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4.7内容伤害计算
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resources/meta-gs/character/克洛琳德/calc.js
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58
resources/meta-gs/character/克洛琳德/calc.js
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export const details = [{
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title: 'E后普通攻击',
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][0], 'a')
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}, {
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title: 'E后穿透射击',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
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}, {
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title: 'E剑击伤害',
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params: { blPct: 0 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][0], 'a')
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}, {
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title: 'E强化剑击伤害',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][1], 'a')
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}, {
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title: 'E贯夜·契令伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
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}, {
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title: 'Q单段伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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}, {
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title: 'Q完整伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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}]
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export const defParams = ({ weapon }) => weapon.name === '海渊终曲' ? { BondOfLife: 35 * 3 + 25, blPct: 1 } : { BondOfLife: 35 * 3, blPct: 1 }// 生命之契在此调整,请勿超过200,默认生命之契未计入队友治疗转化
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export const defDmgIdx = 4
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export const mainAttr = 'atk,cpct,cdmg,mastery,dmg'
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export const buffs = [{
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title: '克洛琳德天赋:触发雷元素反应普通攻击与残光将终造成的伤害提升[aPlus]',
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data: {
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aPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800)),
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qPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800))
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}
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}, {
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title: '克洛琳德天赋:生命之契的数值提升或降低时,暴击率提升[cpct]% ',
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data: {
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cpct: 10 * 2
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}
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}, {
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title: '克洛琳德4命:[buffCount]%最大生命值的生命之契使残光将终造成的伤害提升[qDmg]',
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cons: 4,
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data: {
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buffCount: ({ talent, params, weapon }) => Math.min(params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife), 200),
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qDmg: ({ talent, params, weapon }) => Math.min((params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife) * 2), 200)
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}
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}, {
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title: '克洛琳德6命:施放狩夜之巡后暴击率提高[cpct]%,暴击伤害提高[cdmg]%',
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cons: 6,
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data: {
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cpct: 10,
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cdmg: 70
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}
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}]
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export const createdBy = 'liangshi'
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56
resources/meta-gs/character/克洛琳德/新建 文本文档.txt
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resources/meta-gs/character/克洛琳德/新建 文本文档.txt
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export const details = [{
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title: 'E后普通攻击',
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][0], 'a')
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}, {
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title: 'E后穿透射击',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
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}, {
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title: 'E剑击伤害',
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params: { blPct: 0 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][0], 'a')
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}, {
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title: 'E强化剑击伤害',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][1], 'a')
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}, {
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title: 'E贯夜·契令伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
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}, {
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title: 'Q单段伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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}, {
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title: 'Q完整伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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}]
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export const defParams = ({ weapon }) => weapon.name === '海渊终曲' ? { BondOfLife: 35 * 3 + 25, blPct: 1 } : { BondOfLife: 35 * 3, blPct: 1 }// 生命之契在此调整,请勿超过200,默认生命之契未计入队友治疗转化
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export const defDmgIdx = 4
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export const mainAttr = 'atk,cpct,cdmg,mastery,dmg'
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export const buffs = [{
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title: '克洛琳德天赋:触发雷元素反应普通攻击与残光将终造成的伤害提升[aPlus]',
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data: {
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aPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800)),
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qPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800))
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}
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}, {
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title: '克洛琳德天赋:生命之契的数值提升或降低时,暴击率提升[cpct]% ',
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data: {
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cpct: 10 * 2
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}
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}, {
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title: '克洛琳德4命:[buffCount]%最大生命值的生命之契使残光将终造成的伤害提升[qDmg]',
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cons: 4,
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data: {
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buffCount: ({ talent, params, weapon }) => Math.min(params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife), 200),
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qDmg: ({ talent, params, weapon }) => Math.min((params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife) * 2), 200)
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}
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}, {
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title: '克洛琳德6命:施放狩夜之巡后暴击率提高[cpct]%,暴击伤害提高[cdmg]%',
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cons: 6,
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data: {
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cpct: 10,
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cdmg: 70
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}
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}]
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63
resources/meta-gs/character/希格雯/calc.js
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resources/meta-gs/character/希格雯/calc.js
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export const details = [{
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title: '后台队友E伤害提升值',
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dmg: ({ attr, cons }) => {
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let cons1 = cons >= 1 ? 100 : 80
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let count = cons >= 1 ? 3500 : 2800
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return {
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avg: Math.max(0, Math.min(((attr.hp - 30000) / 1000 * cons1), count))
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}
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}
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}, {
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title: '长按E弹跳伤害',
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dmg: ({ talent, attr }, { basic }) => basic(attr.hp * talent.e['激愈水球伤害'] / 100, 'e')
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}, {
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title: '长按E弹跳蒸发',
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dmg: ({ talent, attr }, { basic }) => basic(attr.hp * talent.e['激愈水球伤害'] / 100, 'e', 'vaporize')
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}, {
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title: '长按E弹跳治疗',
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dmg: ({ talent, attr }, { heal }) => heal((attr.hp * talent.e['激愈水球治疗量2'][0] / 100 + talent.e['激愈水球治疗量2'][1]) * 1.4)
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}, {
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title: 'Q单段伤害',
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dmg: ({ talent, attr }, { basic }) => basic(attr.hp * talent.q['技能伤害'] / 100, 'q')
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}, {
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title: 'Q完整伤害',
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dmg: ({ talent, attr , cons }, { basic }) => {
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let q1 = basic(attr.hp * talent.q['技能伤害'] / 100, 'q')
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let cons4 = cons >= 4 ? 13 : 6
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return {
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avg: q1.avg * cons4,
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dmg: q1.dmg * cons4
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}
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}
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}]
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export const defDmgIdx = 3
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export const mainAttr = 'hp,cpct,cdmg,mastery,dmg'
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export const buffs = [{
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title: '希格雯天赋:长按E使弹跳伤害提升[eDmg]%,治疗量提升10%',
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data: {
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eDmg: 5 * 2
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}
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}, {
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title: '希格雯天赋:施放弹跳水疗法获得[dmg]%水元素伤害加成',
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data: {
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dmg: 8
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}
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}, {
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title: '希格雯天赋:基于队伍中所有角色当前生命之契的总和,提升30%治疗量'
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}, {
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title: '希格雯2命:EQ中敌人的敌人水元素抗性降低[kx]%',
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cons: 2,
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data: {
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kx: 35
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}
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}, {
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title: '希格雯6命:Q的暴击率提高[qCpct]%,暴击伤害提高[qCdmg]%',
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sort: 9,
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cons: 6,
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data: {
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qCpct: ({ attr }) => Math.min(20, attr.hp / 1000 * 0.4),
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qCdmg: ({ attr }) => Math.min(110, attr.hp / 1000 * 2.2)
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}
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}, 'vaporize']
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resources/meta-gs/character/赛索斯/calc.js
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resources/meta-gs/character/赛索斯/calc.js
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export const details = [{
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title: '贯影箭伤害',
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dmg: ({ talent, attr }, { basic }) => basic(talent.a['贯影箭伤害'][0] * attr.atk / 100 + talent.a['贯影箭伤害'][1] * attr.mastery / 100, 'a2')
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}, {
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title: '贯影箭激化',
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dmg: ({ talent, attr }, { basic }) => basic(talent.a['贯影箭伤害'][0] * attr.atk / 100 + talent.a['贯影箭伤害'][1] * attr.mastery / 100, 'a2', 'aggravate')
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}, {
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title: 'E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: 'E激化伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e', 'aggravate')
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}, {
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title: 'Q后普攻一段',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a2')
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}, {
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title: 'Q后普攻一段激化',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a2', 'aggravate')
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}, {
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title: 'Q后普攻三段',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.a['三段伤害'], 'a2')
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}, {
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title: 'Q后普攻三段激化',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.a['三段伤害'], 'a2', 'aggravate')
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}]
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export const defDmgIdx = 1
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export const mainAttr = 'atk,cpct,cdmg,mastery'
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export const buffs = [{
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check: ({ params }) => params.q === true,
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title: '赛索斯技能:暝弦矢造成的伤害提升[a2Plus]',
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data: {
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a2Plus: ({ talent, attr }) => attr.mastery / 100 * talent.q['瞑弦矢伤害提升']
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}
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}, {
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check: ({ params }) => params.q !== true,
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title: '赛索斯天赋:贯影箭造成的伤害值提升[a2Plus]',
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data: {
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a2Plus: ({ attr, calc }) => calc(attr.mastery) * 600 / 100
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}
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}, {
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check: ({ params }) => params.q !== true,
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title: '赛索斯1命:贯影箭的暴击率提升[a2Cpct]%',
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cons: 1,
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data: {
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a2Cpct: 15
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}
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}, {
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title: '赛索斯2命:释放EQ获得[dmg]%雷伤加成',
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cons: 2,
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data: {
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dmg: 15 * 2
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}
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}, {
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title: '赛索斯4命:贯影箭与暝弦矢命中2名及以上的敌人元素精通提升[mastery]',
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cons: 4,
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data: {
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mastery: 80
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}
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}, 'aggravate']
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export const createdBy = 'liangshi'
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@ -256,6 +256,19 @@ export default function (step, staticStep) {
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refine: {
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dmg: step(16)
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}
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},
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筑云: {
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title: '元素能量减少后,装备者的元素精通提升[mastery]%',
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refine: {
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mastery: step(40, 10)
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}
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},
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白雨心弦: {
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title: '满层下,生命值上限提升[hpPct]%元素爆发的暴击率提[qCpct]%',
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refine: {
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hpPct: step(40, 10),
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qCpct: step(28)
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}
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}
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}
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}
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@ -254,6 +254,12 @@ export default function (step, staticStep) {
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aDmg: step(16 * 2),
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eDmg: step(24 * 2)
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}
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}],
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赦罪: [staticStep('cdmg', 20), {
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title: '生命之契的数值增加时,装备者造成的伤害提升[dmg]%',
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refine: {
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dmg: step(16 * 3)
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}
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}]
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}
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}
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