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调整可莉面板计算规则 (#517)
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@ -1,5 +1,5 @@
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export default function ({ attr, weapon, rule, def }) {
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export default function ({ attr, weapon, rule, def }) {
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if (attr.mastery < 50 && attr.cpct * 2 + attr.cdmg > 320) {
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if ( attr.mastery * 2 < attr.atk ) {
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return rule('可莉-纯火', { atk: 85, cpct: 100, cdmg: 100, dmg: 100, recharge: 55 })
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return rule('可莉-纯火', { atk: 85, cpct: 100, cdmg: 100, dmg: 100, recharge: 55 })
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}
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}
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return def({ atk: 75, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, recharge: 30 })
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return def({ atk: 75, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, recharge: 30 })
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@ -11,7 +11,7 @@ export const details = [{
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dmg: ({ talent }, dmg) => dmg(talent.q['轰轰火花伤害'], 'q')
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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 defDmgIdx = 1
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export const defDmgIdx = 5
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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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export const buffs = [{
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@ -18,10 +18,25 @@ export const details = [{
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title: '可莉三火轰轰火花伤害',
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title: '可莉三火轰轰火花伤害',
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params: { team: true },
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params: { team: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['轰轰火花伤害'], 'q')
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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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title: '可莉三火可莉一轮总伤',
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params: { q: 1, team: true },
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dmg: ({ talent }, dmg) => {
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let ta = dmg(talent.a['一段伤害'] , 'a')
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let tz = dmg(talent.a['重击伤害'] , 'a')
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let tz2 = dmg(talent.a['重击伤害'] , 'a2')
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let tejump = dmg(talent.e['技能伤害'] , 'e')
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let tebomb = dmg(talent.e['技能伤害'] , 'e')
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let tq = dmg(talent.q['轰轰火花伤害'] , 'q')
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return {
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dmg: ta.dmg * 8 + tz.dmg * 4 + tz2.dmg * 2 + tejump.dmg * 3 + tebomb.dmg * 8 + tq.dmg * 16,
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avg: ta.avg * 8 + tz.avg * 4 + tz2.avg * 2 + tejump.avg * 3 + tebomb.avg * 8 + tq.avg * 16
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}
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}
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}
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}
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]
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]
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export const defDmgIdx = 1
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export const defDmgIdx = 5
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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 defParams = {
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export const defParams = {
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@ -99,4 +114,4 @@ export const details = [{
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mastery: 200
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mastery: 200
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}
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}
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}, 'vaporize']
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}, 'vaporize']
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