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https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-21 22:48:13 +00:00
更新流萤伤害计算
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@ -93,6 +93,10 @@ let DmgAttr = {
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ret.fykx = 0 // 敌人反应抗性降低
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} else if (game === 'sr') {
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ret.sp = char.sp * 1
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// 超击破
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ret.superBreak = {
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ignore: 0 // 无视防御
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}
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}
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}
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return ret
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@ -212,6 +216,12 @@ let DmgAttr = {
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if (['vaporize', 'melt', 'crystallize', 'burning', 'superConduct', 'swirl', 'electroCharged', 'shatter', 'overloaded', 'bloom', 'burgeon', 'hyperBloom', 'aggravate', 'spread', 'kx', 'fykx', 'multi'].includes(key)) {
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attr[key] += val * 1 || 0
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return
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}
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let sRet = /^(superBreak)(Ignore)$/.exec(key)
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if (sRet) {
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attr[sRet[1]][sRet[2].toLowerCase()] += val * 1 || 0
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}
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})
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msg.push(title)
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@ -83,6 +83,11 @@ let DmgCalc = {
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})
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}
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// TODO
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if (ele === 'superBreak') {
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enemyIgnore += attr.superBreak.ignore / 100
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}
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// 防御区
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let defNum = (level + 100) / ((level + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore))
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if (game === 'sr') {
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@ -32,7 +32,9 @@ export const artiAbbr = {
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钟表匠的极目透镜: '钟表匠的透镜',
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钟表匠的交运腕表: '钟表匠的腕表',
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钟表匠的空幻礼服: '钟表匠的礼服',
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钟表匠的隐梦革履: '钟表匠的革履'
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钟表匠的隐梦革履: '钟表匠的革履',
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铸炼宫的莲华灯芯: '铸炼宫的灯芯',
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铸炼宫的焰轮天绸: '铸炼宫的天绸'
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}
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export const artiSetAbbr = {
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盗匪荒漠的废土客: '虚数套',
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@ -66,7 +68,11 @@ export const artiSetAbbr = {
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死水深潜的先驱: '死水',
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机心戏梦的钟表匠: '机心',
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无主荒星茨冈尼亚: '荒星',
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出云显世与高天神国: '出云'
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出云显世与高天神国: '出云',
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荡除蠹灾的铁骑: '铁骑',
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风举云飞的勇烈: '勇烈',
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奔狼的都蓝王朝: '奔狼',
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劫火莲灯铸炼宫: '劫火'
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}
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export const aliasCfg = {
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@ -101,5 +107,9 @@ export const aliasCfg = {
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死水深潜的先驱: '死水,深潜,死水深潜,死水套,深潜套',
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机心戏梦的钟表匠: '机心,钟表匠,机心套,钟表套',
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无主荒星茨冈尼亚: '荒星,无主荒星,茨冈尼亚',
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出云显世与高天神国: '出云,出云显世,高天神国'
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出云显世与高天神国: '出云,出云显世,高天神国',
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荡除蠹灾的铁骑: '铁骑,铁骑套,超击破套',
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风举云飞的勇烈: '风举云飞,勇烈,勇烈套,终追套',
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奔狼的都蓝王朝: '都蓝王朝,都蓝,都蓝套,奔狼套',
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劫火莲灯铸炼宫: '劫火莲灯,铸炼宫,劫火,劫火套'
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}
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@ -3,7 +3,7 @@
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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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流萤: { hp: 30, atk: 75, def: 30, speed: 100, cpct: 0, cdmg: 0, stance: 100, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 0 },
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流萤: { hp: 30, atk: 100, def: 30, speed: 100, cpct: 0, cdmg: 0, stance: 100, heal: 0, recharge: 0, effPct: 0, effDef: 0, dmg: 0 },
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波提欧: { hp: 50, atk: 50, def: 50, speed: 100, cpct: 50, cdmg: 50, stance: 100, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 50 },
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知更鸟: { hp: 75, atk: 100, def: 75, speed: 50, cpct: 0, cdmg: 0, stance: 0, heal: 0, recharge: 100, effPct: 0, effDef: 50, dmg: 0 },
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砂金: { hp: 0, atk: 0, def: 100, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 75, effPct: 0, effDef: 50, dmg: 100 },
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@ -273,13 +273,19 @@ export default {
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},
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荡除蠹灾的铁骑: {
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2: attr('stance', 16),
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4: {
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4: [{
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check: ({ attr }) => attr.stance >= 150,
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title: '基于击破特攻,使造成的击破伤害无视[breakIgnore]%防御',
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title: '造成的击破伤害无视敌方[breakIgnore]%防御',
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data: {
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breakIgnore: ({ attr }) => attr.stance >= 250 ? 25 : 10
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breakIgnore: 10
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}
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}
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}, {
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check: ({ attr }) => attr.stance >= 250,
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title: '造成的超击破伤害无视敌方[superBreakIgnore]%防御',
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data: {
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superBreakIgnore: 15
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}
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}]
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},
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风举云飞的勇烈: {
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2: attr('atkPct', 12),
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@ -289,5 +295,22 @@ export default {
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qDmg: 36
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}
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}]
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},
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奔狼的都蓝王朝: {
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2: {
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title: '5层Buff使得装备者造成的追击伤害提高[tDmg]%,装备者的暴击伤害提高[cdmg]%',
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data: {
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tDmg: 25,
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cdmg: 25
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}
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}
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},
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劫火莲灯铸炼宫: {
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2: [attr('speedPct', 6), {
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title: '击中火弱点的敌方时,击破特攻提高[stance]%',
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data: {
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stance: 40
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}
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}]
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}
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}
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@ -47,7 +47,9 @@ export const alias = {
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加拉赫: '',
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砂金: '卡卡瓦夏,沙金',
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知更鸟: '鸟妹',
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波提欧: 'bto,BTO'
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波提欧: 'bto,BTO',
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流萤: '小女友,萨姆,萨缪尔',
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翡翠: '慈玉'
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}
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export const abbr = {
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@ -17,7 +17,7 @@ export const details = [{
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// 加拉赫6命提高20%弱点击破效率,阮梅提供50%弱点击破效率
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let cost = 1 * ((cons < 6 ? 1 : 1.2) + 0.5)
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return {
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avg: reaction('superBreak').avg * cost * 1.6 // 同谐主提供1.6独立增伤乘区
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avg: reaction('superBreak').avg / 0.9 * cost * 1.6 // 同谐主提供1.6独立增伤乘区
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}
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}
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}, {
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@ -27,7 +27,7 @@ export const details = [{
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// 加拉赫6命提高20%弱点击破效率,阮梅提供50%弱点击破效率
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let cost = 3 * ((cons < 6 ? 1 : 1.2) + 0.5)
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return {
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avg: reaction('superBreak').avg * cost * 1.6 // 同谐主提供1.6独立增伤乘区
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avg: reaction('superBreak').avg / 0.9 * cost * 1.6 // 同谐主提供1.6独立增伤乘区
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}
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}
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}, {
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@ -37,7 +37,7 @@ export const details = [{
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// 加拉赫6命提高20%弱点击破效率,阮梅提供50%弱点击破效率
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let cost = 2 * ((cons < 6 ? 1 : 1.2) + 0.5)
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return {
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avg: reaction('superBreak').avg * cost * 1.6 // 同谐主提供1.6独立增伤乘区
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avg: reaction('superBreak').avg / 0.9 * cost * 1.6 // 同谐主提供1.6独立增伤乘区
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}
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}
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}]
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@ -30,7 +30,7 @@ export const details = [{
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dmg: ({ trees }, { reaction }) => {
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let extraDmg = trees['101'] ? 1.6 : 1
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return {
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avg: reaction('superBreak').avg * extraDmg
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avg: reaction('superBreak').avg / 0.9 * extraDmg
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}
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}
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}, {
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@ -41,7 +41,7 @@ export const details = [{
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let cost = (cons < 6 ? 3 : 4) + (trees['102'] ? 1 : 0)
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let extraDmg = trees['101'] ? 1.6 : 1
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return {
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avg: reaction('superBreak').avg * cost * extraDmg
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avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
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}
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}
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}]
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@ -30,7 +30,7 @@ export const details = [{
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dmg: ({ trees }, { reaction }) => {
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let extraDmg = trees['101'] ? 1.6 : 1
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return {
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avg: reaction('superBreak').avg * extraDmg
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avg: reaction('superBreak').avg / 0.9 * extraDmg
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}
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}
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}, {
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@ -40,7 +40,7 @@ export const details = [{
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let cost = (cons < 6 ? 3 : 4) + (trees['102'] ? 1 : 0)
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let extraDmg = trees['101'] ? 1.6 : 1
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return {
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avg: reaction('superBreak').avg * cost * extraDmg
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avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
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}
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}
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}, {
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@ -51,7 +51,7 @@ export const details = [{
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let cost = 1 * 1.5
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let extraDmg = trees['101'] ? 1.6 : 1
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return {
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avg: reaction('superBreak').avg * cost * extraDmg
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avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
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}
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}
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}, {
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@ -63,7 +63,7 @@ export const details = [{
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let cost = ((cons < 6 ? 3 : 4) + (trees['102'] ? 1 : 0)) * 1.5
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let extraDmg = trees['101'] ? 1.6 : 1
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return {
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avg: reaction('superBreak').avg * cost * extraDmg
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avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
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}
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}
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}]
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89
resources/meta-sr/character/流萤/calc.js
Normal file
89
resources/meta-sr/character/流萤/calc.js
Normal file
@ -0,0 +1,89 @@
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// 强化战技 主目标3削韧,副目标1.5削韧
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export const details = [{
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title: '强化战技伤害',
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params: { q: true },
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dmg: ({ talent, attr }, dmg) => {
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let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
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return dmg(td, 'e')
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}
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}, {
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title: '破韧后战技主目标伤害',
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params: { q: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
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let atkDmg = dmg(td, 'e')
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let cost = 3 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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return {
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dmg: atkDmg.dmg + superBreak,
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avg: atkDmg.avg + superBreak
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}
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}
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}, {
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title: '破韧后战技副目标伤害',
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params: { q: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['相邻目标伤害'] + Math.min(attr.stance * 0.1, 36) / 100
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let atkDmg = dmg(td, 'e')
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let cost = 1.5 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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return {
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dmg: atkDmg.dmg + superBreak,
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avg: atkDmg.avg + superBreak
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}
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}
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}]
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export const mainAttr = 'atk,stance'
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export const defDmgIdx = 1
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export const buffs = [{
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title: '终结技Buff:速度提高[speed]点,释放强化普攻和战技时弱点击破效率提高50%,使敌方受到的击破伤害提高[breakEnemydmg]%',
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check: ({ params }) => params.q === true,
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data: {
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speed: ({ talent }) => talent.q['速度提高'],
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breakEnemydmg: ({ talent }) => talent.q['击破伤害提高'] * 100
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}
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}, {
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title: '行迹-过载核心:基于攻击力,提高自身击破特攻[stance]%',
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check: ({ params, attr }) => params.q === true && attr.atk >= 1800,
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sort: 9,
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data: {
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stance: ({ attr }) => Math.floor((attr.atk - 1800) / 10) * 0.8
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}
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}, {
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title: '流萤1魂:释放强化战技时无视目标[ignore]%的防御',
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cons: 1,
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data: {
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ignore: 15
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}
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}, {
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title: '流萤4魂:终结技状态下,效果抵抗提高[effDef]%',
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cons: 4,
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check: ({ params }) => params.q === true,
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data: {
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effDef: 50
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}
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}, {
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title: '流萤6魂:终结技状态下,火属性抗性穿透提高[kx]%,释放强化普攻和战技时的弱点击破效率提高50%',
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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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}
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}]
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export const createdBy = 'Aluxes'
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157
resources/meta-sr/character/流萤/calc_auto.js
Normal file
157
resources/meta-sr/character/流萤/calc_auto.js
Normal file
@ -0,0 +1,157 @@
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// 强化战技 主目标3削韧,副目标1.5削韧
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export const details = [{
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title: '强化战技伤害',
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params: { q: true },
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dmg: ({ talent, attr }, dmg) => {
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let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
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return dmg(td, 'e')
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}
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}, {
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title: '破韧后战技主目标伤害',
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params: { q: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
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let atkDmg = dmg(td, 'e')
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// 弱点击破效率:自身50%,六命50%
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let cost = 3 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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return {
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dmg: atkDmg.dmg + superBreak,
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avg: atkDmg.avg + superBreak
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}
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}
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}, {
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title: '破韧后战技副目标伤害',
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params: { q: true },
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dmg: ({ talent, attr, cons }, dmg) => {
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let td = talent.e2['相邻目标伤害'] + Math.min(attr.stance * 0.1, 36) / 100
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let atkDmg = dmg(td, 'e')
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// 弱点击破效率:自身50%,六命50%
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let cost = 1.5 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0))
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let base = 0
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if (attr.stance >= 360) {
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base = 0.5
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} else if (attr.stance >= 200) {
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base = 0.35
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}
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let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
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return {
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dmg: atkDmg.dmg + superBreak,
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avg: atkDmg.avg + superBreak
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}
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}
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}, {
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title: '流开阮加·战技主目标伤害',
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params: { q: true, team: true },
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||||
dmg: ({ talent, attr, cons }, dmg) => {
|
||||
let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100
|
||||
let atkDmg = dmg(td, 'e')
|
||||
// 弱点击破效率:自身50%,阮梅50%,六命50%
|
||||
let cost = 3 * (1 + 0.5 + 0.5 + (cons >= 6 ? 0.5 : 0))
|
||||
let base = 0
|
||||
if (attr.stance >= 360) {
|
||||
base = 0.5
|
||||
} else if (attr.stance >= 200) {
|
||||
base = 0.35
|
||||
}
|
||||
// 自身触发的超击破
|
||||
let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
|
||||
// 同谐主【伴舞】触发的超击破
|
||||
let superBreakTrailblazer = dmg.reaction('superBreak').avg / 0.9 * cost * 1.6 // 同谐主提供1.6独立增伤乘区
|
||||
return {
|
||||
dmg: atkDmg.dmg + superBreak + superBreakTrailblazer,
|
||||
avg: atkDmg.avg + superBreak + superBreakTrailblazer
|
||||
}
|
||||
}
|
||||
}, {
|
||||
title: '流开阮加·战技副目标伤害',
|
||||
params: { q: true, team: true },
|
||||
dmg: ({ talent, attr, cons }, dmg) => {
|
||||
let td = talent.e2['相邻目标伤害'] + Math.min(attr.stance * 0.1, 36) / 100
|
||||
let atkDmg = dmg(td, 'e')
|
||||
// 弱点击破效率:自身50%,阮梅50%,六命50%
|
||||
let cost = 1.5 * (1 + 0.5 + 0.5 + (cons >= 6 ? 0.5 : 0))
|
||||
let base = 0
|
||||
if (attr.stance >= 360) {
|
||||
base = 0.5
|
||||
} else if (attr.stance >= 200) {
|
||||
base = 0.35
|
||||
}
|
||||
// 自身触发的超击破
|
||||
let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
|
||||
// 同谐主【伴舞】触发的超击破
|
||||
let superBreakTrailblazer = dmg.reaction('superBreak').avg / 0.9 * cost * 1.4 // 同谐主提供1.4独立增伤乘区
|
||||
return {
|
||||
dmg: atkDmg.dmg + superBreak + superBreakTrailblazer,
|
||||
avg: atkDmg.avg + superBreak + superBreakTrailblazer
|
||||
}
|
||||
}
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,stance'
|
||||
export const defDmgIdx = 3
|
||||
|
||||
export const buffs = [{
|
||||
title: '终结技Buff:速度提高[speed]点,释放强化普攻和战技时弱点击破效率提高50%,使敌方受到的击破伤害提高[breakEnemydmg]%',
|
||||
check: ({ params }) => params.q === true,
|
||||
data: {
|
||||
speed: ({ talent }) => talent.q['速度提高'],
|
||||
breakEnemydmg: ({ talent }) => talent.q['击破伤害提高'] * 100
|
||||
}
|
||||
}, {
|
||||
title: '行迹-过载核心:基于攻击力,提高自身击破特攻[stance]%',
|
||||
check: ({ params, attr }) => params.q === true && attr.atk >= 1800,
|
||||
sort: 9,
|
||||
data: {
|
||||
stance: ({ attr }) => Math.floor((attr.atk - 1800) / 10) * 0.8
|
||||
}
|
||||
}, {
|
||||
title: '流萤1魂:释放强化战技时无视目标[ignore]%的防御',
|
||||
cons: 1,
|
||||
data: {
|
||||
ignore: 15
|
||||
}
|
||||
}, {
|
||||
title: '流萤4魂:终结技状态下,效果抵抗提高[effDef]%',
|
||||
cons: 4,
|
||||
check: ({ params }) => params.q === true,
|
||||
data: {
|
||||
effDef: 50
|
||||
}
|
||||
}, {
|
||||
title: '流萤6魂:终结技状态下,火属性抗性穿透提高[kx]%,释放强化普攻和战技时的弱点击破效率提高50%',
|
||||
cons: 6,
|
||||
check: ({ params }) => params.q === true,
|
||||
data: {
|
||||
kx: 20
|
||||
}
|
||||
}, {
|
||||
title: '0魂阮梅:弱点击破效率提高50%,击破特攻提高20%,抗性穿透提高25%,速度提高10%',
|
||||
check: ({ params }) => params.team === true,
|
||||
data: {
|
||||
stance: 20,
|
||||
kx: 25,
|
||||
speedPct: 10
|
||||
}
|
||||
}, {
|
||||
title: '6魂钟表匠开拓者:提高击破特攻[stance]%,场上敌人数量为1时,超击破伤害提高60%。计算副目标伤害时,按3名敌人,超击破伤害提高40%计算',
|
||||
check: ({ params }) => params.team === true,
|
||||
data: {
|
||||
stance: 30 + 30 + 300 * 0.15 // 终结技30+钟表匠30+四命转化
|
||||
}
|
||||
}, {
|
||||
title: '加拉赫:敌方受到的击破伤害提高13.2%',
|
||||
check: ({ params }) => params.team === true,
|
||||
data: {
|
||||
breakEnemydmg: 13.2
|
||||
}
|
||||
}]
|
||||
|
||||
export const createdBy = 'Aluxes'
|
@ -30,7 +30,7 @@ export const details = [{
|
||||
dmg: ({ trees }, { reaction }) => {
|
||||
let extraDmg = trees['101'] ? 1.6 : 1
|
||||
return {
|
||||
avg: reaction('superBreak').avg * extraDmg
|
||||
avg: reaction('superBreak').avg / 0.9 * extraDmg
|
||||
}
|
||||
}
|
||||
}, {
|
||||
@ -41,7 +41,7 @@ export const details = [{
|
||||
let cost = (cons < 6 ? 3 : 4) + (trees['102'] ? 1 : 0)
|
||||
let extraDmg = trees['101'] ? 1.6 : 1
|
||||
return {
|
||||
avg: reaction('superBreak').avg * cost * extraDmg
|
||||
avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
|
||||
}
|
||||
}
|
||||
}]
|
||||
|
@ -30,7 +30,7 @@ export const details = [{
|
||||
dmg: ({ trees }, { reaction }) => {
|
||||
let extraDmg = trees['101'] ? 1.6 : 1
|
||||
return {
|
||||
avg: reaction('superBreak').avg * extraDmg
|
||||
avg: reaction('superBreak').avg / 0.9 * extraDmg
|
||||
}
|
||||
}
|
||||
}, {
|
||||
@ -40,7 +40,7 @@ export const details = [{
|
||||
let cost = (cons < 6 ? 3 : 4) + (trees['102'] ? 1 : 0)
|
||||
let extraDmg = trees['101'] ? 1.6 : 1
|
||||
return {
|
||||
avg: reaction('superBreak').avg * cost * extraDmg
|
||||
avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
|
||||
}
|
||||
}
|
||||
}, {
|
||||
@ -51,7 +51,7 @@ export const details = [{
|
||||
let cost = 1 * 1.5
|
||||
let extraDmg = trees['101'] ? 1.6 : 1
|
||||
return {
|
||||
avg: reaction('superBreak').avg * cost * extraDmg
|
||||
avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
|
||||
}
|
||||
}
|
||||
}, {
|
||||
@ -63,7 +63,7 @@ export const details = [{
|
||||
let cost = ((cons < 6 ? 3 : 4) + (trees['102'] ? 1 : 0)) * 1.5
|
||||
let extraDmg = trees['101'] ? 1.6 : 1
|
||||
return {
|
||||
avg: reaction('superBreak').avg * cost * extraDmg
|
||||
avg: reaction('superBreak').avg / 0.9 * cost * extraDmg
|
||||
}
|
||||
}
|
||||
}]
|
||||
|
@ -58,7 +58,7 @@ export const details = [{
|
||||
dmg: ({ talent }, { reaction }) => {
|
||||
let cost = 1 * 1.5
|
||||
return {
|
||||
avg: reaction('superBreak').avg * cost * 1.6
|
||||
avg: reaction('superBreak').avg / 0.9 * cost * 1.6
|
||||
}
|
||||
}
|
||||
}]
|
||||
|
@ -18,7 +18,8 @@ export const poolNameSr = {
|
||||
黄泉: '远辞畴昔',
|
||||
砂金: '囚石铸金',
|
||||
知更鸟: '翼声纯律',
|
||||
波提欧: '扬尘孤星'
|
||||
波提欧: '扬尘孤星',
|
||||
流萤: '盈茧炽盛'
|
||||
}
|
||||
|
||||
export const poolDetailSr = [{
|
||||
@ -201,4 +202,22 @@ export const poolDetailSr = [{
|
||||
char4: ['佩拉', '卢卡', '虎克'],
|
||||
weapon5: ['驶向第二次生命', '她已闭上双眼'],
|
||||
weapon4: ['天才们的休憩', '秘密誓心', '朗道的选择']
|
||||
}, {
|
||||
version: '2.3',
|
||||
half: '上半',
|
||||
from: '2024-06-19 06:00:00',
|
||||
to: '2024-07-10 11:59:59',
|
||||
char5: ['流萤', '阮梅'],
|
||||
char4: ['加拉赫', '米沙', '雪衣'],
|
||||
weapon5: ['梦应归于何处', '镜中故我'],
|
||||
weapon4: ['记忆中的模样', '余生的第一天', '猎物的视线']
|
||||
}, {
|
||||
version: '2.3',
|
||||
half: '下半',
|
||||
from: '2024-07-10 12:00:00',
|
||||
to: '2024-07-31 14:59:59',
|
||||
char5: ['翡翠', '银枝'],
|
||||
char4: ['希露瓦', '娜塔莎', '艾丝妲'],
|
||||
weapon5: ['偏偏希望无价', '片刻,留在眼底'],
|
||||
weapon4: ['同一种心情', '宇宙市场趋势', '谐乐静默之后']
|
||||
}]
|
||||
|
@ -75,6 +75,7 @@ export const aliasCfg = {
|
||||
记一位星神的陨落: '星神的陨落,星神陨落',
|
||||
在火的远处: '火的远处',
|
||||
铭记于心的约定: '铭记于心',
|
||||
梦应归于何处: '',
|
||||
|
||||
// 存护
|
||||
琥珀: '',
|
||||
@ -139,5 +140,8 @@ export const aliasCfg = {
|
||||
银河铁道之夜: '银河铁道,星穹铁道之夜,星穹铁道,女人看星星',
|
||||
拂晓之前: '拂晓',
|
||||
'片刻,留在眼底': '片刻留在眼底,留在眼底,眼一直留',
|
||||
银河沦陷日: '银河沦陷,沦陷日'
|
||||
银河沦陷日: '银河沦陷,沦陷日',
|
||||
谐乐静默之后: '谐乐静默,谐乐',
|
||||
偏偏希望无价: '希望无价',
|
||||
不息的演算: '不息演算'
|
||||
}
|
||||
|
@ -76,7 +76,7 @@ export default function (staticIdx, keyIdx) {
|
||||
],
|
||||
谐乐静默之后: [
|
||||
staticIdx(1, 'stance'),
|
||||
keyIdx('施放终结技速度提高[speedPct]%', 'speedPct', 2)
|
||||
keyIdx('施放终结技后速度提高[speedPct]%', 'speedPct', 2)
|
||||
],
|
||||
不息的演算: [
|
||||
staticIdx(1, 'atkPct'),
|
||||
|
@ -83,7 +83,7 @@ export default function (staticIdx, keyIdx) {
|
||||
],
|
||||
梦应归于何处: [
|
||||
staticIdx(1, 'stance'),
|
||||
keyIdx('造成的击破伤害提高[breakEnemydmg]%', 'breakEnemydmg', 2)
|
||||
keyIdx('敌方受到装备者造成的击破伤害提高[breakEnemydmg]%', 'breakEnemydmg', 2)
|
||||
]
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user