波提欧伤害计算

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Aluxes 2024-05-28 23:51:14 +08:00
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3 changed files with 87 additions and 1 deletions

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@ -207,7 +207,7 @@ let DmgCalc = {
} }
// 未计算1. 层数(风化、纠缠) 2. 韧性条系数(击破、纠缠) 3. 削韧值(超击破)、超击破伤害提高 // 未计算1. 层数(风化、纠缠) 2. 韧性条系数(击破、纠缠) 3. 削韧值(超击破)、超击破伤害提高
// 常规击破伤害均需要计算减伤区(即按韧性条存在处理) 特例:阮梅终结技/秘技击破伤害不计算减伤 // 常规击破伤害均需要计算减伤区(即按韧性条存在处理) 特例:阮梅终结技/秘技击破伤害不计算减伤/波提欧
// 击破伤害 = 基础伤害 * 属性击破伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (敌方韧性+2)/4 * 层数系数 // 击破伤害 = 基础伤害 * 属性击破伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (敌方韧性+2)/4 * 层数系数
// 击破持续伤害 = 基础伤害 * 属性持续伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * 层数系数 // 击破持续伤害 = 基础伤害 * 属性持续伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * 层数系数
// 超击破伤害 = 基础伤害 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (1+超击破伤害提高) * 技能最终削韧值 // 超击破伤害 = 基础伤害 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (1+超击破伤害提高) * 技能最终削韧值

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@ -3,6 +3,7 @@
* 如character/${name}/artis.js下有角色自定义规则优先使用自定义 * 如character/${name}/artis.js下有角色自定义规则优先使用自定义
*/ */
export const usefulAttr = { export const usefulAttr = {
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 },
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 }, 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 },
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 }, 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 },
加拉赫: { hp: 75, atk: 0, def: 75, speed: 100, cpct: 0, cdmg: 0, stance: 100, heal: 100, recharge: 75, effPct: 0, effDef: 50, dmg: 0 }, 加拉赫: { hp: 75, atk: 0, def: 75, speed: 100, cpct: 0, cdmg: 0, stance: 100, heal: 100, recharge: 75, effPct: 0, effDef: 50, dmg: 0 },

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@ -0,0 +1,85 @@
export const details = [{
title: '强化普攻伤害',
params: { eBuff: true },
dmg: ({ talent }, dmg) => dmg(talent.a2['技能伤害'], 'a')
}, {
title: '终结技伤害',
params: { eBuff: true },
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '两层口袋·击破伤害(10韧性怪)',
dmg: ({ talent, cons }, { reaction }) => {
let extraTd = cons < 6 ? 0 : 0.4
return {
avg: reaction('physicalBreak').avg / 0.9 * (10 + 2) / 4 * (talent.t['2层伤害'] + extraTd)
}
}
}, {
title: '两层口袋·最大击破伤害',
dmg: ({ talent, cons }, { reaction }) => {
let extraTd = cons < 6 ? 0 : 0.4
return {
avg: reaction('physicalBreak').avg / 0.9 * (16 + 2) / 4 * (talent.t['2层伤害'] + extraTd)
}
}
}, {
title: '三层口袋·击破伤害(10韧性怪)',
dmg: ({ talent, cons }, { reaction }) => {
let extraTd = cons < 6 ? 0 : 0.4
return {
avg: reaction('physicalBreak').avg / 0.9 * (10 + 2) / 4 * (talent.t['3层伤害'] + extraTd)
}
}
}, {
title: '三层口袋·最大击破伤害',
dmg: ({ talent, cons }, { reaction }) => {
let extraTd = cons < 6 ? 0 : 0.4
return {
avg: reaction('physicalBreak').avg / 0.9 * (16 + 2) / 4 * (talent.t['3层伤害'] + extraTd)
}
}
}]
export const defDmgIdx = 5
export const mainAttr = 'atk,stance,cpct,cdmg,dmg'
export const buffs = [{
title: '战技Buff处于【绝命对峙】的敌方受到的伤害提高[enemydmg]%',
check: ({ params }) => params.eBuff === true,
data: {
enemydmg: ({ talent }) => talent.e['伤害提高'] * 100
}
}, {
title: '行迹-幽灵装填:基于击破特攻,提高自身暴击率[cpct]%、暴击伤害[cdmg]%',
tree: 1,
sort: 9,
data: {
cpct: ({ attr }) => Math.min(attr.stance * 0.1, 30),
cdmg: ({ attr }) => Math.min(attr.stance * 0.5, 150)
}
}, {
title: '波提欧1命造成伤害时无视地方目标[ignore]%的防御力',
cons: 1,
data: {
ignore: 16
}
}, {
title: '波提欧2命处于【绝命对峙】并获得口袋时击破特攻提高[stance]%',
check: ({ params }) => params.eBuff === true,
cons: 2,
data: {
stance: 30
}
}, {
title: '波提欧4命处于【绝命对峙】的目标受到的伤害额外提高[enemydmg]%',
check: ({ params }) => params.eBuff === true,
cons: 4,
data: {
enemydmg: 12
}
}, {
title: '波提欧6命造成击破伤害时对目标额外造成等同于原伤害倍率的40%的击破伤害',
cons: 6
}]
export const createdBy = 'Aluxes'