更新组队伤害计算

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Aluxes 2024-03-08 11:03:50 +08:00
parent 06ad9f5195
commit 3febeafcd7
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11 changed files with 227 additions and 14 deletions

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@ -238,7 +238,7 @@ async function renderCharRankList({ e, uids, char, mode, groupId }) {
tmp._mark = mark?._mark || 0
}
tmp._formatmark = Format.comma(tmp._mark, 1)
tmp._dmg = (0 - tmp.dmg.rank) || 0
tmp._dmg = (0 - tmp.dmg?.rank) || 0
tmp._star = 5 - tmp.star
list.push(tmp)
}

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@ -81,5 +81,6 @@ export const usefulAttr = {
娜维娅: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
夏沃蕾: { hp: 100, atk: 0, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 75, heal: 100 },
闲云: { hp: 0, atk: 100, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 75, heal: 100 },
嘉明: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 }
嘉明: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 },
千织: { hp: 0, atk: 50, def: 75, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 }
}

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@ -86,5 +86,6 @@ export const alias = {
娜维娅: 'navia,大小姐,刺玫会,黄豆,流汗黄豆,黄豆姐,娜薇娅,娜薇雅,娜维雅',
夏沃蕾: 'chevreuse,夏沃雷',
嘉明: 'Gaming,jiaming,佳明,嘉铭,家明,镖师,舞狮少年,舞狮',
闲云: 'Xianyun,流云,刘云,留云,野鹤,那个女人,留云借风,留云借风真君,很会聊天,很会聊天真君'
闲云: 'Xianyun,流云,刘云,留云,野鹤,那个女人,留云借风,留云借风真君,很会聊天,很会聊天真君',
千织: 'Chiori,千只'
}

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@ -26,7 +26,7 @@ export const wifeCfg = {
// 3.0
'柯莱, 多莉, 妮露, 坎蒂丝, 迪希雅, 莱依拉, 珐露珊, 绮良良',
// 4.0
'琳妮特, 夏洛蒂, 芙宁娜, 夏沃蕾, 娜维娅, 闲云',
'琳妮特, 夏洛蒂, 芙宁娜, 夏沃蕾, 娜维娅, 闲云, 千织',
// 自定义
'女士, 萍姥姥, 归终, 伐难, 应达, 仆人, 少女, 天理, 木偶'
].join(','),

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@ -0,0 +1,65 @@
export const details = [{
title: 'E长按伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['长按技能伤害'], 'e')
}, {
title: 'Q斩击伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['斩击伤害'], 'q')
}, {
title: 'Q无转化每段伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['持续伤害'], 'q')
}, {
title: '扩散反应伤害',
dmg: ({ }, { reaction }) => reaction('swirl')
}, {
title: '万班闲芙·下落攻击蒸发伤害',
check: ({ cons }) => cons >= 6,
params: { team: true },
dmg: ({ talent }, dmg) => dmg(talent.a['低空/高空坠地冲击伤害'][1], 'a3', 'vaporize')
}]
export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{
title: '万叶2命开Q后精通提高200',
cons: 2,
data: {
mastery: 200
}
}, {
check: ({ params }) => params.team === true,
title: '风鹰宗室班:增加[atkPlus]点攻击力',
data: {
atkPlus: 1202.35
}
}, {
check: ({ params }) => params.team === true,
title: '2命精5鹤鸣闲云获得[a3Dmg]%下落攻击增伤,[a3Plus]下落攻击伤害值加成,[a3Cpct]%下落攻击暴击率提高',
data: {
a3Dmg: 80,
a3Plus: 18000,
a3Cpct: 10
}
}, {
check: ({ params }) => params.team === true,
title: '2命芙宁娜获得[dmg]%增伤',
data: {
dmg: 100
}
}, {
check: ({ params }) => params.team === true,
title: '万叶6命基于元素精通提高下落攻击造成的伤害[a3Dmg]%',
cons: 6,
sort: 9,
data: {
a3Dmg: ({ attr }) => attr.mastery * 0.2
}
}, {
check: ({ params }) => params.team === true,
title: '天赋-风物之诗咏:基于元素精通,获得[dmg]%增伤',
sort: 9,
data: {
dmg: ({ attr }) => attr.mastery * 0.04
}
}, 'swirl']
export const createdBy = 'Aluxes'

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@ -0,0 +1,110 @@
export const details = [{
title: '重击伤害',
dmg: ({ talent, attr, calc, cons }, { basic }) => {
const a2Multi = cons >= 1 ? 1.6 : 1.25
return basic(a2Multi * talent.a['重击·衡平推裁持续伤害'] * calc(attr.hp) / 100, 'a2')
}
}, {
title: 'E伤害',
dmg: ({ talent, attr, calc }, { basic }) => basic(talent.e['技能伤害'] * calc(attr.hp) / 100, 'e')
}, {
title: 'Q释放伤害',
dmg: ({ talent, attr, calc }, { basic }) => basic(talent.q['技能伤害'] * calc(attr.hp) / 100, 'q')
}, {
title: 'Q总伤害',
dmg: ({ talent, attr, calc }, { basic }) => {
const td = talent.q['技能伤害'] + talent.q['水瀑伤害'] * 2
return basic(td * calc(attr.hp) / 100, 'q')
}
}, {
title: '满水滴一轮重击总伤害',
dmg: ({ talent, attr, calc, cons }, { basic }) => {
const count = cons >= 6 ? 30 : 8
const td = talent.a['重击·衡平推裁持续伤害'] * count
const extraTd = cons >= 6 ? 20 * 6 : 0
const a2Multi = cons >= 1 ? 1.6 : 1.25
return basic(a2Multi * (td + extraTd) * calc(attr.hp) / 100, 'a2')
}
}, {
title: '那芙万白·重击伤害',
params: { team: true },
dmg: ({ talent, attr, calc, cons }, { basic }) => {
const td = talent.a['重击·衡平推裁持续伤害']
const a2Multi = cons >= 1 ? 1.6 : 1.25
return basic(a2Multi * td * calc(attr.hp) / 100, 'a2')
}
}]
export const defDmgIdx = 5
export const mainAttr = 'hp,dmg,cpct,cdmg'
export const buffs = [{
title: '天赋-古海孑遗按两层计算重击·衡平推裁造成原本125%的伤害',
check: ({ cons }) => cons < 1
}, {
title: '天赋-古海孑遗按三层计算重击·衡平推裁造成原本160%的伤害',
cons: 1
}, {
title: '天赋-至高仲裁基于当前生命值超出生命值上限30%的部分,提升[dmg]%水元素伤害',
data: {
dmg: 30
}
}, {
title: '那维2命重击·衡平推裁的暴击伤害提升[a2Cdmg]%',
cons: 2,
data: {
a2Cdmg: 42
}
}, {
title: '那维6命延长重击持续时间至12s同时每2s额外造成20%生命倍率的视为重击·衡平推裁的伤害',
cons: 6
}, {
title: '双水Buff生命值提高[hpPct]%',
data: {
hpPct: 25
}
}, {
check: ({ params, cons }) => params.team === true && cons <= 1,
title: '0命芙宁娜获得[dmg]%增伤',
data: {
dmg: 75
}
}, {
check: ({ params, cons }) => params.team === true && cons > 1,
title: '2命芙宁娜获得[dmg]%增伤',
data: {
dmg: 100
}
}, {
check: ({ cons, params }) => cons <= 1 && params.team === true,
title: '精1苍古0命万叶获得[dmg]%增伤(苍古普攻16增伤),减抗[kx]%',
data: {
aDmg: 16,
a2Dmg: 16,
a3Dmg: 16,
dmg: 40,
kx: 40
}
}, {
check: ({ cons, params }) => ((cons < 6 && cons > 1) && params.team === true),
title: '精1苍古2命万叶获得[dmg]%增伤(苍古普攻16增伤),减抗[kx]%',
data: {
aDmg: 16,
a2Dmg: 16,
a3Dmg: 16,
dmg: 48,
kx: 40
}
}, {
check: ({ cons, params }) => (cons >= 6 && params.team === true),
title: '精5苍古6命万叶获得[dmg]%增伤(苍古普攻32增伤),减抗[kx]%',
data: {
aDmg: 32,
a2Dmg: 32,
a3Dmg: 32,
dmg: 48,
kx: 40
}
}]
export const createdBy = 'Aluxes'

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@ -21,7 +21,7 @@ export const details = [{
},
dmg: ({ talent }, dmg) => dmg(talent.a['低空/高空坠地冲击伤害'][1], 'a3')
}, {
title: '魈珐开Q满被动E',
title: '魈珐闲芙·开Q满被动E',
params: {
e: 1,
layer: 5,
@ -29,14 +29,14 @@ export const details = [{
},
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: '魈珐开Q首插',
title: '魈珐闲芙·开Q首插',
params: {
layer: 1,
team: true
},
dmg: ({ talent }, dmg) => dmg(talent.a['低空/高空坠地冲击伤害'][1], 'a3')
}, {
title: '魈珐开Q尾插',
title: '魈珐闲芙·开Q尾插',
params: {
layer: 5,
team: true
@ -68,16 +68,40 @@ export const buffs = [{
eDmg: ({ params }) => params.e ? 45 : 0
}
}, {
check: ({ params }) => params.team === true,
title: '风鹰宗室班:增加[atkPlus]点攻击力',
check: ({ params, cons }) => params.team === true && cons <= 1,
title: '0命芙宁娜获得[dmg]%增伤',
data: {
atkPlus: 1202.35
dmg: ({ params }) => params.layer * 15
}
}, {
check: ({ params , artis }) => params.team === true && artis.昔日宗室之仪 !== 4 ,
title: '班尼特-昔日宗室之仪:增加攻击[atkPct]%',
check: ({ params, cons }) => params.team === true && cons > 1,
title: '2命芙宁娜获得[dmg]%增伤',
data: {
atkPct: 20
dmg: 100
}
}, {
check: ({ params, cons }) => params.team === true && cons <= 1,
title: '0命精1鹤鸣闲云获得[a3Dmg]%下落攻击增伤,[a3Plus]下落攻击伤害值加成,[a3Cpct]%下落攻击暴击率提高',
data: {
a3Dmg: 28,
a3Plus: 9000,
a3Cpct: 10
}
}, {
check: ({ params, cons }) => params.team === true && cons > 1 && cons < 6,
title: '2命精1鹤鸣闲云获得[a3Dmg]%下落攻击增伤,[a3Plus]下落攻击伤害值加成,[a3Cpct]%下落攻击暴击率提高',
data: {
a3Dmg: 28,
a3Plus: 18000,
a3Cpct: 10
}
}, {
check: ({ params, cons }) => params.team === true && cons >= 6,
title: '2命精5鹤鸣闲云获得[a3Dmg]%下落攻击增伤,[a3Plus]下落攻击伤害值加成,[a3Cpct]%下落攻击暴击率提高',
data: {
a3Dmg: 80,
a3Plus: 18000,
a3Cpct: 10
}
}, {
check: ({ params }) => params.team === true,

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@ -43,7 +43,9 @@ export const abbr = {
无垠蔚蓝之歌: '无垠之歌',
静水流涌之辉: '静水之辉',
水仙十字之剑: '水仙之剑',
'「究极霸王超级魔剑」': '超级魔剑'
'「究极霸王超级魔剑」': '超级魔剑',
有乐御簾切: '有乐切',
沙中伟贤的对答: '沙中对答'
}
export const alias = {
@ -79,6 +81,7 @@ export const alias = {
船坞长剑: '船坞,船坞剑',
静水流涌之辉: '静水,水神专武,净水,净水流涌之辉,静水涌流之辉',
水仙十字之剑: '水仙十字,水仙剑,水仙之剑,水仙十字圣剑,圣剑',
有乐御簾切: '有乐,有乐切,御簾切',
// 大剑
天空之傲: '天空大剑',
@ -134,6 +137,7 @@ export const alias = {
公义的酬报: '公义,公义枪,公义酬报,枫丹锻造枪',
峡湾长歌: '峡湾,峡湾枪,峡湾长枪',
勘探钻机: '勘探,钻机,钻头,钻枪',
沙中伟贤的对答: '沙中,沙中对答,沙中伟贤',
// 法器
四风原典: '四风,四风书,四风法器',

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@ -29,6 +29,7 @@ export const descFix = {
船坞长剑: '受到或进行治疗时获得标记最多3层处于后台也能获得。施放战技或爆发时消耗标记每枚标记提高$[0]点精通,恢复$[1]点能量。每15秒至多一次。',
海渊终曲: '施放战技时,攻击力提升$[0]持续12秒获得24%生命值上限的生命之契,吸收治疗满后移除。基于清除值的$[1]提升至多$[2]点攻击力持续12秒。',
水仙十字之剑: '装备者不具备「始基力」时:普攻、重击、下落攻击命中时,释放芒性或荒性的能量冲击,造成$[0]攻击力的伤害。每12秒至多一次。',
有乐御簾切: '普通攻击伤害提升$[0],元素战技伤害提升$[1]队伍中角色造成岩元素伤害后提升效果翻倍持续15秒。此外装备者防御力提升$[2]。',
// 双手剑
便携动力锯: '受到或进行治疗时获得标记最多3层处于后台也能获得。施放战技或爆发时消耗标记每枚标记提高$[0]精通,恢复$[1]点能量。',

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@ -247,6 +247,13 @@ export default function (step, staticStep) {
refine: {
hpPct: step(14 * 2)
}
}],
有乐御簾切: [staticStep('defPct', 20), {
title: '普通攻击伤害提高[aDmg]%,元素战技伤害提高[eDmg]%',
refine: {
aDmg: step(16 * 2),
eDmg: step(24 * 2)
}
}]
}
}