mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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添加草系反应支持,并直观化伤害计算逻辑 (#237)
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@ -67,13 +67,21 @@ let DmgAttr = {
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ret.element = eleMap[char.elem.toLowerCase()] // 元素类型
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ret.refine = ((weapon.affix || ret.refine || 1) * 1 - 1) || 0 // 武器精炼
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ret.multi = 0 // 倍率独立乘区
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ret.zf = 0 // 蒸发
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ret.rh = 0 // 融化
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ret.gd = 0 // 感电
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ret.ks = 0 // 扩散
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ret.vaporize = 0 // 蒸发
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ret.melt = 0 // 融化
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ret.burning = 0 // 燃烧
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ret.superconduct = 0 // 超导
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ret.swirl = 0 // 扩散
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ret.electro_charged = 0 // 感电
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ret.shatter = 0 // 碎冰
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ret.overloaded = 0 // 超载
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ret.bloom = 0 // 绽放
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ret.burgeon = 0 // 烈绽放
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ret.hyperbloom = 0 // 超绽放
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ret.aggravate = 0 // 超激化
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ret.spread = 0 // 蔓激化
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ret.kx = 0 // 敌人抗性降低
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ret.fykx = 0 // 敌人反应抗性降低
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return ret
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},
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@ -112,13 +120,13 @@ let DmgAttr = {
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ds.currentTalent = talent
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let mKey = {
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zf: '蒸发',
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rh: '融化',
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ks: '扩散'
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vaporize: '蒸发',
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melt: '融化',
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swirl: '扩散'
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}
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if (lodash.isString(buff) && mKey[buff]) {
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buff = {
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zf: {
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vaporize: {
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title: `元素精通:${mKey[buff]}伤害提高[${buff}]%`,
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mastery: buff
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}
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@ -168,7 +176,7 @@ let DmgAttr = {
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return
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}
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if (['zf', 'rh', 'kx', 'gd', 'ks', 'fykx'].includes(key)) {
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if (['vaporize', 'melt', 'burning', 'superconduct', 'swirl', 'electro_charged', 'shatter', 'overloaded', 'bloom', 'burgeon', 'hyperbloom', 'aggravate' , 'spread' ,'kx', 'fykx'].includes(key)) {
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attr[key] += val * 1 || 0
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}
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})
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@ -57,9 +57,9 @@ let DmgBuffs = {
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let artisBuffs = DmgBuffs.getArtisBuffs(profile.artis)
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buffs = lodash.concat(buffs, weaponBuffs, artisBuffs)
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let mKey = {
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zf: '蒸发',
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rh: '融化',
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ks: '扩散'
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vaporize: '蒸发',
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melt: '融化',
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swirl: '扩散'
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}
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lodash.forEach(buffs, (buff, idx) => {
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if (lodash.isString(buff) && mKey[buff]) {
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@ -23,12 +23,13 @@ let DmgCalc = {
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let calc = ds.calc
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let { atk, dmg, phy, cdmg, cpct } = attr
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// 攻击区
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let atkNum = calc(atk)
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// 倍率独立乘区
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let multiNum = attr.multi / 100
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// 增伤区
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let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100)
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@ -77,46 +78,67 @@ let DmgCalc = {
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kNum = 1 - kx / 200
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}
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// 反应区
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let eleNum = 1
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let eleBase = 0
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if (ele === 'ks' || ele === 'gd') {
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eleBase = eleBaseDmg[level] || 0
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}
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if (ele === 'phy') {
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// do nothing
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} else if (ele) {
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eleNum = DmgMastery.getBasePct(ele, attr.element)
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if (attr[ele]) {
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eleNum = eleNum * (1 + attr[ele] / 100)
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}
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}
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cpctNum = Math.max(0, Math.min(1, cpctNum))
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if (cpctNum === 0) {
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cdmgNum = 0
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}
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// 反应区
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let eleNum = (ele === false) ? 1 : DmgMastery.getBasePct(ele, attr.element)
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let eleBase = (ele === false) ? 1 : 1 + attr[ele] / 100 + DmgMastery.getMultiple(ele, attr.mastery.base + attr.mastery.plus)
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let dmgBase = (mode === 'basic') ? basicNum : atkNum * pctNum * (1 + multiNum)
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let ret = {}
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if (mode === 'basic') {
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ret = {
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dmg: basicNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: basicNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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console.log(atkNum, multiNum, dmgBase)
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switch(ele)
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{
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case 'vaporize':
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case 'melt':
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{
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ret = {
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dmg: dmgBase * dmgNum * (1 + cdmgNum) * defNum * kNum * eleBase * eleNum,
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avg: dmgBase * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleBase * eleNum
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}
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break
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}
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} else if (eleBase) {
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ret = {
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avg: eleBase * kNum * eleNum
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case 'burning':
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case 'superconduct':
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case 'swirl':
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case 'electro_charged':
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case 'shatter':
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case 'overloaded':
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case 'bloom':
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case 'burgeon':
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case 'hyperbloom':
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{
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eleBase *= eleBaseDmg[level]
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ret = { avg: eleBase * eleNum * kNum }
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break
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}
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} else {
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// 计算最终伤害
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ret = {
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dmg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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case 'aggravate':
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case 'spread':
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{
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eleBase *= eleBaseDmg[level]
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dmgBase += eleBase * eleNum
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ret = {
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dmg: dmgBase * dmgNum * (1 + cdmgNum) * defNum * kNum,
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avg: dmgBase * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum
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}
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break
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}
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default:
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{
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ret = {
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dmg: dmgBase * dmgNum * (1 + cdmgNum) * defNum * kNum ,
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avg: dmgBase * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum
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}
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}
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}
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if (showDetail) {
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console.log(attr, { atkNum, pctNum, multiNum, plusNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret)
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}
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@ -152,8 +174,8 @@ let DmgCalc = {
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}
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}
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// 扩散方法
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dmgFn.ks = function () {
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return dmgFn(0, 'fy', 'ks')
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dmgFn.swirl = function () {
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return dmgFn(0, 'fy', 'swirl')
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}
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return dmgFn
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@ -1,95 +1,95 @@
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// 各等级精通基础伤害
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export const eleBaseDmg = {
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1: 20,
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2: 22,
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3: 23,
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4: 24,
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5: 27,
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6: 29,
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7: 31,
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8: 34,
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9: 37,
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10: 40,
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11: 44,
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12: 48,
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13: 53,
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14: 58,
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15: 64,
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16: 70,
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17: 77,
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18: 83,
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19: 90,
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20: 97,
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21: 103,
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22: 110,
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23: 117,
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24: 123,
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25: 130,
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26: 136,
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27: 141,
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28: 147,
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29: 156,
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30: 163,
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31: 171,
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32: 178,
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33: 186,
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34: 193,
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35: 202,
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36: 211,
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37: 220,
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38: 230,
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39: 239,
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40: 248,
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41: 258,
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42: 269,
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43: 280,
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44: 291,
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45: 307,
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46: 322,
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47: 338,
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48: 353,
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49: 370,
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50: 388,
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51: 403,
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52: 420,
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53: 437,
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54: 453,
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55: 478,
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56: 499,
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57: 521,
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58: 543,
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59: 567,
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60: 591,
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61: 616,
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62: 647,
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63: 678,
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64: 710,
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65: 749,
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66: 781,
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67: 814,
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68: 849,
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69: 883,
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70: 918,
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71: 953,
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72: 989,
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73: 1021,
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74: 1052,
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75: 1097,
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76: 1136,
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77: 1174,
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78: 1213,
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79: 1253,
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80: 1292,
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81: 1331,
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82: 1371,
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83: 1411,
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84: 1451,
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85: 1504,
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86: 1547,
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87: 1590,
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88: 1636,
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89: 1686,
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90: 1736
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1: 4.291,
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2: 4.634,
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3: 4.976,
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4: 5.319,
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5: 5.661,
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6: 6.162,
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7: 6.660,
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8: 7.217,
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9: 7.842,
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10: 8.536,
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11: 9.300,
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12: 10.165,
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13: 11.112,
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14: 12.141,
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15: 13.437,
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16: 14.770,
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17: 16.105,
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18: 17.431,
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19: 18.781,
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20: 20.146,
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21: 21.528,
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22: 22.926,
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23: 24.311,
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24: 25.703,
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25: 27.102,
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26: 28.300,
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27: 29.526,
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28: 30.745,
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29: 32.432,
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30: 34.073,
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31: 35.668,
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32: 37.257,
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33: 38.854,
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34: 40.456,
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35: 42.277,
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36: 44.130,
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37: 46.018,
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38: 47.927,
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39: 49.889,
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40: 51.846,
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41: 53.850,
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42: 56.041,
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43: 58.376,
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44: 60.838,
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45: 64.016,
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46: 67.136,
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47: 70.382,
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48: 73.753,
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49: 77.267,
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50: 80.900,
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51: 84.189,
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52: 87.633,
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53: 91.121,
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54: 94.655,
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55: 99.650,
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56: 104.100,
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57: 108.597,
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58: 113.238,
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59: 118.152,
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60: 123.221,
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61: 128.392,
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62: 134.776,
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63: 141.378,
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64: 148.135,
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65: 156.111,
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66: 162.868,
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67: 169.874,
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68: 176.949,
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69: 184.168,
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70: 191.410,
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71: 198.693,
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72: 206.169,
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73: 212.789,
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74: 219.436,
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75: 228.557,
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76: 236.687,
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77: 244.853,
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78: 252.806,
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79: 261.198,
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80: 269.361,
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81: 277.499,
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82: 285.744,
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83: 294.092,
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84: 302.546,
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85: 313.459,
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86: 322.238,
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87: 331.371,
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88: 340.864,
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89: 351.274,
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90: 361.713
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}
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export const eleMap = {
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@ -103,13 +103,20 @@ export const eleMap = {
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}
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// 元素反应类型及基数
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// 暂无需考虑碎冰
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export const erType = {
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zf: { type: 'pct', num: ({ element }) => element === '水' ? 2 : 1.5 },
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rh: { type: 'pct', num: ({ element }) => element === '火' ? 2 : 1.5 },
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gd: { type: 'fusion', num: () => 1 },
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cz: { type: 'fusion', num: () => 4 / 2.4 },
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ks: { type: 'fusion', num: () => 0.5 }
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'vaporize': { type: 'pct', num: ({ element }) => element === '水' ? 2 : 1.5 },
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'melt': { type: 'pct', num: ({ element }) => element === '火' ? 2 : 1.5 },
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'burning': { type: 'fusion', num: () => 1 },
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'superconduct': { type: 'fusion', num: () => 2 },
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'swirl': { type: 'fusion', num: () => 2.4 },
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'electro_charged': { type: 'fusion', num: () => 4.8 },
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'shatter': { type: 'fusion', num: () => 6 },
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'overloaded': { type: 'fusion', num: () => 8 },
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'bloom': { type: 'fusion', num: () => 8 },
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'burgeon': { type: 'fusion', num: () => 12 },
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'hyperbloom': { type: 'fusion', num: () => 12 },
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'aggravate': { type: 'bonus', num: () => 4.6 },
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'spread': { type: 'bonus', num: () => 5.0 }
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}
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export const attrMap = {
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@ -1,12 +1,14 @@
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import { erType } from './DmgCalcMeta.js'
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let DmgMastery = {
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getMultiple (type = 'zf', mastery = 0) {
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getMultiple (type, mastery = 0) {
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let typeCfg = erType[type]
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if (typeCfg.type === 'pct') {
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return 2.78 * mastery / (mastery + 1400) * 100
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return (25 / 9) * mastery / (mastery + 1400)
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} else if (typeCfg.type === 'fusion') {
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return (1 + mastery * 16) / (mastery + 2000) * 100
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return 16 * mastery / (mastery + 2000)
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} else if(typeCfg.type === 'bonus'){
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return 5 * mastery / (mastery + 1200)
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}
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return 0
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},
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@ -72,10 +72,13 @@ const buffs = {
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},
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炽烈的炎之魔女4: {
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check: ({ element }) => element === '火',
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title: '魔女4:蒸发、融化伤害提高15%,[buffCount]层额外提高[dmg]%火元素伤害加成',
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title: '魔女4:蒸发、融化伤害提高15%,[buffCount]层额外提高[dmg]%火元素伤害加成,超载、燃烧、烈绽放反应造成的伤害提升40%',
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data: {
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zf: 15,
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rh: 15,
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vaporize: 15,
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melt: 15,
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overloaded: 40,
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burning: 40,
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burgeon: 40,
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dmg: ({ params }) => (params.monv || 1) * 7.5,
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buffCount: ({ params }) => params.monv || 1
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}
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@ -110,7 +113,7 @@ const buffs = {
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冰之川与雪之砂4: {
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title: '冰雪4:融化加成提高15%,释放元素爆发后,冰伤提高30%',
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data: {
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rh: 15,
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melt: 15,
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dmg: 30
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}
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},
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@ -193,16 +196,17 @@ const buffs = {
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title: '翠绿4:扩散反应造成的伤害提升60%,降低对应元素抗性40%',
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sort: 5,
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data: {
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ks: 60,
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swirl: 60,
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fykx: 40
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}
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},
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如雷的盛怒4: {
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title: '如雷4:超载、感电、超导反应造成的伤害提升40%',
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title: '如雷4:超载、感电、超导反应造成的伤害提升40%,超激化反应带来的伤害提升提高20%',
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data: {
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cz: 40,
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gd: 40,
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cd: 40
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overloaded: 40,
|
||||
electro_charged: 40,
|
||||
superconduct: 40,
|
||||
aggravate: 20
|
||||
}
|
||||
},
|
||||
深林的记忆4: {
|
||||
|
@ -5,7 +5,7 @@ export const details = [{
|
||||
}, {
|
||||
title: 'E后带火花重击蒸发',
|
||||
params: { q: false },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
|
||||
}, {
|
||||
title: '单次轰轰火花伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['轰轰火花伤害'], 'q')
|
||||
@ -30,4 +30,4 @@ export const buffs = [{
|
||||
data: {
|
||||
dmg: ({ params }) => params.q === false ? 0 : 10
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -8,7 +8,7 @@ export const details = [{
|
||||
|
||||
}, {
|
||||
title: 'E络命丝蒸发',
|
||||
dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.e['技能伤害'] / 100, 'e', 'zf')
|
||||
dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.e['技能伤害'] / 100, 'e', 'vaporize')
|
||||
|
||||
}, {
|
||||
title: 'Q协同单段伤害',
|
||||
@ -36,4 +36,4 @@ export const buffs = [{
|
||||
data: {
|
||||
dmg: ({ params }) => params.q ? 50 : 0
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -7,11 +7,11 @@ export const details = [{
|
||||
}, {
|
||||
title: '兔兔伯爵蒸发',
|
||||
check: ({ cons }) => cons < 2,
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'], 'e', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'], 'e', 'vaporize')
|
||||
}, {
|
||||
title: '引爆兔兔伯爵蒸发',
|
||||
cons: 2,
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'] * 3, 'e', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['爆炸伤害'] * 3, 'e', 'vaporize')
|
||||
}, {
|
||||
title: 'Q箭雨总伤害',
|
||||
params: { q: true },
|
||||
@ -33,4 +33,4 @@ export const buffs = [{
|
||||
}, {
|
||||
title: '安柏2命:瞄准引爆兔兔伯爵伤害提高200%',
|
||||
cons: 2
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -9,7 +9,7 @@ export const details = [{
|
||||
}, {
|
||||
title: '开E满Buff尾箭蒸发',
|
||||
params: { num: 10 },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'vaporize')
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
@ -30,4 +30,4 @@ export const buffs = [{
|
||||
data: {
|
||||
dmg: ({ params }) => params.num > 1 ? 25 : 0
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -9,7 +9,7 @@ export const details = [{
|
||||
}
|
||||
}, {
|
||||
title: '扩散反应伤害',
|
||||
dmg: ({}, { ks }) => ks()
|
||||
dmg: ({}, { swirl }) => swirl()
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
@ -21,4 +21,4 @@ export const buffs = [{
|
||||
qPct: ({ attr, calc }) => Math.min(calc(attr.mastery) * 0.002, 400),
|
||||
_heal: ({ attr, calc }) => Math.min(calc(attr.mastery) * 3, 6000)
|
||||
}
|
||||
}, 'ks']
|
||||
}, 'swirl']
|
||||
|
@ -9,7 +9,7 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['持续伤害'], 'q')
|
||||
}, {
|
||||
title: '扩散反应伤害',
|
||||
dmg: ({}, { ks }) => ks()
|
||||
dmg: ({}, { swirl }) => swirl()
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
@ -21,7 +21,7 @@ export const buffs = [{
|
||||
mastery: 200
|
||||
}
|
||||
}, {
|
||||
title: '元素精通:扩散伤害提高[ks]%',
|
||||
title: '元素精通:扩散伤害提高[swirl]%',
|
||||
sort: 2,
|
||||
mastery: 'ks'
|
||||
mastery: 'swirl'
|
||||
}]
|
||||
|
@ -19,7 +19,7 @@ export const details = [{
|
||||
}
|
||||
}, {
|
||||
title: '扩散反应伤害',
|
||||
dmg: ({}, { ks }) => ks()
|
||||
dmg: ({}, { swirl }) => swirl()
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
@ -42,4 +42,4 @@ export const buffs = [{
|
||||
data: {
|
||||
kx: ({ params }) => params.q ? 20 : 0
|
||||
}
|
||||
}, 'ks']
|
||||
}, 'swirl']
|
||||
|
@ -5,7 +5,7 @@ export const details = [{
|
||||
}, {
|
||||
title: '开Q满丹火印重击蒸发',
|
||||
params: { dhy: 15 },
|
||||
dmg: ({ talent, cons }, dmg) => dmg(talent.a['重击伤害2'][cons * 1 === 6 ? 4 : 3], 'a2', 'zf')
|
||||
dmg: ({ talent, cons }, dmg) => dmg(talent.a['重击伤害2'][cons * 1 === 6 ? 4 : 3], 'a2', 'vaporize')
|
||||
}, {
|
||||
title: 'E伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
@ -28,4 +28,4 @@ export const buffs = [{
|
||||
data: {
|
||||
a2Dmg: ({ talent }) => talent.q['重击伤害额外加成']
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -6,7 +6,7 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['霜华矢·霜华绽发伤害'] + talent.a['霜华矢命中伤害'], 'a2')
|
||||
}, {
|
||||
title: '霜华矢两段+融化',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['霜华矢·霜华绽发伤害'] + talent.a['霜华矢命中伤害'], 'a2', 'rh')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['霜华矢·霜华绽发伤害'] + talent.a['霜华矢命中伤害'], 'a2', 'melt')
|
||||
}, {
|
||||
title: 'Q单个冰凌伤害',
|
||||
params: {
|
||||
@ -36,4 +36,4 @@ export const buffs = [{
|
||||
data: {
|
||||
dmg: ({ params }) => params.q ? 25 : 0
|
||||
}
|
||||
}, 'rh']
|
||||
}, 'melt']
|
||||
|
@ -13,7 +13,7 @@ export const details = [{
|
||||
}
|
||||
}, {
|
||||
title: '扩散反应伤害',
|
||||
dmg: ({}, { ks }) => ks()
|
||||
dmg: ({}, { swirl }) => swirl()
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
@ -25,4 +25,4 @@ export const buffs = [{
|
||||
data: {
|
||||
_mastery: ({ attr, calc }) => calc(attr.mastery) * 0.2
|
||||
}
|
||||
}, 'ks']
|
||||
}, 'swirl']
|
||||
|
@ -3,7 +3,7 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段瞬水剑伤害'], 'a')
|
||||
}, {
|
||||
title: 'E后瞬水剑三段蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段瞬水剑伤害'], 'a', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段瞬水剑伤害'], 'a', 'vaporize')
|
||||
}, {
|
||||
title: '神里流·水囿每段伤害',
|
||||
params: { q: 1 },
|
||||
@ -31,4 +31,4 @@ export const buffs = [{
|
||||
data: {
|
||||
aPlus: ({ attr, calc, talent }) => calc(attr.hp) * talent.e['浪闪伤害值提高'] / 100 * 5
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -1,7 +1,7 @@
|
||||
export const details = [{
|
||||
title: 'E长按伤害',
|
||||
params: { e: true, q: false },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['长按伤害'], 'e')
|
||||
dmg: ({ talent }, dmg ) => dmg(talent.e['长按伤害'], 'e')
|
||||
}, {
|
||||
title: '灭净三业伤害',
|
||||
params: { e2: true, q: false },
|
||||
@ -9,7 +9,7 @@ export const details = [{
|
||||
const td = talent.e['灭净三业伤害2']
|
||||
const em = calc(attr.mastery)
|
||||
const atk = calc(attr.atk)
|
||||
return basic(td[0] * atk / 100 + td[1] * em / 100, 'e')
|
||||
return basic(td[0] * atk / 100 + td[1] * em / 100, 'e', 'spread')
|
||||
}
|
||||
}, {
|
||||
title: '开Q灭净三业伤害',
|
||||
@ -18,7 +18,7 @@ export const details = [{
|
||||
const td = talent.e['灭净三业伤害2']
|
||||
const em = calc(attr.mastery)
|
||||
const atk = calc(attr.atk)
|
||||
return basic(td[0] * atk / 100 + td[1] * em / 100, 'e')
|
||||
return basic(td[0] * atk / 100 + td[1] * em / 100, 'e', 'spread')
|
||||
}
|
||||
}]
|
||||
|
||||
|
@ -3,7 +3,7 @@ export const details = [{
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.a['重击伤害'], 'a2')
|
||||
}, {
|
||||
title: '半血开E重击蒸发',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
|
||||
}, {
|
||||
title: '半血开E后Q',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['低血量时技能伤害'], 'q')
|
||||
@ -24,4 +24,4 @@ export const buffs = [{
|
||||
data: {
|
||||
dmg: 33
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -3,7 +3,7 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
|
||||
}, {
|
||||
title: '重击蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
|
||||
}, {
|
||||
title: 'E每跳治疗',
|
||||
dmg: ({ talent, attr, calc }, { heal }) =>
|
||||
@ -23,7 +23,7 @@ export const buffs = [{
|
||||
data: {
|
||||
dmg: 15
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
||||
export const artisSect = function ({ attr, calc }) {
|
||||
let test = calc(attr.cpct) * 2 + calc(attr.cdmg) + calc(attr.dmg)
|
||||
|
@ -3,7 +3,7 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
|
||||
}, {
|
||||
title: '重击蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
|
||||
}, {
|
||||
title: 'Q泡影破裂伤害',
|
||||
params: { q: true },
|
||||
@ -11,7 +11,7 @@ export const details = [{
|
||||
}, {
|
||||
title: 'Q泡影破裂蒸发',
|
||||
params: { q: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['泡影破裂伤害'], 'q', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['泡影破裂伤害'], 'q', 'vaporize')
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,recharge'
|
||||
@ -25,7 +25,7 @@ export const buffs = [{
|
||||
title: '莫娜1命:命中星异状态下的敌人水元素相关反应效果提升15%',
|
||||
cons: 1,
|
||||
data: {
|
||||
zf: ({ params }) => params.q ? 15 : 0
|
||||
vaporize: ({ params }) => params.q ? 15 : 0
|
||||
}
|
||||
}, {
|
||||
title: '莫娜4命:攻击处于星异状态下的敌人时暴击率提升15%',
|
||||
@ -44,4 +44,4 @@ export const buffs = [{
|
||||
data: {
|
||||
dmg: ({ talent }) => talent.q['伤害加成']
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -6,7 +6,7 @@ export const details = [{
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['剑雨伤害'], 'q')
|
||||
}, {
|
||||
title: '雨帘剑蒸发',
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['剑雨伤害'], 'q', 'zf')
|
||||
dmg: ({ talent, attr }, dmg) => dmg(talent.q['剑雨伤害'], 'q', 'vaporize')
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
@ -23,4 +23,4 @@ export const buffs = [{
|
||||
data: {
|
||||
eMulti: 50
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -9,9 +9,9 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害·近战'], 'q')
|
||||
}, {
|
||||
title: '开E后Q蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害·近战'], 'q', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害·近战'], 'q', 'vaporize')
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery'
|
||||
|
||||
export const buffs = ['zf']
|
||||
export const buffs = ['vaporize']
|
||||
|
@ -3,7 +3,7 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e')
|
||||
}, {
|
||||
title: 'E三段蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e', 'vaporize')
|
||||
}, {
|
||||
title: 'Q爆发伤害',
|
||||
params: { q: true },
|
||||
@ -40,4 +40,4 @@ export const buffs = [{
|
||||
data: {
|
||||
eDmg: 40
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
@ -3,13 +3,13 @@ export const details = [{
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['喷火伤害'], 'e')
|
||||
}, {
|
||||
title: '锅巴单口蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['喷火伤害'], 'e', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['喷火伤害'], 'e', 'vaporize')
|
||||
}, {
|
||||
title: '旋火轮单次伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q')
|
||||
}, {
|
||||
title: '旋火轮单次蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q', 'zf')
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q', 'vaporize')
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
@ -20,4 +20,4 @@ export const buffs = [{
|
||||
data: {
|
||||
kx: 15
|
||||
}
|
||||
}, 'zf']
|
||||
}, 'vaporize']
|
||||
|
Loading…
Reference in New Issue
Block a user