击",
title: 'E后带火花重击',
params: { q: false },
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
}, {
title: "E后带火花重击蒸发",
title: 'E后带火花重击蒸发',
params: { q: false },
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
}, {
title: "单次轰轰火花伤害",
title: '单次轰轰火花伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['轰轰火花伤害'], 'q')
}];
}]
export const mainAttr = "atk,cpct,cdmg,mastery";
export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{
title: "可莉天赋爆裂火花使重击伤害提升50%",
title: '可莉天赋爆裂火花使重击伤害提升50%',
data: {
a2Dmg: 50
}
}, {
title: "可莉2命蹦蹦炸弹的诡雷会使敌人的防御力降低23%",
title: '可莉2命蹦蹦炸弹的诡雷会使敌人的防御力降低23%',
cons: 2,
data: {
enemyDef: 23
}
}, {
title: "可莉6命释放轰轰火花后获得10%火元素伤害加成",
title: '可莉6命释放轰轰火花后获得10%火元素伤害加成',
cons: 6,
data: {
dmg: ({ params }) => params.q === false ? 0 : 10
}
}, {
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'
}]

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@ -1,29 +1,29 @@
export const details = [{
title: "破局矢伤害",
title: '破局矢伤害',
dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.a['破局矢伤害'] / 100, 'a2')
}, {
title: "E络命丝伤害",
title: 'E络命丝伤害',
dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.e['技能伤害'] / 100, 'e')
}, {
title: "Q协同单段伤害",
title: 'Q协同单段伤害',
dmg: ({ talent, attr, calc, cons }, { basic }) => {
return basic(calc(attr.hp) * (talent.q['玄掷玲珑伤害'] / 3 / 100), 'q')
}
}];
}]
export const mainAttr = "hp,cpct,cdmg";
export const mainAttr = 'hp,cpct,cdmg'
export const buffs = [{
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%",
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%',
data: {
hpPct: 30
}
}, {
title: "夜兰4命E络命丝爆发提高生命值满Buff下提高40%",
title: '夜兰4命E络命丝爆发提高生命值满Buff下提高40%',
cons: 4,
data: {
hpPct: 40
}
}];
}]

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@ -1,39 +1,39 @@
export const details = [{
title: "重击伤害",
title: '重击伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['满蓄力瞄准射击'], 'a2')
}, {
title: "兔兔伯爵爆炸",
title: '兔兔伯爵爆炸',
dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'], 'e')
}, {
title: "兔兔伯爵蒸发",
title: '兔兔伯爵蒸发',
check: ({ cons }) => cons < 2,
dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'], 'e', 'zf')
}, {
title: "引爆兔兔伯爵蒸发",
title: '引爆兔兔伯爵蒸发',
cons: 2,
dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'] * 3, 'e', 'zf')
}, {
title: "Q箭雨总伤害",
title: 'Q箭雨总伤害',
params: { q: true },
dmg: ({ talent }, dmg) => dmg(talent.q['箭雨总伤害'], 'q')
}];
}]
export const mainAttr = "atk,cpct,cdmg,mastery";
export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{
title: "安柏天赋命中弱点后攻击力提升15%",
title: '安柏天赋命中弱点后攻击力提升15%',
data: {
atkPct: 15
}
}, {
title: "安柏被动Q暴击率提高10%",
title: '安柏被动Q暴击率提高10%',
data: {
qCpct: 10
}
}, {
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: "安柏2命瞄准引爆兔兔伯爵伤害提高200%",
title: '安柏2命瞄准引爆兔兔伯爵伤害提高200%',
cons: 2
}];
}]

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@ -1,36 +1,36 @@
export const details = [{
title: "开E后首段普攻",
title: '开E后首段普攻',
params: { num: 1 },
dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a')
}, {
title: "开E满Buff普攻尾箭",
title: '开E满Buff普攻尾箭',
params: { num: 10 },
dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a')
}, {
title: "开E满Buff尾箭蒸发",
title: '开E满Buff尾箭蒸发',
params: { num: 10 },
dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'zf')
}];
}]
export const mainAttr = "atk,cpct,cdmg,mastery";
export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{
title: "焰硝庭火舞开启E后额外提升普通[aMulti]%伤害",
title: '焰硝庭火舞开启E后额外提升普通[aMulti]%伤害',
data: {
aMulti: ({ talent }) => talent.e["炽焰箭伤害"] - 100
aMulti: ({ talent }) => talent.e['炽焰箭伤害'] - 100
}
}, {
title: "宵宫被动袖火百景图10层提高20%火伤加成",
title: '宵宫被动袖火百景图10层提高20%火伤加成',
data: {
dmg: ({ params }) => params.num ? params.num * 2 : 20
}
}, {
title: "宵宫2命宵宫造成暴击后获得25%火伤加成",
title: '宵宫2命宵宫造成暴击后获得25%火伤加成',
cons: 2,
data: {
dmg: ({ params }) => params.num > 1 ? 25 : 0
}
}, {
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'
}]

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@ -1,72 +1,71 @@
import lodash from "lodash";
import lodash from 'lodash'
export const details = [{
check: ({ cons }) => cons < 2,
title: "水母每跳治疗",
title: '水母每跳治疗',
dmg: ({ attr, talent, calc }, { heal }) => {
let t = talent.e['治疗量2'], hp = calc(attr.hp);
return heal(hp * t[0] / 100 + t[1] * 1);
let t = talent.e['治疗量2']; let hp = calc(attr.hp)
return heal(hp * t[0] / 100 + t[1] * 1)
}
}, {
cons: 2,
title: "半血水母每跳治疗",
title: '半血水母每跳治疗',
dmg: ({ attr, talent, calc }, { heal }) => {
let t = talent.e['治疗量2'], hp = calc(attr.hp);
return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045);
let t = talent.e['治疗量2']; let hp = calc(attr.hp)
return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045)
}
}, {
title: "开Q普攻三段伤害",
title: '开Q普攻三段伤害',
dmg: ({ attr, talent }, dmg) => dmg(talent.a['三段伤害'], 'a')
}, {
title: "开Q重击伤害",
title: '开Q重击伤害',
dmg: ({ attr, talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
}, {
title: "开Q普攻三段总伤",
title: '开Q普攻三段总伤',
dmg: ({ attr, talent, cons, calc }, dmg) => {
let ret = { dmg: 0, avg: 0 };
lodash.forEach('一二三'.split(""), (num) => {
let dmgRet = dmg(talent.a[`${num}段伤害`], 'a');
ret.dmg += dmgRet.dmg;
ret.avg += dmgRet.avg;
});
let ret = { dmg: 0, avg: 0 }
lodash.forEach('一二三'.split(''), (num) => {
let dmgRet = dmg(talent.a[`${num}段伤害`], 'a')
ret.dmg += dmgRet.dmg
ret.avg += dmgRet.avg
})
if (cons > 0) {
let dmgRet = dmg.basic(calc(attr.hp) * 0.3);
ret.dmg += dmgRet.dmg;
ret.avg += dmgRet.avg;
let dmgRet = dmg.basic(calc(attr.hp) * 0.3)
ret.dmg += dmgRet.dmg
ret.avg += dmgRet.avg
}
return ret;
return ret
}
}];
export const defDmgIdx = 2;
export const mainAttr = "hp,atk";
}]
export const defDmgIdx = 2
export const mainAttr = 'hp,atk'
export const buffs = [{
title: "心海被动治疗加成提高25%",
title: '心海被动治疗加成提高25%'
}, {
title: "心海被动开Q后重击伤害基于治疗加成提高[aPlus]",
title: '心海被动开Q后重击伤害基于治疗加成提高[aPlus]',
data: {
aPlus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100,
a2Plus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100
}
}, {
title: "海人化羽开Q后普攻伤害提高[aPlus]",
title: '海人化羽开Q后普攻伤害提高[aPlus]',
data: {
aPlus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['普通攻击伤害提升'] / 100
}
}, {
title: "海人化羽开Q后重击伤害提高[a2Plus]",
title: '海人化羽开Q后重击伤害提高[a2Plus]',
data: {
a2Plus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['重击伤害提升'] / 100
}
}, {
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",
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',
cons: 1
}, {
title: "心海6命开Q攻击获得治疗后获得40%水伤加成",
title: '心海6命开Q攻击获得治疗后获得40%水伤加成',
cons: 6,
data: {
dmg: 40
}
}];
}]

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export const details = [{
title: "点赞攻击力提升",
title: '点赞攻击力提升',
dmg: ({ attr, talent, cons }) => {
let baseAtk = attr.atk.base;
let pct = talent.q['攻击力加成比例'];
let baseAtk = attr.atk.base
let pct = talent.q['攻击力加成比例']
if (cons >= 1) {
pct += 20;
pct += 20
}
return {
avg: baseAtk * pct / 100
}
}
}, {
title: "Q+点E总伤害",
title: 'Q+点E总伤害',
dmg: ({ attr, talent, cons }, dmg) => {
let eDmg = dmg(talent.e['点按伤害'], 'e'),
qDmg = dmg(talent.q['技能伤害'], 'q');
let eDmg = dmg(talent.e['点按伤害'], 'e')
let qDmg = dmg(talent.q['技能伤害'], 'q')
return {
avg: eDmg.avg + qDmg.avg,
dmg: eDmg.dmg + qDmg.dmg
}
}
}, {
title: "点赞每跳治疗",
title: '点赞每跳治疗',
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)
}];
}]
export const defDmgIdx = 1;
export const mainAttr = "atk,hp,cpct,cdmg";
export const defDmgIdx = 1
export const mainAttr = 'atk,hp,cpct,cdmg'
export const buffs = [{
cons: 1,
title: "班尼特1命Q攻击力提升比例提高20%",
title: '班尼特1命Q攻击力提升比例提高20%'
}, {
cons: 6,
title: "班尼特6命获得15%火伤加成",
title: '班尼特6命获得15%火伤加成',
data: {
dmg: 15
}
}];
}]

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export const details = [{
title: "风压剑伤害",
title: '风压剑伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: "Q爆发伤害",
title: 'Q爆发伤害',
params: { q: true },
dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'], 'q')
}, {
title: "Q爆发治疗",
title: 'Q爆发治疗',
dmg: ({ talent, calc, attr }, { heal }) =>
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)
}, {
title: "Q每跳治疗",
title: 'Q每跳治疗',
dmg: ({ talent, calc, attr }, { heal }) =>
heal(talent.q['持续治疗2'][0] * calc(attr.atk) / 100 + talent.q['持续治疗2'][1] * 1)
}];
}]
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
}
}];
}]

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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'
}]

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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'
}]

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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
}
}];
}]

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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'
}]

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@ -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'
}]

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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
}

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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']
}
}];
}]

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@ -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
}
}];
}]

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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'
}]

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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
}
}];
}]

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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'
}]

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@ -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'
}]

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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
}
}];
}]

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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
}
}];
}]

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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

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@ -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
}
}];
}]

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@ -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'
}]

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@ -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
}
}];
}]

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@ -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
}
}];
}]