4.7内容伤害计算

This commit is contained in:
liangshi 2024-05-24 20:53:39 +08:00
parent 53a03dbb60
commit 5217af4170
6 changed files with 263 additions and 0 deletions

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export const details = [{
title: 'E后普通攻击',
dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][0], 'a')
}, {
title: 'E后穿透射击',
params: { blPct: 0.5 },
dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
}, {
title: 'E剑击伤害',
params: { blPct: 0 },
dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][0], 'a')
}, {
title: 'E强化剑击伤害',
params: { blPct: 0.5 },
dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][1], 'a')
}, {
title: 'E贯夜·契令伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
}, {
title: 'Q单段伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
}, {
title: 'Q完整伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
}]
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
export const defDmgIdx = 4
export const mainAttr = 'atk,cpct,cdmg,mastery,dmg'
export const buffs = [{
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]',
data: {
aPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800)),
qPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800))
}
}, {
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]% ',
data: {
cpct: 10 * 2
}
}, {
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]',
cons: 4,
data: {
buffCount: ({ talent, params, weapon }) => Math.min(params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife), 200),
qDmg: ({ talent, params, weapon }) => Math.min((params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife) * 2), 200)
}
}, {
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]%',
cons: 6,
data: {
cpct: 10,
cdmg: 70
}
}]
export const createdBy = 'liangshi'

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export const details = [{
title: 'E后普通攻击',
dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][0], 'a')
}, {
title: 'E后穿透射击',
params: { blPct: 0.5 },
dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
}, {
title: 'E剑击伤害',
params: { blPct: 0 },
dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][0], 'a')
}, {
title: 'E强化剑击伤害',
params: { blPct: 0.5 },
dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][1], 'a')
}, {
title: 'E贯夜·契令伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
}, {
title: 'Q单段伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
}, {
title: 'Q完整伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
}]
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
export const defDmgIdx = 4
export const mainAttr = 'atk,cpct,cdmg,mastery,dmg'
export const buffs = [{
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]',
data: {
aPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800)),
qPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800))
}
}, {
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]% ',
data: {
cpct: 10 * 2
}
}, {
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]',
cons: 4,
data: {
buffCount: ({ talent, params, weapon }) => Math.min(params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife), 200),
qDmg: ({ talent, params, weapon }) => Math.min((params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife) * 2), 200)
}
}, {
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]%',
cons: 6,
data: {
cpct: 10,
cdmg: 70
}
}]

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export const details = [{
title: '后台队友E伤害提升值',
dmg: ({ attr, cons }) => {
let cons1 = cons >= 1 ? 100 : 80
let count = cons >= 1 ? 3500 : 2800
return {
avg: Math.max(0, Math.min(((attr.hp - 30000) / 1000 * cons1), count))
}
}
}, {
title: '长按E弹跳伤害',
dmg: ({ talent, attr }, { basic }) => basic(attr.hp * talent.e['激愈水球伤害'] / 100, 'e')
}, {
title: '长按E弹跳蒸发',
dmg: ({ talent, attr }, { basic }) => basic(attr.hp * talent.e['激愈水球伤害'] / 100, 'e', 'vaporize')
}, {
title: '长按E弹跳治疗',
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)
}, {
title: 'Q单段伤害',
dmg: ({ talent, attr }, { basic }) => basic(attr.hp * talent.q['技能伤害'] / 100, 'q')
}, {
title: 'Q完整伤害',
dmg: ({ talent, attr , cons }, { basic }) => {
let q1 = basic(attr.hp * talent.q['技能伤害'] / 100, 'q')
let cons4 = cons >= 4 ? 13 : 6
return {
avg: q1.avg * cons4,
dmg: q1.dmg * cons4
}
}
}]
export const defDmgIdx = 3
export const mainAttr = 'hp,cpct,cdmg,mastery,dmg'
export const buffs = [{
title: '希格雯天赋长按E使弹跳伤害提升[eDmg]%,治疗量提升10%',
data: {
eDmg: 5 * 2
}
}, {
title: '希格雯天赋:施放弹跳水疗法获得[dmg]%水元素伤害加成',
data: {
dmg: 8
}
}, {
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'
}, {
title: '希格雯2命EQ中敌人的敌人水元素抗性降低[kx]%',
cons: 2,
data: {
kx: 35
}
}, {
title: '希格雯6命Q的暴击率提高[qCpct]%,暴击伤害提高[qCdmg]%',
sort: 9,
cons: 6,
data: {
qCpct: ({ attr }) => Math.min(20, attr.hp / 1000 * 0.4),
qCdmg: ({ attr }) => Math.min(110, attr.hp / 1000 * 2.2)
}
}, 'vaporize']

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export const details = [{
title: '贯影箭伤害',
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')
}, {
title: '贯影箭激化',
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')
}, {
title: 'E伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: 'E激化伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e', 'aggravate')
}, {
title: 'Q后普攻一段',
params: { q: true },
dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a2')
}, {
title: 'Q后普攻一段激化',
params: { q: true },
dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a2', 'aggravate')
}, {
title: 'Q后普攻三段',
params: { q: true },
dmg: ({ talent }, dmg) => dmg(talent.a['三段伤害'], 'a2')
}, {
title: 'Q后普攻三段激化',
params: { q: true },
dmg: ({ talent }, dmg) => dmg(talent.a['三段伤害'], 'a2', 'aggravate')
}]
export const defDmgIdx = 1
export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{
check: ({ params }) => params.q === true,
title: '赛索斯技能:暝弦矢造成的伤害提升[a2Plus]',
data: {
a2Plus: ({ talent, attr }) => attr.mastery / 100 * talent.q['瞑弦矢伤害提升']
}
}, {
check: ({ params }) => params.q !== true,
title: '赛索斯天赋:贯影箭造成的伤害值提升[a2Plus]',
data: {
a2Plus: ({ attr, calc }) => calc(attr.mastery) * 600 / 100
}
}, {
check: ({ params }) => params.q !== true,
title: '赛索斯1命贯影箭的暴击率提升[a2Cpct]%',
cons: 1,
data: {
a2Cpct: 15
}
}, {
title: '赛索斯2命释放EQ获得[dmg]%雷伤加成',
cons: 2,
data: {
dmg: 15 * 2
}
}, {
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]',
cons: 4,
data: {
mastery: 80
}
}, 'aggravate']
export const createdBy = 'liangshi'

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@ -256,6 +256,19 @@ export default function (step, staticStep) {
refine: { refine: {
dmg: step(16) dmg: step(16)
} }
},
筑云: {
title: '元素能量减少后,装备者的元素精通提升[mastery]%',
refine: {
mastery: step(40, 10)
}
},
白雨心弦: {
title: '满层下,生命值上限提升[hpPct]%元素爆发的暴击率提[qCpct]%',
refine: {
hpPct: step(40, 10),
qCpct: step(28)
}
} }
} }
} }

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@ -254,6 +254,12 @@ export default function (step, staticStep) {
aDmg: step(16 * 2), aDmg: step(16 * 2),
eDmg: step(24 * 2) eDmg: step(24 * 2)
} }
}],
赦罪: [staticStep('cdmg', 20), {
title: '生命之契的数值增加时,装备者造成的伤害提升[dmg]%',
refine: {
dmg: step(16 * 3)
}
}] }]
} }
} }