import lodash from 'lodash' export const details = [{ check: ({ cons }) => cons < 2, title: '半血水母每跳治疗', dmgKey: 'q', dmg: ({ attr, talent, calc }, { heal }) => { let t = talent.e['治疗量2'] let hp = calc(attr.hp) return heal(hp * t[0] / 100 + t[1] * 1) } }, { cons: 2, title: '半血水母每跳治疗', dmgKey: 'q', dmg: ({ attr, talent, calc }, { heal }) => { let t = talent.e['治疗量2'] let hp = calc(attr.hp) return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045) } }, { title: '开Q普攻三段伤害', dmg: ({ talent }, dmg) => dmg(talent.a['三段伤害'], 'a') }, { title: '开Q重击伤害', dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2') }, { title: '开Q普攻三段总伤', dmg: ({ attr, talent, cons, calc }, dmg) => { let ret = { dmg: 0, avg: 0 } lodash.forEach('一二三'.split(''), (num) => { let dmgRet = dmg(talent.a[`${num}段伤害`], 'a') ret.dmg += dmgRet.dmg ret.avg += dmgRet.avg }) if (cons > 0) { let dmgRet = dmg.basic(calc(attr.hp) * 0.3) ret.dmg += dmgRet.dmg ret.avg += dmgRet.avg } return ret } }] export const defDmgKey = 'q' export const defDmgIdx = 2 export const mainAttr = 'hp,atk' export const buffs = [{ title: '心海被动:暴击率降低100%,治疗加成提高25%', isStatic: true, data: { cpct: -100, heal: 25 } }, { title: '心海被动:开Q后重击伤害基于治疗加成提高[aPlus]', sort: 9, data: { aPlus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100, a2Plus: ({ attr, calc }) => calc(attr.hp) * calc(attr.heal) * 0.15 / 100 } }, { title: '海人化羽:开Q后普攻伤害提高[aPlus]', sort: 9, data: { aPlus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['普通攻击伤害提升'] / 100 } }, { title: '海人化羽:开Q后重击伤害提高[a2Plus]', sort: 9, data: { a2Plus: ({ attr, talent, calc }) => calc(attr.hp) * talent.q['重击伤害提升'] / 100 } }, { title: '心海1命:开Q后第三段普攻额外释放一只游鱼,造成生命值上限30%的水元素伤害', cons: 1 }, { title: '心海6命:开Q攻击获得治疗后,获得40%水伤加成', sort: 6, cons: 6, data: { dmg: 40 } }]