let polearm = { "白缨枪": { title: "白缨枪普通攻击伤害提高[aDmg]%", refine: { aDmg: [24, 30, 36, 42, 48] } }, "黑岩刺枪": { title: "黑岩刺枪满层攻击力加成[atkPct]%", data: { atkPct: ({ refine }) => [12, 15, 18, 21, 24][refine] * 3 } }, "决斗之枪": { title: "身边敌人少于2个时,获得[atkPct]%的攻击力提升", refine: { atkPct: [24, 30, 36, 42, 48] } }, "匣里灭辰": { title: "对于水或或元素影响的敌人造成伤害提高[dmgPct]%", refine: { dmgPct: [20, 24, 28, 32, 36] } }, "千岩长枪": { title: "四璃月队伍提高[atkPct]%攻击力及[cpct]%的暴击率提高", refine: { atkPct: [7, 8, 9, 10, 11], cpct: [3, 4, 5, 6, 7] } }, "试作星镰": { title: "释放元素战技后,2层Buff普攻与重击造成伤害提高[aDmg]%", buffCount: 2, refine: { aDmg: [8, 10, 12, 14, 16], a2Dmg: [8, 10, 12, 14, 16] } }, "宗室猎枪": { title: "3层Buff暴击提高[cpct]%", buffCount: 3, refine: { cpct: [8, 10, 12, 14, 16] } }, "喜多院十文字": { title: "元素战技伤害提升[eDmg]%", refine: { eDmg: [6, 7.5, 9, 10.5, 12] } }, "渔获": { title: "元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%", refine: { qDmg: [16, 20, 24, 28, 32], qCpct: [6, 7.5, 9, 10.5, 12] } }, "断浪长鳍": { title: "满层元素爆发伤害提高[qDmg]%", refine: { qDmg: [40, 50, 60, 70, 80] } }, "贯虹之槊": { title: "护盾满层状态提高攻击力[atkPct]%", buffCount: 10, refine: { atkPct: [4, 5, 6, 7, 8] } }, "和璞鸢": { title: "满层攻击力提高[atkPct]%,伤害提升[dmgPct]%", refine: { atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7], dmgPct: [12, 15, 18, 21, 24] } }, "天空之脊": { title: "暴击率提升[cpct]%", refine: { cpct: [8, 10, 12, 14, 16] } }, "护摩之杖": { title: "角色生命低于50%时获得攻击力提升[atkPlus]", data: { atkPlus: ({ attr, refine }) => { let { hp } = attr, totalHp = hp.base + hp.plus + hp.pct * hp.base / 100; return totalHp * [1, 1.2, 1.4, 1.6, 1.8][refine] / 100 } } }, "薙草之稻光": [{ title: "元素爆发12秒内元素充能提高[rechargePlus]%", sort: 0, refine: { rechargePlus: [30, 35, 40, 45, 50] } }, { title: "攻击力基于元素充能提升[atkPct]%", sort: 10, data: { atkPct: ({ attr, refine }) => { let recharge = attr.recharge.base + attr.recharge.plus - 100 return Math.min(recharge * [28, 35, 42, 49, 56][refine] / 100, [80, 90, 100, 110, 120][refine]) } } }] } export const weapons = { ...polearm };