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更新星铁1.4角色与武器计算
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@ -13,7 +13,8 @@ let DmgCalc = {
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basicNum, // 基础数值
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mode, // 模式
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dynamicDmg = 0, // 动态增伤
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dynamicCdmg = 0 // 动态暴击伤害
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dynamicCdmg = 0, // 动态暴击伤害
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dynamicEnemyDmg = 0 // 动态易伤
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} = fnArgs
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let {
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ds, // 数据集
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@ -43,7 +44,7 @@ let DmgCalc = {
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// 易伤区
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let enemyDmgNum = 1
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if (game === 'sr') {
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enemyDmgNum = 1 + enemyDmg.base / 100 + enemyDmg.plus / 100
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enemyDmgNum = 1 + enemyDmg.base / 100 + enemyDmg.plus / 100 + dynamicEnemyDmg / 100
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}
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let cpctNum = cpct.base / 100 + cpct.plus / 100
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@ -3,9 +3,13 @@
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* 如character/${name}/artis.js下有角色自定义规则优先使用自定义
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*/
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export const usefulAttr = {
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桂乃芬: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 0, cdmg: 0, stance: 50, heal: 0, recharge: 50, effPct: 75, effDef: 0, dmg: 100 },
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'托帕&账账': { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
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镜流: { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
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玲可: { hp: 100, atk: 0, def: 50, speed: 100, cpct: 0, cdmg: 0, stance: 0, heal: 100, recharge: 75, effPct: 0, effDef: 50, dmg: 0 },
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符玄: { hp: 100, atk: 0, def: 50, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 50, dmg: 100 },
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'丹恒•饮月': { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
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卢卡: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 0, cdmg: 0, stance: 75, heal: 0, recharge: 50, effPct: 75, effDef: 0, dmg: 100 },
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卡芙卡: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 0, cdmg: 0, stance: 50, heal: 0, recharge: 50, effPct: 75, effDef: 0, dmg: 100 },
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刃: { hp: 100, atk: 50, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
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罗刹: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 100, recharge: 100, effPct: 0, effDef: 50, dmg: 100 },
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@ -154,7 +154,7 @@ export default {
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},
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data: {
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qDmg: 15,
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a3Dmg: 15
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tDmg: 15
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}
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}]
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},
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@ -505,7 +505,7 @@
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"id": 1112,
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"key": "topaz",
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"name": "托帕&账账",
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"abbr": "托帕&账账",
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"abbr": "托帕",
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"star": 5,
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"elem": "火",
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"weapon": "巡猎",
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@ -26,7 +26,8 @@ let alias = {
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阿兰: '',
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青雀: '赌神,赌圣,青鹊',
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黑塔: '转圈圈',
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'丹恒•饮月': '丹恒·饮月,饮月君,饮月,丹恒饮月,龙尊'
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'丹恒•饮月': '丹恒·饮月,饮月君,饮月,丹恒饮月,龙尊',
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'托帕&账账': '托帕,账账'
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}
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let aliasMap = {}
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@ -9,14 +9,14 @@ export const details = [{
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'] * 2, 'e')
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}, {
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title: '反击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['反击伤害'], 'e')
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dmg: ({ talent }, dmg) => dmg(talent.t['反击伤害'], 't')
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}, {
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title: '强化反击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['伤害倍率提高'] + talent.t['反击伤害'], 't')
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}]
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export const defDmgIdx = 4
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export const mainAttr = 'atk,cpct,cdmg,speed'
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '克拉拉2命:施放终结技后攻击力提高30%',
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@ -2,7 +2,7 @@ export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '强化普攻(单体)',
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title: '强化普攻(单体)',
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params: { ebuff: true },
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dmg: ({ talent, attr, calc }, { basic }) => {
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const td1 = talent.a2['攻击倍率']
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@ -12,7 +12,7 @@ export const details = [{
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return basic(td1 * atk + td2 * hp, 'a')
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}
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}, {
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title: '强化普攻(扩散)',
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title: '强化普攻(扩散)',
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params: { ebuff: true },
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dmg: ({ talent, attr, calc }, { basic }) => {
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const td1 = talent.a2['攻击倍率'] + talent.a2['攻击倍率·相邻目标'] * 2
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@ -32,7 +32,7 @@ export const details = [{
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return basic(td1 * atk + td2 * hp, 't')
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}
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}, {
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title: '终结技伤害(单体)',
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title: '终结技伤害(单体)',
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params: { ebuff: true },
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dmg: ({ talent, attr, calc }, { basic }) => {
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const td1 = talent.q['攻击倍率']
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@ -43,7 +43,7 @@ export const details = [{
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return basic(td1 * atk + td2 * hp + td3 * hp * 0.9, 'q')
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}
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}, {
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title: '终结技伤害(扩散)',
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title: '终结技伤害(扩散)',
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params: { ebuff: true },
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dmg: ({ talent, attr, calc }, { basic }) => {
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const td1 = talent.q['攻击倍率'] + talent.q['攻击倍率·相邻目标'] * 2
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59
resources/meta-sr/character/托帕&账账/calc.js
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59
resources/meta-sr/character/托帕&账账/calc.js
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@ -0,0 +1,59 @@
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 't')
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}, {
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title: '战技伤害(负债标记)',
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params: { debt: true },
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 't')
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}, {
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title: '战技伤害(负债+强化)',
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params: { debt: true, qBuff: true },
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'] + talent.q['伤害倍率提高'], 't')
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}, {
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title: '账账伤害(负债标记)',
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params: { debt: true },
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dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'], 't')
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}, {
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title: '账账伤害(负债+强化)',
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params: { debt: true, qBuff: true },
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dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'] + talent.q['伤害倍率提高'], 't')
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}]
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export const defDmgIdx = 4
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '负债证明:处于该状态的敌人受到的追加攻击伤害提高[tDmg]%',
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check: ({ params }) => params.debt === true,
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data: {
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tDmg: ({ talent }) => talent.e['追加攻击伤害提高'] * 100
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}
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}, {
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title: '涨幅惊人:账账的伤害倍率提高[_pct]%,暴击伤害提高[cdmg]%',
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check: ({ params }) => params.qBuff === true,
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data: {
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_pct: ({ talent }) => talent.q['伤害倍率提高'] * 100,
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cdmg: ({ talent }) => talent.q['暴击伤害提高'] * 100
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}
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}, {
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title: '行迹-金融动荡:托帕和账账对拥有火属性弱点的敌人造成的伤害提高[dmg]%',
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tree: 2,
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data: {
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dmg: 15
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}
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}, {
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title: '行迹-透支:托帕的普攻视为追加攻击',
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tree: 1
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}, {
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title: '托帕1命:【被执行】状态的目标受到的追加攻击的暴击伤害提高[cdmg]%',
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cons: 1,
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data: {
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cdmg: 25
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}
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}, {
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title: '托帕6命:账账攻击时火属性抗性穿透提高[kx]%',
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cons: 6,
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data: {
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kx: 10
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}
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}]
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@ -2,8 +2,7 @@
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"id": 1112,
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"key": "topaz",
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"name": "托帕&账账",
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"name2": "托帕&账账",
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"abbr": "托帕&账账",
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"abbr": "托帕",
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"star": 5,
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"elem": "火",
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"allegiance": "星际和平公司",
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@ -9,10 +9,27 @@ export const details = [{
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '10层神君单体伤害',
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dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'] * 10, 'a3')
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check: ({ cons }) => cons < 6,
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dmgKey: 't',
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dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'] * 10, 't')
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}, {
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title: '10层神君单体伤害',
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check: ({ cons }) => cons >= 6,
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dmgKey: 't',
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dmg: ({ talent }, dmg) => {
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const dynamicEnemyDmg = 12
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let t1dmg = dmg(talent.t['技能伤害'], 't')
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let t2dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg })
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let t3dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 2 })
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let t4dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 3 })
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return {
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dmg: t1dmg.dmg + t2dmg.dmg + t3dmg.dmg + t4dmg.dmg * 7,
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avg: t1dmg.avg + t2dmg.avg + t3dmg.avg + t4dmg.avg * 7
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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 defDmgKey = 't'
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export const mainAttr = 'atk,cpct,cdmg,speed'
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export const buffs = [{
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@ -25,15 +42,12 @@ export const buffs = [{
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}
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}, {
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title: '景元6命:神君会使目标陷入易伤状态,使伤害提高12%,最多3层',
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cons: 6,
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data: {
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a3Dmg: (12 + 12 * 2 + 12 * 3 * 7) / 10
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}
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cons: 6
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}, {
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title: '行迹-破阵:攻击段数大于等于6段,则其下回合的暴击伤害提高25%',
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tree: 1,
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data: {
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a3Cdmg: 25
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tCdmg: 25
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}
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}, {
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title: '行迹-遣将:施放战技后,暴击率提升10%',
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53
resources/meta-sr/character/桂乃芬/calc.js
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53
resources/meta-sr/character/桂乃芬/calc.js
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@ -0,0 +1,53 @@
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '战技伤害(扩散)',
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dmg: ({ talent }, dmg) => dmg(talent.e['目标伤害'] + talent.e['相邻目标伤害'] * 2, 'e')
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}, {
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title: '灼烧持续伤害',
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dmg: ({ talent, cons }, dmg) => {
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const dotPlus = cons >= 2 ? 0.4 : 0
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return dmg(talent.e['持续伤害'] + dotPlus, '', 'skillDot')
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}
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}, {
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '终结技+引爆dot伤害',
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dmg: ({ talent, cons }, dmg) => {
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let qDmg = dmg(talent.q['技能伤害'], 'q')
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const dotPlus = cons >= 2 ? 0.4 : 0
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let dotDmg = dmg((talent.e['持续伤害'] + dotPlus) * talent.q['灼烧伤害比例'], '', 'skillDot')
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return {
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dmg: qDmg.dmg + dotDmg.avg,
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avg: qDmg.avg + dotDmg.avg
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}
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}
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}]
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export const defDmgIdx = 2
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '天赋-古来君子养艺人:3层【吞火】状态下目标受到的伤害提高[enemyDmg]%',
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check: ({ cons }) => cons < 6,
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data: {
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enemyDmg: ({ talent }) => talent.t['伤害提高'] * 100 * 3
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}
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}, {
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title: '天赋-古来君子养艺人:4层【吞火】状态下目标受到的伤害提高[enemyDmg]%',
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cons: 6,
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data: {
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enemyDmg: ({ talent }) => talent.t['伤害提高'] * 100 * 4
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}
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}, {
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title: '行迹-逾锋:对陷入灼烧状态的地方目标造成的伤害提高[dmg]%',
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tree: 3,
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data: {
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dmg: 20
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}
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}, {
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title: '桂乃芬2命:目标处于灼烧状态时,持续伤害倍率提升40%',
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cons: 2
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}]
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@ -2,7 +2,6 @@
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"id": 1210,
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"key": "guinaifen",
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"name": "桂乃芬",
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"name2": "桂乃芬",
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"abbr": "桂乃芬",
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"star": 4,
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"elem": "火",
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66
resources/meta-sr/character/镜流/calc.js
Normal file
66
resources/meta-sr/character/镜流/calc.js
Normal file
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '战技伤害(扩散)',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: '转魄状态·战技伤害(扩散)',
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params: { strength: true },
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dmg: ({ talent }, dmg) => dmg(talent.e2['目标伤害'] + talent.e2['相邻目标伤害'] * 2, 'e')
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}, {
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title: '终结技伤害(扩散)',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['目标伤害'] + talent.q['相邻目标伤害'] * 2, 'q')
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}, {
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title: '转魄状态·终结技伤害(扩散)',
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params: { strength: true, q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['目标伤害'] + talent.q['相邻目标伤害'] * 2, 'q')
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}]
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export const defDmgIdx = 4
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '行迹-霜魄:转魄状态下,终结技造成的伤害提高[qDmg]%',
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tree: 3,
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check: ({ params }) => params.strength === true,
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data: {
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qDmg: 20
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}
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}, {
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title: '天赋-澹月转魄:转魄状态下,暴击率提高[cpct]%,根据消耗的队友血量,最高提升攻击力[atkPlus]',
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check: ({ params }) => params.strength === true,
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data: {
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cpct: ({ talent }) => talent.t['暴击率提高'] * 100,
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atkPlus: ({ attr, talent }) => attr.atk.base * talent.t['攻击力提高上限']
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}
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}, {
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title: '镜流1命:释放终结技或强化战技时,暴击伤害提高[cdmg]%',
|
||||
cons: 1,
|
||||
check: ({ params }) => params.strength === true || params.q === true,
|
||||
data: {
|
||||
cdmg: 20
|
||||
}
|
||||
}, {
|
||||
title: '镜流2命:释放终结技后,下一次强化战技的伤害提高[eDmg]%',
|
||||
cons: 2,
|
||||
check: ({ params }) => params.strength === true,
|
||||
data: {
|
||||
eDmg: 80
|
||||
}
|
||||
}, {
|
||||
title: '镜流4命:转魄状态下,消耗队友生命获得的攻击力额外提高[atkPlus]',
|
||||
check: ({ params }) => params.strength === true,
|
||||
cons: 4,
|
||||
data: {
|
||||
atkPlus: ({ attr }) => attr.atk.base * 0.3
|
||||
}
|
||||
}, {
|
||||
title: '镜流6命:转魄状态下,暴击伤害提高[cdmg]%',
|
||||
check: ({ params }) => params.strength === true,
|
||||
cons: 6,
|
||||
data: {
|
||||
cdmg: 50
|
||||
}
|
||||
}]
|
@ -4,7 +4,7 @@ export default function (staticIdx, keyIdx) {
|
||||
staticIdx(1, 'cpct'),
|
||||
(tables) => {
|
||||
return {
|
||||
title: `[_count]层Buff提高普攻与战技伤害[aDmg]%,终结技的暴击伤害[qCdmg]%`,
|
||||
title: '[_count]层Buff提高普攻与战技伤害[aDmg]%,终结技的暴击伤害[qCdmg]%',
|
||||
data: {
|
||||
_count: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) + '',
|
||||
aDmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[2],
|
||||
@ -55,6 +55,18 @@ export default function (staticIdx, keyIdx) {
|
||||
],
|
||||
锋镝: [
|
||||
keyIdx('战斗开始时暴击率提高[cpct]%', 'cpct', 1)
|
||||
],
|
||||
'烦恼着,幸福着': [
|
||||
staticIdx(1, 'cpct'),
|
||||
keyIdx('追加攻击造成的伤害提高[tDmg]%', 'tDmg', 2),
|
||||
(tables) => {
|
||||
return {
|
||||
title: '2层Buff时,造成的暴击伤害提高[cdmg]%',
|
||||
data: {
|
||||
cdmg: tables[3] * 2
|
||||
}
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,9 +3,9 @@ export default function (staticIdx, keyIdx) {
|
||||
'「我」的诞生': [
|
||||
(tables) => {
|
||||
return {
|
||||
title: '敌方目标当前生命值百分比小于等于50%追加伤害提高[a3Dmg]%',
|
||||
title: '敌方目标当前生命值百分比小于等于50%追加伤害提高[tDmg]%',
|
||||
data: {
|
||||
a3Dmg: tables[1] + tables[2]
|
||||
tDmg: tables[1] + tables[2]
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -28,7 +28,7 @@ export default function (staticIdx, keyIdx) {
|
||||
],
|
||||
拂晓之前: [
|
||||
staticIdx(1, 'cdmg'),
|
||||
keyIdx('战技和终结技造成的伤害提高[eDmg]%,追加攻击造成的伤害提高[a3Dmg]%', { eDmg: 2, qDmg: 2, a3Dmg: 3 })
|
||||
keyIdx('战技和终结技造成的伤害提高[eDmg]%,追加攻击造成的伤害提高[tDmg]%', { eDmg: 2, qDmg: 2, tDmg: 3 })
|
||||
],
|
||||
早餐的仪式感: [
|
||||
staticIdx(1, 'dmg'),
|
||||
@ -60,4 +60,4 @@ export default function (staticIdx, keyIdx) {
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -61,6 +61,18 @@ export default function (staticIdx, keyIdx) {
|
||||
}
|
||||
}
|
||||
}
|
||||
],
|
||||
此身为剑: [
|
||||
staticIdx(1, 'cdmg'),
|
||||
(tables) => {
|
||||
return {
|
||||
title: '3层Buff使装备者下一次攻击造成的伤害提高[dmg]%,使该次攻击无视目标[ignore]%的防御力',
|
||||
data: {
|
||||
dmg: tables[2] * 3,
|
||||
ignore: tables[3]
|
||||
}
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
@ -9,22 +9,42 @@ export const details = [{
|
||||
}, {
|
||||
title: '靖妖傩舞·首插',
|
||||
params: {
|
||||
layer: 1, team: false
|
||||
layer: 1,
|
||||
team: false
|
||||
},
|
||||
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',
|
||||
params: {
|
||||
layer: 5, team: false
|
||||
layer: 5,
|
||||
team: false
|
||||
},
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['低空/高空坠地冲击伤害'][1], 'a3')
|
||||
}, {
|
||||
title: '魈珐班 开Q满被动E',
|
||||
params: { e: 1, layer: 5, team: true },
|
||||
title: '魈珐班开Q满被动E',
|
||||
params: {
|
||||
e: 1,
|
||||
layer: 5,
|
||||
team: true
|
||||
},
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: '魈珐班开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: '魈珐班开Q尾插',
|
||||
params: {
|
||||
layer: 5,
|
||||
team: true
|
||||
},
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['低空/高空坠地冲击伤害'][1], 'a3')
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 4
|
||||
export const defDmgIdx = 6
|
||||
export const mainAttr = 'atk,cpct,cdmg,dmg'
|
||||
|
||||
export const defParams = {
|
||||
|
Loading…
Reference in New Issue
Block a user