let tmpDmg = false export const details = [{ title: '普攻尾段2次伤害', params: { e: false }, dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'phy') }, { title: 'E0层长按伤害', params: { gj: false }, dmg: ({ talent }, dmg) => { tmpDmg = dmg(talent.e['长按伤害'], 'e') return tmpDmg } }, { title: 'E2层长按伤害', params: { gj: true }, dmg: ({ talent }, dmg) => { let e = tmpDmg let g = dmg(talent.e['冰涡之剑伤害'], 'e') let j = dmg(talent.q['光降之剑基础伤害'], 'e', 'phy') return { dmg: e.dmg * 1 + g.dmg * 2 + j.dmg * 0.5, avg: e.avg * 1 + g.avg * 2 + j.avg * 0.5 } } }, ({ cons, weapon }) => { let buffCount = 12 if (weapon.name === '松籁响起之时') { buffCount = 13 if (weapon.affix_level >= 4) { buffCount = 14 } } if (cons === 6) { buffCount = buffCount + 11 } return { title: `光降之剑${buffCount}层伤害`, params: { gj: true }, dmg: ({ talent }, dmg) => dmg(talent.q['光降之剑基础伤害'] + talent.q['每层能量伤害'] * buffCount, 'q', 'phy') } }] export const defDmgIdx = 3 export const mainAttr = 'atk,cpct,cdmg' export const enemyName = '魔偶/女士/雷神' export const buffs = [{ title: '优菈天赋:E消耗冰涡之剑后降低抗性[kx]%', check: ({ params }) => params.gj !== false, data: { kx: ({ talent }) => talent.e['冰元素抗性降低'] } }, { title: '优菈一命:消耗冷酷之心后物理伤害提高30%', cons: 1, data: { phy: ({ params }) => params.gj ? 30 : 0 } }, { title: '优菈四命:对生命值低于50%的敌人,光降之剑造成的伤害提高25%', cons: 4, data: { qDmg: 25 } }, { title: '优菈6命:光降之剑额外获得5层Buff,普攻/E有50%概率额外获得1层', cons: 6 }]