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更新夏洛蒂、旅行者伤害计算
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@ -37,24 +37,26 @@ const ProfileChange = {
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}
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const game = char.game
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const isGs = game === 'gs'
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const keyMap = isGs ? {
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artis: '圣遗物',
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arti1: '花,生之花',
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arti2: '毛,羽,羽毛,死之羽',
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arti3: '沙,沙漏,表,时之沙',
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arti4: '杯,杯子,空之杯',
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arti5: '头,冠,理之冠,礼冠,帽子,帽',
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weapon: '武器'
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} : {
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artis: '圣遗物,遗器',
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arti1: '头,帽子,头部',
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arti2: '手,手套,手部',
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arti3: '衣,衣服,甲,躯干,',
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arti4: '鞋,靴,鞋子,靴子,脚,脚部',
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arti5: '球,位面球',
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arti6: '绳,线,链接绳,连接绳',
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weapon: '武器,光锥'
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}
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const keyMap = isGs
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? {
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artis: '圣遗物',
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arti1: '花,生之花',
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arti2: '毛,羽,羽毛,死之羽',
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arti3: '沙,沙漏,表,时之沙',
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arti4: '杯,杯子,空之杯',
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arti5: '头,冠,理之冠,礼冠,帽子,帽',
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weapon: '武器'
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}
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: {
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artis: '圣遗物,遗器',
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arti1: '头,帽子,头部',
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arti2: '手,手套,手部',
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arti3: '衣,衣服,甲,躯干,',
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arti4: '鞋,靴,鞋子,靴子,脚,脚部',
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arti5: '球,位面球',
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arti6: '绳,线,链接绳,连接绳',
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weapon: '武器,光锥'
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}
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let keyTitleMap = {}
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lodash.forEach(keyMap, (val, key) => {
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lodash.forEach(val.split(','), (v) => {
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@ -156,8 +158,9 @@ const ProfileChange = {
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}
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// 天赋匹配
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let talentRet = (isGs ? /(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/ :
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/(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/).exec(txt)
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let talentRet = (isGs
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? /(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/
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: /(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/).exec(txt)
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if (talentRet) {
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char.talent = {}
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lodash.forEach((isGs ? 'aeq' : 'aetq').split(''), (key, idx) => {
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@ -241,7 +244,7 @@ const ProfileChange = {
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level,
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cons: Data.def(dc.cons, source.cons, 0),
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fetter: source.fetter || 10,
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elem: char.elem,
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elem: source.char?.elem || char.elem,
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dataSource: 'change',
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_source: 'change',
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promote,
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@ -151,7 +151,7 @@ export default class Avatar extends Base {
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this.trees = this.trees || []
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this._source = ds._source || this._source || '' // 数据源
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this._time = ds._time || this._time || now // 面板最后更新时间
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this._update = ds._update || this._update || ds._time || now //最后更新时间,包括mys
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this._update = ds._update || this._update || ds._time || now // 最后更新时间,包括mys
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this._talent = ds._talent || this._talent || ds._time || now // 最后天赋更新时间,包括mys
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if (ds.trees) {
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@ -339,7 +339,7 @@ export default class Avatar extends Base {
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// 计算当前profileData的伤害信息
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async calcDmg ({ enemyLv = 91, mode = 'profile', dmgIdx = 0, idxIsInput = false }) {
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if (!this.dmg || this.dmg._update !== this._update) {
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let ds = this.getData('id,level,attr,cons,artis:artis.sets,trees')
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let ds = this.getData('id,level,elem,attr,cons,artis:artis.sets,trees')
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ds.talent = lodash.mapValues(this.talent, 'level')
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ds.weapon = Data.getData(this.weapon, 'name,affix')
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ds._update = this._update
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@ -350,9 +350,9 @@ export default class Avatar extends Base {
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// toJSON 供保存使用
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toJSON () {
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let keys = this.isGs ?
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'name,id,elem,level,promote,fetter,costume,cons,talent:originalTalent' :
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'name,id,elem,level,promote,cons,talent:originalTalent,trees'
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let keys = this.isGs
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? 'name,id,elem,level,promote,fetter,costume,cons,talent:originalTalent'
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: 'name,id,elem,level,promote,cons,talent:originalTalent,trees'
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let ret = {
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...this.getData(keys),
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weapon: Data.getData(this.weapon, this.isGs ? 'name,level,promote,affix' : 'id,level,promote,affix')
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@ -85,7 +85,11 @@ export default class ProfileDmg extends Base {
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}
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async getCalcRule () {
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const cfgPath = ProfileDmg.dmgRulePath(this.char?.name, this.char?.game)
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let ruleName = this.char?.name
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if (['空', '荧'].includes(ruleName)) {
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ruleName = `旅行者/${this.profile.elem}`
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}
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const cfgPath = ProfileDmg.dmgRulePath(ruleName, this.char?.game)
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let cfg = {}
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if (cfgPath) {
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cfg = await import(`file://${cfgPath.path}`)
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@ -43,7 +43,7 @@ await cfgMap.init()
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let CharCfg = {
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// 获取角色伤害计算相关配置
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getCalcRule (char) {
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let cfg = cfgMap.char[char.isTraveler ? '旅行者' : char.name]?.calc
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let cfg = cfgMap.char[char.isTraveler ? `旅行者/${char.elem}` : char.name]?.calc
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if (!cfg || lodash.isEmpty(cfg)) {
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return false
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}
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@ -46,7 +46,6 @@ export const setAbbr = {
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回声之林夜话: '回声'
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}
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export const setAlias = {
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炽烈的炎之魔女: '魔女',
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昔日宗室之仪: '宗室',
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@ -92,5 +91,5 @@ export const setAlias = {
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逐影猎人: '逐影,猎人',
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黄金剧团: '黄金,剧团',
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昔时之歌: '昔时',
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回声之林夜话: '回声夜话,夜话'
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回声之林夜话: '回声,回声夜话,夜话'
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}
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@ -7,7 +7,7 @@ export const details = [{
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dmg: ({ talent, attr, calc }, { heal }) => heal(talent.q['治疗量2'][0] * calc(attr.atk) / 100 + talent.q['治疗量2'][1] * 1)
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}, {
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title: '重击伤害',
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dmg: ({ talent, attr, calc }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'phy')
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'phy')
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}]
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export const mainAttr = 'atk,cpct,cdmg,heal'
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48
resources/meta-gs/character/夏洛蒂/calc.js
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48
resources/meta-gs/character/夏洛蒂/calc.js
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@ -0,0 +1,48 @@
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export const details = [{
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title: 'E点按拍照伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['点按拍照伤害'], 'e')
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}, {
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title: 'E长按拍照伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['长按拍照伤害'], 'e')
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}, {
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title: 'Q释放伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: 'Q释放治疗量',
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dmg: ({ talent, attr, calc }, { heal }) => heal(talent.q['施放治疗量2'][0] / 100 * calc(attr.atk) + talent.q['施放治疗量2'][1])
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}, {
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title: 'Q持续治疗量',
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dmg: ({ talent, attr, calc }, { heal }) => heal(talent.q['相机持续治疗量2'][0] / 100 * calc(attr.atk) + talent.q['相机持续治疗量2'][1])
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}, {
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title: '六命额外治疗量',
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cons: 6,
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dmg: ({ attr, calc }, { heal }) => heal(0.42 * calc(attr.atk))
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}]
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export const mainAttr = 'atk,cpct,cdmg,heal'
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export const defDmgIdx = 3
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export const buffs = [{
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title: '天赋-多样性调查:按队伍存在2位枫丹角色,2位非枫丹角色计算,自身获得[heal]%治疗加成,[dmg]%冰元素伤害加成',
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data: {
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heal: 5,
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dmg: 10
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}
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}, {
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title: '夏洛蒂2命:E攻击命中3名及以上敌人时,自身攻击力提升[atk]%',
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cons: 2,
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data: {
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atk: 30
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}
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}, {
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title: '夏洛蒂4命:Q命中带有E印记的敌人时,Q造成的伤害提升[dmg]%',
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cons: 4,
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data: {
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qDmg: 10
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}
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}, {
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title: '夏洛蒂6命:场上角色普攻或重击命中E标记敌人时,产生相当于夏洛蒂42%攻击的额外治疗',
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cons: 6
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}]
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export const createdBy = 'Aluxes'
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42
resources/meta-gs/character/旅行者/anemo/calc.js
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42
resources/meta-gs/character/旅行者/anemo/calc.js
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export const details = [{
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title: '短按E伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['初始爆风伤害'], 'e')
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}, {
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title: '长按E总伤害',
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dmg: ({ talent }, dmg) => {
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const td = talent.e['初始切割伤害'] * 2 + talent.e['最大切割伤害'] * 4 + talent.e['最大爆风伤害']
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return dmg(td, 'e')
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}
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}, {
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title: 'Q每段伤害',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['龙卷风伤害'], 'q')
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}, {
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title: 'Q转化元素每段伤害',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['附加元素伤害'], 'q', 'phy')
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}, {
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title: '扩散反应伤害',
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dmg: ({}, { reaction }) => reaction('swirl')
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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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title: '风主2命:元素充能效率提高[recharge]%',
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cons: 2,
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data: {
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recharge: 16
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}
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}, {
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title: '风主6命:受到Q伤害的目标,风抗降低[kx]%,转化的对应元素抗性降低[kx]%',
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cons: 6,
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check: ({ params }) => params.q === true,
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data: {
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kx: 20,
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fykx: 20
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}
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}]
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export const createdBy = 'Aluxes'
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41
resources/meta-gs/character/旅行者/dendro/calc.js
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41
resources/meta-gs/character/旅行者/dendro/calc.js
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export const details = [{
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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', 'spread')
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}, {
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title: 'Q每跳伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['草灯莲攻击伤害'], 'q')
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}, {
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title: 'Q每跳激化伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['草灯莲攻击伤害'], 'q', 'spread')
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}, {
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title: 'Q草灯爆炸伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['激烈爆发伤害'], 'q')
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}]
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export const defDmgIdx = 3
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export const mainAttr = 'atk,cpct,cdmg,mastery'
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export const buffs = [{
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title: '天赋-蔓生的埜草:提升元素精通[mastery]点',
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data: {
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mastery: 60
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}
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}, {
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title: '天赋-繁庑的丛草:基于自身元素精通,提高E造成的伤害[eDmg]%,Q造成的伤害[qDmg]%',
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sort: 9,
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data: {
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eDmg: ({ attr }) => attr.mastery * 0.15,
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qDmg: ({ attr }) => attr.mastery * 0.1
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}
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}, {
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title: '草主6命:获得[dmg]%草元素伤害加成',
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cons: 6,
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data: {
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dmg: 12
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}
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}, 'spread']
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export const createdBy = 'Aluxes'
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38
resources/meta-gs/character/旅行者/electro/calc.js
Normal file
38
resources/meta-gs/character/旅行者/electro/calc.js
Normal file
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import { Format } from '#miao'
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export const details = [{
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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提供元素充能加成',
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dmg: ({ attr }) => {
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return {
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avg: Format.percent(0.2 + attr.recharge * 0.1 / 100),
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type: 'text'
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}
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}
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}, {
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title: 'Q释放伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: 'Q协同伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['威光落雷伤害'], 'q')
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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-回响的轰雷:基于自身元素充能效率的10%,提升E的勾玉提供的元素充能效率[_eRecharge]%',
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data: {
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_eRecharge: ({ attr }) => attr.recharge * 0.1
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}
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}, {
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title: '雷主2命:Q的协同攻击会使敌人的雷元素抗性降低[kx]%',
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cons: 2,
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data: {
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kx: 15
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}
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}]
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export const createdBy = 'Aluxes'
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19
resources/meta-gs/character/旅行者/geo/calc.js
Normal file
19
resources/meta-gs/character/旅行者/geo/calc.js
Normal file
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export const details = [{
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title: 'E荒星伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q地震波单次伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['地震波单次伤害'], 'q')
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}]
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export const mainAttr = 'atk,cpct,cdmg,dmg'
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export const buffs = [{
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title: '岩主1命:处于Q岩造物范围内时,暴击率提高[cpct]%',
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cons: 1,
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data: {
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cpct: 10
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}
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}]
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export const createdBy = 'Aluxes'
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45
resources/meta-gs/character/旅行者/hydro/calc.js
Normal file
45
resources/meta-gs/character/旅行者/hydro/calc.js
Normal file
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export const details = [{
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title: 'E点按伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['喷发激流伤害'], 'e')
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}, {
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title: 'E点按伤害·蒸发',
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dmg: ({ talent }, dmg) => dmg(talent.e['喷发激流伤害'], 'e', 'vaporize')
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}, {
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title: 'E长按露滴伤害',
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params: { talentE1: true },
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dmg: ({ talent }, dmg) => dmg(talent.e['露滴伤害'], 'e')
|
||||
}, {
|
||||
title: 'E长按结束伤害',
|
||||
params: { talentE2: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['喷发激流伤害'], 'e')
|
||||
}, {
|
||||
title: 'E长按结束伤害·蒸发',
|
||||
params: { talentE2: true },
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['喷发激流伤害'], 'e', 'vaporize')
|
||||
}, {
|
||||
title: 'Q每跳伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
|
||||
}, {
|
||||
title: 'Q每跳伤害·蒸发',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q', 'vaporize')
|
||||
}]
|
||||
|
||||
export const defDmgIdx = 1
|
||||
export const mainAttr = 'atk,cpct,cdmg,mastery,dmg'
|
||||
|
||||
export const buffs = [{
|
||||
title: '天赋E-水纹剑:长按E释放时,基于自身生命值上限的[_hpPct]%,提高伤害值[ePlus]',
|
||||
check: ({ params }) => params.talentE1 === true,
|
||||
data: {
|
||||
_hpPct: ({ talent }) => talent.e['充盈伤害增加'],
|
||||
ePlus: ({ talent, attr }) => talent.e['充盈伤害增加'] * attr.hp / 100
|
||||
}
|
||||
}, {
|
||||
title: '天赋-澄明的净水:长按E时,根据消耗的生命值的45%,提高伤害值[ePlus]',
|
||||
check: ({ params }) => params.talentE2 === true,
|
||||
data: {
|
||||
ePlus: ({ attr }) => Math.min(5000, attr.hp * 0.24 * 0.45)
|
||||
}
|
||||
}, 'vaporize']
|
||||
|
||||
export const createdBy = 'Aluxes'
|
@ -4,7 +4,7 @@
|
||||
"abbr": "旅行者",
|
||||
"title": "异界的旅人",
|
||||
"star": 5,
|
||||
"elem": "anemo",
|
||||
"elem": "hydro",
|
||||
"allegiance": "——",
|
||||
"weapon": "sword",
|
||||
"birth": "-",
|
||||
|
@ -62,3 +62,5 @@ export const buffs = [{
|
||||
a2Plus: ({ talent, attr, calc }) => talent.a['礼花术弹伤害'] / 100 * calc(attr.atk) * 0.8
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -32,3 +32,5 @@ export const buffs = [{
|
||||
dmg: 20
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -13,19 +13,9 @@ export const details = [{
|
||||
title: 'Q每跳护盾吸收量',
|
||||
dmg: ({ talent, calc, attr }, { shield }) => shield(talent.q['无郤气护盾吸收量2'][0] * calc(attr.hp) / 100 + talent.q['无郤气护盾吸收量2'][1])
|
||||
}, {
|
||||
check: ({ cons }) => cons < 6,
|
||||
title: 'Q每跳伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['灵气脉技能伤害'], 'q')
|
||||
}, {
|
||||
check: ({ cons }) => cons >= 6,
|
||||
title: 'Q每跳伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['灵气脉技能伤害'], 'q')
|
||||
}, {
|
||||
check: ({ cons }) => cons < 6,
|
||||
title: 'Q每跳激化伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['灵气脉技能伤害'], 'q', 'spread')
|
||||
}, {
|
||||
check: ({ cons }) => cons >= 6,
|
||||
title: 'Q每跳激化伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['灵气脉技能伤害'], 'q', 'spread')
|
||||
}]
|
||||
|
@ -19,14 +19,29 @@ export const details = [{
|
||||
}, {
|
||||
title: 'Q万众狂欢·伤害',
|
||||
params: { talentQ: true },
|
||||
dmg: ({ talent, attr, cons }, { basic }) => basic(attr.hp * (talent.q['技能伤害'] / 100), 'q')
|
||||
dmg: ({ talent, attr }, { basic }) => basic(attr.hp * (talent.q['技能伤害'] / 100), 'q')
|
||||
}, {
|
||||
title: 'Q万众狂欢伤害·蒸发',
|
||||
params: { talentQ: true },
|
||||
dmg: ({ talent, attr, cons }, { basic }) => basic(attr.hp * (talent.q['技能伤害'] / 100), 'q', '蒸发')
|
||||
dmg: ({ talent, attr }, { basic }) => basic(attr.hp * (talent.q['技能伤害'] / 100), 'q', '蒸发')
|
||||
}, {
|
||||
title: '六命荒刀每秒治疗',
|
||||
cons: 6,
|
||||
params: { talentQ: true },
|
||||
dmg: ({ attr }, { heal }) => heal(attr.hp * 0.04)
|
||||
}, {
|
||||
title: '六命荒刀普攻伤害',
|
||||
cons: 6,
|
||||
params: { talentQ: true },
|
||||
dmg: ({ talent, attr }, { basic }) => basic(attr.atk * talent.a['一段伤害'] / 100 + attr.hp * 0.18, 'a')
|
||||
}, {
|
||||
title: '六命芒刀普攻伤害',
|
||||
cons: 6,
|
||||
params: { talentQ: true },
|
||||
dmg: ({ talent, attr }, { basic }) => basic(attr.atk * talent.a['一段伤害'] / 100 + attr.hp * 0.43, 'a')
|
||||
}]
|
||||
|
||||
export const mainAttr = 'hp,mastery,cpct,cdmg'
|
||||
export const mainAttr = 'hp,mastery,cpct,cdmg,dmg'
|
||||
export const defDmgIdx = 3
|
||||
|
||||
export const buffs = [{
|
||||
@ -53,6 +68,6 @@ export const buffs = [{
|
||||
title: '芙宁娜2命:万众狂欢持续期间,满气氛值提升芙宁娜140%生命值',
|
||||
cons: 2,
|
||||
data: {
|
||||
hpPct: ({ params }) => params.talentQ ? 140 : 0,
|
||||
hpPct: ({ params }) => params.talentQ ? 140 : 0
|
||||
}
|
||||
}, 'vaporize']
|
||||
|
@ -93,3 +93,5 @@ export const buffs = [{
|
||||
a2Cdmg: 80
|
||||
}
|
||||
}, 'melt']
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -123,3 +123,5 @@ export const buffs = [{
|
||||
_ePlus: ({ attr, calc }) => calc(attr.mastery) * 2.5
|
||||
}
|
||||
}, 'aggravate']
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -56,3 +56,5 @@ export const buffs = [{
|
||||
hpPct: 25
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -39,9 +39,21 @@
|
||||
"80+": 37.71
|
||||
}
|
||||
},
|
||||
"materials": {},
|
||||
"materials": {
|
||||
"weapon": "悠古弦音的回响",
|
||||
"monster": "役人的时时刻刻",
|
||||
"normal": "异色结晶石"
|
||||
},
|
||||
"affixData": {
|
||||
"text": "在数之不尽的故事中,能够配得上传奇勇者的武器,也是开启一切门扉迈过高潮前往命运终局的钥匙。",
|
||||
"datas": {}
|
||||
"text": "装备者不具备「始基力」时:普通攻击、重击、下落攻击命中时,会释放芒性或荒性的能量冲击,造成$[0]攻击力的伤害。该效果每12秒至多触发一次,能量冲击的类型由水仙十字之剑当前的属性决定。",
|
||||
"datas": {
|
||||
"0": [
|
||||
"160%",
|
||||
"200%",
|
||||
"240%",
|
||||
"280%",
|
||||
"320%"
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
@ -128,3 +128,5 @@ export const buffs = [{
|
||||
kx: 60
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -57,3 +57,5 @@ export const buffs = [{
|
||||
dotData: ({ weapon }) => weapon.affix * 10 + 50
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -43,3 +43,5 @@ export const buffs = [{
|
||||
atkPct: 20
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -57,3 +57,5 @@ export const buffs = [{
|
||||
kx: 10
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -51,3 +51,5 @@ export const buffs = [{
|
||||
title: '桂乃芬2命:目标处于灼烧状态时,持续伤害倍率提升40%',
|
||||
cons: 2
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -56,3 +56,5 @@ export const buffs = [{
|
||||
qPlus: ({ attr, calc }) => calc(attr.hp) * 1.2
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -41,3 +41,5 @@ export const buffs = [{
|
||||
atkPct: ({ talent }) => talent.t['攻击力提高'] * 5 * 100
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
@ -54,3 +54,5 @@ export const buffs = [{
|
||||
kx: 3
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
||||
|
Loading…
Reference in New Issue
Block a user