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克洛琳德组队计算
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export const details = [{
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title: 'E后普通攻击',
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][0], 'a')
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dmg: ({ talent }, dmg) => dmg(talent.e['驰猎伤害2'][0], 'a')
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}, {
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title: 'E后穿透射击',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
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dmg: ({ talent }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
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}, {
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title: 'E剑击伤害',
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params: { blPct: 0 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][0], 'a')
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dmg: ({ talent }, dmg) => dmg(talent.e['贯夜伤害2'][0], 'a')
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}, {
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title: 'E强化剑击伤害',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][1], 'a')
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dmg: ({ talent }, dmg) => dmg(talent.e['贯夜伤害2'][1], 'a')
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}, {
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title: 'E贯夜·契令伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
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dmg: ({ talent }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
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}, {
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title: 'Q单段伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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}, {
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title: 'Q完整伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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dmg: ({ talent }, dmg) => {
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let q1 = dmg(talent.q['技能伤害2'][0], 'q')
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return {
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dmg: q1.dmg * 5,
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avg: q1.avg * 5
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}
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}
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}]
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export const defParams = ({ weapon }) => weapon.name === '海渊终曲' ? { BondOfLife: 35 * 3 + 25, blPct: 1 } : { BondOfLife: 35 * 3, blPct: 1 }// 生命之契在此调整,请勿超过200,默认生命之契未计入队友治疗转化
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104
resources/meta-gs/character/克洛琳德/calc_auto.js
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104
resources/meta-gs/character/克洛琳德/calc_auto.js
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@ -0,0 +1,104 @@
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export const details = [{
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title: 'E后穿透射击',
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params: { blPct: 0.5 },
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dmg: ({ talent }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
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}, {
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title: 'E后穿透射击激化',
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params: { blPct: 0.5 },
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dmg: ({ talent }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a', 'aggravate')
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}, {
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title: 'E贯夜·契令伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
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}, {
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title: 'E贯夜·契令激化',
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dmg: ({ talent }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a', 'aggravate')
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}, {
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title: 'Q完整伤害',
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dmg: ({ talent }, dmg) => {
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let q1 = dmg(talent.q['技能伤害2'][0], 'q')
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return {
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dmg: q1.dmg * 5,
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avg: q1.avg * 5
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}
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}
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}, {
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title: '克皇 AAAE一轮激化',
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params: { team: true, blPct: 0.5 },
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dmg: ({ talent }, dmg) => {
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let a1 = dmg(talent.e['驰猎伤害2'][1], 'a')
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let a2 = dmg(talent.e['驰猎伤害2'][1], 'a', 'aggravate')
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let e1 = dmg(talent.e['贯夜伤害2'][2], 'a', 'aggravate')
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return {
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dmg: a1.dmg * 2 + a2.dmg + e1.dmg,
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avg: a1.avg * 2 + a2.avg + e1.avg
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}
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}
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}, {
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title: '克皇 Q完整激化',
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params: { team: true },
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dmg: ({ talent }, dmg) => {
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let q1 = dmg(talent.q['技能伤害2'][0], 'q')
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let q2 = dmg(talent.q['技能伤害2'][0], 'q', 'aggravate')
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return {
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dmg: q1.dmg * 3 + q2.dmg * 2,
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avg: q1.avg * 3 + q2.avg * 2
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}
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}
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}]
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export const defParams = ({ weapon }) => weapon.name === '海渊终曲' ? { BondOfLife: 35 * 3 + 25, blPct: 1 } : { BondOfLife: 35 * 3, blPct: 1 }// 生命之契在此调整,请勿超过200,默认生命之契未计入队友治疗转化
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export const defDmgIdx = 4
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export const mainAttr = 'atk,cpct,cdmg,mastery,dmg'
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export const buffs = [{
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title: '克洛琳德天赋:触发雷元素反应普通攻击与残光将终造成的伤害提升[aPlus]',
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data: {
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aPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800)),
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qPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800))
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}
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}, {
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title: '克洛琳德天赋:生命之契的数值提升或降低时,暴击率提升[cpct]% ',
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data: {
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cpct: 10 * 2
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}
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}, {
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title: '克洛琳德4命:[buffCount]%最大生命值的生命之契使残光将终造成的伤害提升[qDmg]',
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cons: 4,
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data: {
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buffCount: ({ talent, params, weapon }) => Math.min(params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife), 200),
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qDmg: ({ talent, params, weapon }) => Math.min((params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife) * 2), 200)
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}
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}, {
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title: '克洛琳德6命:施放狩夜之巡后暴击率提高[cpct]%,暴击伤害提高[cdmg]%',
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cons: 6,
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data: {
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cpct: 10,
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cdmg: 70
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}
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}, {
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check: ({ cons, params }) => (cons >= 2 && params.team === true),
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title: '千夜2命纳西妲:增加精通[mastery],减防[enemyDef]%',
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data: {
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mastery: 40,
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enemyDef: 30
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}
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}, {
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check: ({ cons, params }) => (cons < 2 && params.team === true),
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title: '千夜0命纳西妲:增加精通[mastery]',
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data: {
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mastery: 40
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}
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}, {
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check: ({ params }) => params.team === true,
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sort: 7,
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title: '纳西妲-净善摄受明论:Q范围内在场角色增加精通[mastery]',
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data: {
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mastery: 250
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}
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}, {
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check: ({ params }) => params.team === true,
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title: '钟离:降低敌人[kx]%全抗',
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data: {
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kx: 20
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}
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}]
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@ -1,56 +0,0 @@
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export const details = [{
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title: 'E后普通攻击',
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][0], 'a')
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}, {
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title: 'E后穿透射击',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr, cons }, dmg) => dmg(talent.e['驰猎伤害2'][1], 'a')
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}, {
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title: 'E剑击伤害',
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params: { blPct: 0 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][0], 'a')
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}, {
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title: 'E强化剑击伤害',
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params: { blPct: 0.5 },
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][1], 'a')
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}, {
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title: 'E贯夜·契令伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.e['贯夜伤害2'][2], 'a')
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}, {
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title: 'Q单段伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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}, {
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title: 'Q完整伤害',
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dmg: ({ talent, attr }, dmg) => dmg(talent.q['技能伤害2'][0], 'q')
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}]
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export const defParams = ({ weapon }) => weapon.name === '海渊终曲' ? { BondOfLife: 35 * 3 + 25, blPct: 1 } : { BondOfLife: 35 * 3, blPct: 1 }// 生命之契在此调整,请勿超过200,默认生命之契未计入队友治疗转化
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export const defDmgIdx = 4
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export const mainAttr = 'atk,cpct,cdmg,mastery,dmg'
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export const buffs = [{
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title: '克洛琳德天赋:触发雷元素反应普通攻击与残光将终造成的伤害提升[aPlus]',
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data: {
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aPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800)),
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qPlus: ({ attr, cons }) => Math.min((attr.atk * (cons >= 2 ? 30 : 20) / 100 * 3), (cons >= 2 ? 2700 : 1800))
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}
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}, {
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title: '克洛琳德天赋:生命之契的数值提升或降低时,暴击率提升[cpct]% ',
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data: {
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cpct: 10 * 2
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}
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}, {
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title: '克洛琳德4命:[buffCount]%最大生命值的生命之契使残光将终造成的伤害提升[qDmg]',
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cons: 4,
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data: {
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buffCount: ({ talent, params, weapon }) => Math.min(params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife), 200),
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qDmg: ({ talent, params, weapon }) => Math.min((params.blPct * (talent.q['赋予生命之契'] + params.BondOfLife) * 2), 200)
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}
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}, {
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title: '克洛琳德6命:施放狩夜之巡后暴击率提高[cpct]%,暴击伤害提高[cdmg]%',
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cons: 6,
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data: {
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cpct: 10,
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cdmg: 70
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}
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}]
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