diff --git a/models/dmg/DmgAttr.js b/models/dmg/DmgAttr.js index 28338fc0..5f6a310a 100644 --- a/models/dmg/DmgAttr.js +++ b/models/dmg/DmgAttr.js @@ -185,7 +185,7 @@ let DmgAttr = { if (lodash.isFunction(val)) { val = val(ds) } - if (!val) { + if (!val && val !== 0) { return } diff --git a/resources/meta-gs/character/千织/calc.js b/resources/meta-gs/character/千织/calc.js new file mode 100644 index 00000000..440898ee --- /dev/null +++ b/resources/meta-gs/character/千织/calc.js @@ -0,0 +1,36 @@ +export const details = [{ + title: 'E后普攻一段', + dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a') +},{ + title: 'E突刺伤害', + dmg: ({ talent, attr }, { basic }) => basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def / 100 , 'e') +},{ + title: 'E人偶伤害', + dmg: ({ talent, attr }, { basic }) => basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 , 'e') +},{ + title: '2命人偶切斩伤害', + check: ({ cons }) => cons >= 2, + dmg: ({ talent, attr }, { basic }) => basic( ( talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 ) * 1.7 , 'e') +},{ + title: 'Q伤害', + dmg: ({ talent, attr }, { basic }) => basic(talent.q['技能伤害2'][0] * attr.atk / 100 + talent.q['技能伤害2'][1] * attr.def / 100 , 'q') +}] + +export const defDmgIdx = 2 +export const mainAttr = 'atk,def,cpct,cdmg,dmg' + +export const buffs = [{ + title: '千织天赋:队伍中角色创造岩造物时,获得[dmg]%岩伤加成', + data: { + dmg: 20 + } +},{ + title: '千织6命:普攻造成的伤害提升[aPlus]', + sort: 9, + cons: 6, + data: { + aPlus: ({ attr }) => attr.def * 235 / 100 + } +}] + +export const createdBy = 'liangshi' diff --git a/resources/meta-gs/character/千织/calc_auto.js b/resources/meta-gs/character/千织/calc_auto.js new file mode 100644 index 00000000..26af610f --- /dev/null +++ b/resources/meta-gs/character/千织/calc_auto.js @@ -0,0 +1,80 @@ +export const details = [{ + title: 'E后普攻一段', + dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a') +},{ + title: 'E突刺伤害', + dmg: ({ talent, attr }, { basic }) => basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def / 100 , 'e') +},{ + title: 'E人偶伤害', + dmg: ({ talent, attr }, { basic }) => basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 , 'e') +},{ + title: '2命人偶切斩伤害', + check: ({ cons }) => cons >= 2, + dmg: ({ talent, attr }, { basic }) => basic( ( talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 ) * 1.7 , 'e') +},{ + title: 'Q伤害', + dmg: ({ talent, attr }, { basic }) => basic(talent.q['技能伤害2'][0] * attr.atk / 100 + talent.q['技能伤害2'][1] * attr.def / 100 , 'q') +},{ + title: '一五千钟 E切后台10斩2协', + check: ({ cons }) => cons < 4, + params: { team: true }, + dmg: ({ talent, attr, cons }, { basic }) => { + let e1 = basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def/ 100 , 'e') + let e2 = basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def/ 100 , 'e') + return { + dmg: e1.dmg * 3 + e2.dmg * 10, + avg: e1.avg * 3 + e2.avg * 10 + } + } +},{ + title: '一五千钟 E切后台10斩2协3绢', + check: ({ cons }) => cons >= 4, + params: { team: true }, + dmg: ({ talent, attr, cons }, { basic }) => { + let e1 = basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def / 100, 'e') + let e2 = basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100, 'e') + return { + dmg: e1.dmg * 3 + e2.dmg * 10 + e2.dmg * 3 * 1.7, + avg: e1.avg * 3 + e2.avg * 10 + e2.avg * 3 * 1.7 + } + } +}] + +export const defDmgIdx = 2 +export const mainAttr = 'atk,def,cpct,cdmg,dmg' + +export const buffs = [{ + title: '千织天赋:队伍中角色创造岩造物时,获得[dmg]%岩伤加成', + data: { + dmg: 20 + } +},{ + title: '千织6命:普攻造成的伤害提升[aPlus]', + sort: 9, + cons: 6, + data: { + aPlus: ({ attr }) => attr.def * 235 / 100 + } +},{ + check: ({ params }) => params.team === true, + title: '6命五郎:增加[defPct]%防御力,增加[cdmg]%暴击伤害', + data: { + cdmg: 40, + defPct: 25 + } +},{ + check: ({ params }) => params.team === true, + title: '钟离:降低敌人[kx]%全抗', + data: { + kx: 20 + } +},{ + check: ({ params }) => params.team === true, + title: '坚定之岩:造成的伤害提升[dmg]%,降低敌人[kx]%岩元素抗性', + data: { + dmg: 15, + kx: 20 + } +}] + +export const createdBy = 'liangshi' diff --git a/resources/meta-gs/character/闲云/calc.js b/resources/meta-gs/character/闲云/calc.js index 41bb6342..40c1518c 100644 --- a/resources/meta-gs/character/闲云/calc.js +++ b/resources/meta-gs/character/闲云/calc.js @@ -52,7 +52,7 @@ export const buffs = [{ cons: 6, data: { buffCount: ({ params }) => params.btt, - a3Cdmg: ({ params }) => 15 + Math.floor(params.btt / 2) * 20 + Math.floor(params.btt / 3) * 35 + a3Cdmg: ({ params }) => (5 / 3) * Math.pow(params.btt, 3) - (5 / 2) * Math.pow(params.btt, 2) + (95 / 6) * params.btt } }] diff --git a/resources/meta-gs/weapon/catalyst/calc.js b/resources/meta-gs/weapon/catalyst/calc.js index 410302c9..4b70da4b 100644 --- a/resources/meta-gs/weapon/catalyst/calc.js +++ b/resources/meta-gs/weapon/catalyst/calc.js @@ -209,7 +209,7 @@ export default function (step, staticStep) { 鹤鸣余音: [{ title: '下落攻击命中敌人后,下落攻击造成的伤害提高[a3Dmg]%', refine: { - a3Dmg: step(28) + a3Dmg: step(28, 13) } }] } diff --git a/resources/meta-gs/weapon/desc.js b/resources/meta-gs/weapon/desc.js index 3ad9e0fc..80f00081 100644 --- a/resources/meta-gs/weapon/desc.js +++ b/resources/meta-gs/weapon/desc.js @@ -27,7 +27,7 @@ export const descFix = { 西福斯的月光: '每10秒基于精通的$[0]提升充能效率,并基于该提升的30%为其他角色提升充能效率,持续12秒。处于后台时也能触发,多件同名武器可叠加。', 东花坊时雨: '攻击命中敌人后,为命中的一名敌人施加状态,对该状态敌人造成的伤害提升$[0]。状态持续10秒,每15秒至多一次;敌人被击败时清除CD。', 船坞长剑: '受到或进行治疗时,获得标记,最多3层,处于后台也能获得。施放战技或爆发时,消耗标记:每枚标记提高$[0]点精通,恢复$[1]点能量。每15秒至多一次。', - 海渊终曲: '施放战技时,攻击力提升$[0],持续12秒,获得24%生命值上限的生命之契,吸收治疗满后移除。基于清除值的$[1]提升至多$[2]点攻击力,持续12秒。', + 海渊终曲: '施放战技时,攻击力提升$[0],持续12秒,获得25%生命值上限的生命之契,吸收治疗满后移除。基于清除值的$[1]提升至多$[2]点攻击力,持续12秒。', 水仙十字之剑: '装备者不具备「始基力」时:普攻、重击、下落攻击命中时,释放芒性或荒性的能量冲击,造成$[0]攻击力的伤害。每12秒至多一次。', 有乐御簾切: '普通攻击伤害提升$[0],元素战技伤害提升$[1];队伍中角色造成岩元素伤害后,提升效果翻倍,持续15秒。此外,装备者防御力提升$[2]。', diff --git a/resources/meta-gs/weapon/sword/calc.js b/resources/meta-gs/weapon/sword/calc.js index 3699a9d3..523d5cc3 100644 --- a/resources/meta-gs/weapon/sword/calc.js +++ b/resources/meta-gs/weapon/sword/calc.js @@ -248,8 +248,8 @@ export default function (step, staticStep) { hpPct: step(14 * 2) } }], - 有乐御簾切: [staticStep('defPct', 20), { - title: '普通攻击伤害提高[aDmg]%,元素战技伤害提高[eDmg]%', + 有乐御簾切: [staticStep('defPct', 20),{ + title: '附近的角色在场上造成岩元素伤害后,普通攻击伤害提升[aDmg]%,元素战伤害提升[eDmg]%;', refine: { aDmg: step(16 * 2), eDmg: step(24 * 2) diff --git a/resources/meta-sr/artifact/calc.js b/resources/meta-sr/artifact/calc.js index 8a62987f..49e8b093 100644 --- a/resources/meta-sr/artifact/calc.js +++ b/resources/meta-sr/artifact/calc.js @@ -93,9 +93,9 @@ export default { 宝命长存的莳者: { 2: attr('hpPct', 12), 4: { - title: '消耗生命2层提高暴击率12%', + title: '消耗生命2层提高暴击率16%', data: { - cpct: 12 + cpct: 16 } } }, diff --git a/resources/meta-sr/weapon/智识/calc.js b/resources/meta-sr/weapon/智识/calc.js index 9b945895..83c4f06c 100644 --- a/resources/meta-sr/weapon/智识/calc.js +++ b/resources/meta-sr/weapon/智识/calc.js @@ -63,9 +63,9 @@ export default function (staticIdx, keyIdx) { staticIdx(1, 'cdmg'), (tables) => { return { - title: '根据装备者的能量上限提高伤害[dmg]%', + title: '根据装备者的能量上限提高伤害[qDmg]%', data: { - dmg: ({ attr }) => tables[2] * Math.min(attr.sp, 180) + qDmg: ({ attr }) => tables[2] * Math.min(attr.sp, 180) } } }