fix一些伤害计算和数据,新增琳妮特伤害计算 (#636)

* fix:星铁日历显示

* fix:神子 提纳里 林尼 赛诺 伤害计算

* fix:部分武器特效数据

* 新增琳妮特及烟绯四命伤害计算

* fix:星铁数据
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Aluxes 2023-09-04 11:17:27 +08:00 committed by GitHub
parent d3cf0cb854
commit d110a8c8b5
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38 changed files with 124 additions and 43 deletions

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@ -15,7 +15,7 @@ const ignoreIds = [
171 // 《崩坏:星穹铁道》社区专属工具一览
]
const ignoreReg = /(更新概览|游戏优化|内容专题页|版本更新说明|循星归程|调研|防沉迷|米游社|专项意见|更新修复与优化|问卷调查|版本更新通知|更新时间说明|预下载功能|周边限时|周边上新|角色演示|角色PV|bilibili)/
const ignoreReg = /(更新概览|游戏优化|优化说明|内容专题页|版本更新说明|循星归程|调研|防沉迷|米游社|专项意见|更新修复与优化|问卷调查|版本更新通知|更新时间说明|预下载功能|周边限时|周边上新|角色演示|角色PV|版本PV|动画短片|bilibili|激励计划|调整说明|攻略征集)/
let CalSr = {
async reqCalData () {
@ -38,7 +38,7 @@ let CalSr = {
1.1: '2022-06-07 11:00:00'
}
lodash.forEach(detailData.data.list, (ds) => {
let vRet = /(\d\.\d)版本\S*更新概览/.exec(ds.title)
let vRet = /(\d\.\d)版本\S*更新(概览|说明)/.exec(ds.title)
if (vRet && vRet[1]) {
let content = /■(?:更新时间)\s*([^■]+)(?:■|$)/.exec(ds.content)
if (content && content[1]) {
@ -229,7 +229,7 @@ let CalSr = {
let versionStartTime
lodash.forEach(listData.data.list[0].list, (ds) => {
if (/版本更新概览/.test(ds.title)) {
if (/版本更新(概览|说明)/.test(ds.title)) {
versionStartTime = ds.start_time
}
})

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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
*/
export const usefulAttr = {
'丹恒•饮月': { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
卡芙卡: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 0, cdmg: 0, stance: 50, heal: 0, recharge: 50, effPct: 75, effDef: 0, dmg: 100 },
: { hp: 100, atk: 50, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
罗刹: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 100, recharge: 100, effPct: 0, effDef: 50, dmg: 100 },

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@ -759,7 +759,7 @@
"id": 1213,
"key": "danhengil",
"name": "丹恒•饮月",
"name2": "丹恒饮月",
"name2": "丹恒饮月",
"abbr": "饮月君",
"star": 5,
"elem": "虚数",

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@ -2,7 +2,7 @@
"id": 1213,
"key": "danhengil",
"name": "丹恒•饮月",
"name2": "丹恒饮月",
"name2": "丹恒饮月",
"abbr": "饮月君",
"star": 5,
"elem": "虚数",
@ -76,7 +76,7 @@
"name": "龙力自在",
"type": "战技",
"tag": "强化",
"desc": "使普攻的效果得到强化最多可连续强化3次施放本技能不消耗战技点且不视为使用战技。<br />强化1次【泽芝】变为【瞬华】。<br />强化2次【泽芝】变为【天矢阴】。<br />强化3次【泽芝】变为【盘拏耀跃】。<br />施放【天矢阴】或【盘拏耀跃】时从第4段攻击开始每段攻击前获得1层【叱咤】使丹恒•饮月的暴击伤害提高<nobr>$1[f1]%</nobr>,该效果最多叠加<nobr>4</nobr>层,持续至自身回合结束。",
"desc": "使普攻的效果得到强化最多可连续强化3次施放本技能不消耗战技点且不视为使用战技。<br />强化1次【泽芝】变为【瞬华】。<br />强化2次【泽芝】变为【天矢阴】。<br />强化3次【泽芝】变为【盘拏耀跃】。<br />施放【天矢阴】或【盘拏耀跃】时从第4段攻击开始每段攻击前获得1层【叱咤】使丹恒•饮月的暴击伤害提高<nobr>$1[i]%</nobr>,该效果最多叠加<nobr>4</nobr>层,持续至自身回合结束。",
"tables": {
"1": {
"name": "暴击伤害提高",
@ -157,7 +157,7 @@
"name": "亢心",
"type": "天赋",
"tag": "强化",
"desc": "丹恒•饮月施放每段攻击后获得1层【亢心】使自身造成的伤害提高<nobr>$1[f1]%</nobr>,该效果可以叠加<nobr>6</nobr>层,持续至自身回合结束。",
"desc": "丹恒•饮月施放每段攻击后获得1层【亢心】使自身造成的伤害提高<nobr>$1[i]%</nobr>,该效果可以叠加<nobr>6</nobr>层,持续至自身回合结束。",
"tables": {
"1": {
"name": "伤害提高",

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@ -72,7 +72,7 @@
"name": "盐渍野营罐头",
"type": "战技",
"tag": "回复",
"desc": "为指定我方单体附上【求生反应】,提高等同于玲可<nobr>$1[f1]%</nobr>生命上限+<nobr>$2[i]</nobr>的生命上限,若该目标为「毁灭」或「存护」命途,被敌方攻击的概率大幅提高,【求生反应】持续<nobr>2</nobr>回合。<br />使该目标回复等同于玲可<nobr>$3[f1]%</nobr>生命上限+<nobr>$4[i]</nobr>的生命值。",
"desc": "为指定我方单体附上【求生反应】,提高等同于玲可<nobr>$1[i]%</nobr>生命上限+<nobr>$2[i]</nobr>的生命上限,若该目标为「毁灭」或「存护」命途,被敌方攻击的概率大幅提高,【求生反应】持续<nobr>2</nobr>回合。<br />使该目标回复等同于玲可<nobr>$3[i]%</nobr>生命上限+<nobr>$4[i]</nobr>的生命值。",
"tables": {
"1": {
"name": "治疗·百分比生命",
@ -165,7 +165,7 @@
"name": "雪原急救方案",
"type": "终结技",
"tag": "回复",
"desc": "解除我方全体的<nobr>1</nobr>个<u>负面效果</u>,立即为我方全体回复等同于玲可<nobr>$1[f1]%</nobr>生命上限+<nobr>$2[i]</nobr>的生命值。",
"desc": "解除我方全体的<nobr>1</nobr>个<u>负面效果</u>,立即为我方全体回复等同于玲可<nobr>$1[i]%</nobr>生命上限+<nobr>$2[i]</nobr>的生命值。",
"tables": {
"1": {
"name": "治疗·百分比生命",
@ -216,7 +216,7 @@
"name": "户外生存经验",
"type": "天赋",
"tag": "回复",
"desc": "施放战技或终结技时,使我方目标获得<nobr>2</nobr>回合的持续治疗效果,目标每回合开始时回复等同于玲可<nobr>$1[f1]%</nobr>生命上限+<nobr>$2[i]</nobr>的生命值。若该目标持有【求生反应】,则持续治疗效果额外回复等同于玲可<nobr>$3[f1]%</nobr>生命上限+<nobr>$4[i]</nobr>的生命值。",
"desc": "施放战技或终结技时,使我方目标获得<nobr>2</nobr>回合的持续治疗效果,目标每回合开始时回复等同于玲可<nobr>$1[i]%</nobr>生命上限+<nobr>$2[i]</nobr>的生命值。若该目标持有【求生反应】,则持续治疗效果额外回复等同于玲可<nobr>$3[i]%</nobr>生命上限+<nobr>$4[i]</nobr>的生命值。",
"tables": {
"1": {
"name": "治疗·百分比生命",
@ -328,7 +328,7 @@
},
"4": {
"name": "露营篝火的薄暮",
"desc": "获得【求生反应】时,使该目标攻击力提高,提高数值等同于玲可<nobr>#1[f1]%</nobr>生命上限的攻击力,持续<nobr>1</nobr>回合。"
"desc": "获得【求生反应】时,使该目标攻击力提高,提高数值等同于玲可<nobr>3%</nobr>生命上限的攻击力,持续<nobr>1</nobr>回合。"
},
"5": {
"name": "极光红茶的新夜",
@ -336,7 +336,7 @@
},
"6": {
"name": "测绘图纸的黎明",
"desc": "【求生反应】的生命上限提高效果额外提高,提高数值等同于玲可<nobr>#1[f1]%</nobr>的生命上限,并使其效果抵抗提高<nobr>30.0%</nobr>。"
"desc": "【求生反应】的生命上限提高效果额外提高,提高数值等同于玲可<nobr>6%</nobr>的生命上限,并使其效果抵抗提高<nobr>30.0%</nobr>。"
}
},
"attr": {

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@ -72,7 +72,7 @@
"name": "太微行棋,灵台示影",
"type": "战技",
"tag": "防御",
"desc": "开启【穷观阵】,使符玄队友所承受的未受护盾抵挡之前的伤害的<nobr>65.0%</nobr><u>分摊</u>给符玄,持续<nobr>3</nobr>回合。<br />处于【穷观阵】的我方全体获得【鉴知】。【鉴知】状态下的我方目标生命上限提高,提高数值等同于符玄生命上限的<nobr>$1[f1]%</nobr>,暴击率提高<nobr>$2[f1]%</nobr>。<br />当符玄陷入<u>无法战斗状态</u>时,【穷观阵】也会被解除。",
"desc": "开启【穷观阵】,使符玄队友所承受的未受护盾抵挡之前的伤害的<nobr>65.0%</nobr><u>分摊</u>给符玄,持续<nobr>3</nobr>回合。<br />处于【穷观阵】的我方全体获得【鉴知】。【鉴知】状态下的我方目标生命上限提高,提高数值等同于符玄生命上限的<nobr>$1[i]%</nobr>,暴击率提高<nobr>$2[i]%</nobr>。<br />当符玄陷入<u>无法战斗状态</u>时,【穷观阵】也会被解除。",
"tables": {
"1": {
"name": "生命上限提高",
@ -153,7 +153,7 @@
"name": "乾清坤夷,否极泰来",
"type": "天赋",
"tag": "回复",
"desc": "当符玄处于可战斗状态时,为我方全体附加【避厄】。【避厄】状态下的我方目标受到的伤害降低<nobr>$1[f1]%</nobr>。<br />当符玄当前生命值百分比小于等于<nobr>50.0%</nobr>时触发生命回复,使自身回复等同于已损失生命值<nobr>$2[i]%</nobr>的生命值受到致命攻击时无法触发该效果。该效果初始拥有1次触发次数最多可拥有2次触发次数。",
"desc": "当符玄处于可战斗状态时,为我方全体附加【避厄】。【避厄】状态下的我方目标受到的伤害降低<nobr>$1[i]%</nobr>。<br />当符玄当前生命值百分比小于等于<nobr>50.0%</nobr>时触发生命回复,使自身回复等同于已损失生命值<nobr>$2[i]%</nobr>的生命值受到致命攻击时无法触发该效果。该效果初始拥有1次触发次数最多可拥有2次触发次数。",
"tables": {
"1": {
"name": "受到的伤害降低",

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@ -173,8 +173,30 @@
"name": "游刃若水",
"type": "天赋",
"tag": "强化",
"desc": "当场上有敌方目标的弱点被击破,素裳的速度提高<nobr>#1[f2]%</nobr>,持续<nobr>2</nobr>回合。",
"tables": {}
"desc": "当场上有敌方目标的弱点被击破,素裳的速度提高<nobr>$1[i]%</nobr>,持续<nobr>2</nobr>回合。",
"tables": {
"1":{
"name":"速度提高",
"isSame":false,
"values":[
0.15,
0.155,
0.16,
0.165,
0.17,
0.175,
0.18125,
0.1875,
0.19375,
0.2,
0.205,
0.21,
0.215,
0.22,
0.225
]
}
}
},
"z": {
"id": 663042,

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@ -113,7 +113,7 @@
"skill": {
"id": 23011,
"name": "视界",
"desc": "使装备者的生命上限提高<nobr>$1[i]%</nobr>,能量恢复效率提高<nobr>$2[i]%</nobr>。当装备者的生命值降低时,使我方全体造成的伤害提高<nobr>$3[f1]%</nobr>,持续<nobr>2</nobr>回合。<br />每个波次开始时,为我方全体回复等同于各自已损失生命值<nobr>$4[i]%</nobr>的生命值。",
"desc": "使装备者的生命上限提高<nobr>$1[i]%</nobr>,能量恢复效率提高<nobr>$2[i]%</nobr>。当装备者的生命值降低时,使我方全体造成的伤害提高<nobr>$3[i]%</nobr>,持续<nobr>2</nobr>回合。<br />每个波次开始时,为我方全体回复等同于各自已损失生命值<nobr>$4[i]%</nobr>的生命值。",
"tables": {
"1": [
24,

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@ -113,7 +113,7 @@
"skill": {
"id": 21034,
"name": "风雨将至",
"desc": "进入战斗后,根据装备者的能量上限,提高装备者造成的伤害:每点能量提高<nobr>$1[f2]%</nobr>,最多计入<nobr>160</nobr>点。",
"desc": "进入战斗后,根据装备者的能量上限,提高装备者造成的伤害:每点能量提高<nobr>$1[i]%</nobr>,最多计入<nobr>160</nobr>点。",
"tables": {
"1": [
0.19999999,

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@ -45,10 +45,22 @@ export default function (staticIdx, keyIdx) {
}
}
}],
到不了的彼岸:[
到不了的彼岸: [
staticIdx(1, 'cpct'),
staticIdx(2, 'hpPct'),
keyIdx('受到攻击或装备者消耗自身生命值,伤害提高[dmg]%', 'dmg', 3)
],
比阳光更明亮的: [
staticIdx(1, 'cpct'),
(tables) => {
return {
title: '2层Buff提高攻击力[atkPct]%,能量恢复效率提高[recharge]%',
data: {
atkPct: tables[2] * 2,
recharge: tables[3] * 2
}
}
}
]
}
}
}

View File

@ -113,7 +113,7 @@
"skill": {
"id": 23015,
"name": "抵死",
"desc": "使装备者的暴击率提高<nobr>$1[i]%</nobr>。当装备者施放普攻时获得1层【龙吟】持续<nobr>2</nobr>回合。每层【龙吟】使装备者的攻击力提高<nobr>$2[i]%</nobr>,能量恢复效率提高<nobr>$3[f1]%</nobr>。【龙吟】最多叠加<nobr>2</nobr>层。",
"desc": "使装备者的暴击率提高<nobr>$1[i]%</nobr>。当装备者施放普攻时获得1层【龙吟】持续<nobr>2</nobr>回合。每层【龙吟】使装备者的攻击力提高<nobr>$2[i]%</nobr>,能量恢复效率提高<nobr>$3[i]%</nobr>。【龙吟】最多叠加<nobr>2</nobr>层。",
"tables": {
"1": [
18,

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@ -36,6 +36,7 @@ export const defDmgKey = 'e'
export const buffs = [{
title: '被动天赋:基于元素精通提高杀生樱伤害[eDmg]%',
sort: 5,
data: {
eDmg: ({ attr, calc }) => calc(attr.mastery) * 0.15
}

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@ -176,6 +176,7 @@ export const buffs = [{
}
}, {
title: '被动天赋:基于元素精通提高杀生樱伤害[eDmg]%',
sort: 5,
data: {
eDmg: ({ attr, calc }) => calc(attr.mastery) * 0.15
}

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@ -106,9 +106,8 @@ export const buffs = [{
cons: 6
}, {
check: ({ cons, params }) => cons <= 1 && params.team === true,
title: '精1苍古0命万叶获得[dmg]%增伤(苍古普攻16增伤),增加[atkPct]%攻击',
title: '精1苍古0命万叶苍古普攻16增伤增加[atkPct]%攻击',
data: {
dmg: 40,
aDmg: 16,
a2Dmg: 16,
a3Dmg: 16,
@ -116,9 +115,8 @@ export const buffs = [{
}
}, {
check: ({ cons, params }) => ((cons < 6 && cons > 1) && params.team === true),
title: '精1苍古2命万叶获得[dmg]%增伤(苍古普攻16增伤),增加[atkPct]%攻击,精通[mastery]',
title: '精1苍古2命万叶苍古普攻16增伤增加[atkPct]%攻击,精通[mastery]',
data: {
dmg: 40,
aDmg: 16,
a2Dmg: 16,
a3Dmg: 16,
@ -127,9 +125,8 @@ export const buffs = [{
}
}, {
check: ({ cons, params }) => (cons >= 6 && params.team === true),
title: '精5苍古6命万叶获得[dmg]%增伤(苍古普攻32增伤),增加[atkPct]%攻击,精通[mastery]',
title: '精5苍古6命万叶苍古普攻32增伤增加[atkPct]%攻击,精通[mastery]',
data: {
dmg: 40,
aDmg: 32,
a2Dmg: 32,
a3Dmg: 32,

View File

@ -4,7 +4,12 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.a['隐具魔术箭伤害'], 'a2')
}, {
title: '礼花术弹伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['礼花术弹伤害'], 'a2')
params: { catcathat: true },
dmg: ({ talent, attr, calc }, { basic }) => {
const atk = calc(attr.atk)
const a2dmg = atk * 0.8 + atk * talent.a['礼花术弹伤害'] / 100
return basic(a2dmg, 'a2')
}
}, {
title: '满层E伤害',
dmg: ({ talent }, dmg) => {
@ -24,15 +29,18 @@ export const defDmgIdx = 0
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '天赋-惊险演出基于攻击力的80%,满蓄力重击伤害提高[a2Plus]',
data: {
a2Plus: ({ attr, calc }) => calc(attr.atk) * 0.8
}
check: ({ params }) => params.catcathat === true,
title: '天赋-惊险演出基于攻击力的80%,提高怪笑猫猫帽造成的伤害'
}, {
title: '天赋-完场喝彩:队伍有三名火元素角色时,对处于火元素影响下的敌人造成的伤害提升[dmg]%',
data: {
dmg: 100
}
}, {
title: '双火共鸣:攻击力提高[atkPct]%',
data: {
atkPct: 25
}
}, {
title: '林尼2命在场6秒后暴击伤害提高60%',
cons: 2,

View File

@ -9,6 +9,10 @@ export const details = [{
}, {
title: 'E伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: '4命护盾量',
check: ({ cons }) => cons >= 4,
dmg: ({ attr, calc }, { shield }) => shield(calc(attr.hp) * 0.45)
}]
export const defDmgIdx = 1
export const mainAttr = 'atk,cpct,cdmg,mastery'

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@ -0,0 +1,34 @@
export const details = [{
title: 'E技能伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['谜影突刺伤害'], 'e')
}, {
title: 'Q释放伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: 'Q每段风伤',
dmg: ({ talent }, dmg) => dmg(talent.q['惊奇猫猫盒伤害'], 'q')
}, {
title: 'Q转化元素每段伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['彩练术弹伤害'], 'q', 'phy')// 以物伤近似
}]
export const defDmgIdx = 0
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '天赋-巧施协同开Q后队伍中所有角色攻击力提升20%(按四色队计算)',
data: {
atkPct: 20
}
}, {
title: '天赋-道具完备Q发生元素转化后Q造成伤害提升15%',
data: {
qDmg: 15
}
}, {
title: '琳妮特6命释放E突刺时风元素伤害加成提升20%',
cons: 6,
data: {
dmg: 20
}
}]

View File

@ -103,6 +103,7 @@ export const buffs = [{
}
}, {
title: '赛诺被动:基于元素精通提升普攻[aPlus]点伤害值,渡荒之雷提升[_ePlus]伤害值',
sort: 5,
data: {
aPlus: ({ attr, calc }) => calc(attr.mastery) * 1.5,
_ePlus: ({ attr, calc }) => calc(attr.mastery) * 2.5

View File

@ -154,15 +154,15 @@ export default function (step, staticStep) {
dmg: ({ attr, calc, refine }) => Math.min(Math.floor(calc(attr.hp) / 1000) * step(0.3, 0.2)[refine], step(12, 8)[refine])
}
},
纯水流华: [staticStep('hpPct', 20), {
纯水流华: [{
title: '生命之契提升[dmg]%全部元素伤害加成',
data: {
dmg: ({ attr, calc, refine }) => Math.min(Math.floor(calc(attr.hp) / 1000) * 2 * step(0.24)[refine], step(12)[refine])
},
}
}, {
title: '释放元素战技全部元素伤害加成提升[dmg]%',
refine: {
dmg: step(8),
dmg: step(8)
}
}],
金流监督: [{

View File

@ -76,14 +76,14 @@ export default function (step, staticStep) {
shield: step(20)
}
}],
和璞鸢: [staticStep(), {
和璞鸢: {
title: '满层攻击力提高[atkPct]%,伤害提升[dmg]%',
refine: {
atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7],
dmg: step(12),
phy: step(12)
}
}],
},
护摩之杖: [staticStep('hpPct', 20), {
title: '角色生命低于50%时额外获得[atkPlus]攻击力',
data: {
@ -152,6 +152,6 @@ export default function (step, staticStep) {
dmg: step(7 * 3)
}
},
公义的酬报: false,
公义的酬报: false
}
}

View File

@ -200,15 +200,15 @@ export default function (step, staticStep) {
rechargePlus: [16, 20, 24, 28, 32]
}
},
海渊终曲: [staticStep('hpPct', 20), {
海渊终曲: {
title: '释放元素战技攻击力提升[atkPct]%,生命之契提升[atkPlus]点攻击力',
data: {
atkPlus: ({ attr, calc, refine }) => Math.min(Math.floor(calc(attr.hp) * 0.25 * step(0.24)[refine] / 10, step(150)))
},
refine: {
atkPct: step(12),
atkPct: step(12)
}
}],
},
船坞长剑: {
title: '满层提高[mastery]点元素精通',
refine: {
@ -224,8 +224,8 @@ export default function (step, staticStep) {
}, {
title: '满层下,元素战技与元素爆发命中敌人,其暴击率提升[eCpct]%',
refine: {
eCpct: step(2),
qCpct: step(2)
eCpct: step(8),
qCpct: step(8)
}
}]
}