export const details = [{ title: '普攻伤害', dmg: ({ talent, cons }, dmg) => { // 2段伤害,比例3:7 let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100 let a1dmg = dmg(talent.a['技能伤害'] * 0.3, 'a') let a2dmg = dmg.dynamic(talent.a['技能伤害'] * 0.7, 'a', { dynamicDmg }) return { dmg: a1dmg.dmg + a2dmg.dmg, avg: a1dmg.avg + a2dmg.avg } } }, { title: '1级强普伤害', dmg: ({ talent, cons }, dmg) => { // 3段伤害,比例33:33:34 let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100 let a1dmg = dmg(talent.a2['瞬华·单体伤害'] * 0.33, 'a') let a2dmg = dmg.dynamic(talent.a2['瞬华·单体伤害'] * 0.33, 'a', { dynamicDmg }) let a3dmg = dmg.dynamic(talent.a2['瞬华·单体伤害'] * 0.34, 'a', { dynamicDmg: dynamicDmg * 2 }) return { dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg, avg: a1dmg.avg + a2dmg.avg + a3dmg.avg } } }, { title: '2级强普伤害(扩散)', dmg: ({ talent, cons }, dmg) => { // 主目标5段伤害,比例20:20:20:20:20 // 副目标2段伤害,比例50:50 let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100 let dynamicCdmg = talent.e['暴击伤害提高'] * 100 let a1dmg = dmg(talent.a2['天矢阴·单体伤害'] * 0.2, 'a') let a2dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg }) let a3dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 2 }) let a4dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg }) let a5dmg = dmg.dynamic(talent.a2['天矢阴·单体伤害'] * 0.2, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 }) let a1plusdmg = dmg.dynamic(talent.a2['天矢阴·相邻目标伤害'] * 0.5, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg }) let a2plusdmg = dmg.dynamic(talent.a2['天矢阴·相邻目标伤害'] * 0.5, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 }) return { dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + a4dmg.dmg + a5dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg) * 2, avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + a4dmg.avg + a5dmg.avg + (a1plusdmg.avg + a2plusdmg.avg) * 2 } } }, { title: '3级强普伤害(扩散)', params: { level3A: true }, dmg: ({ talent, cons }, dmg) => { // 主目标7段伤害,前六段比例14.2,最后一段14.8 // 副目标4段伤害,比例25:25:25:25 let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100 let dynamicCdmg = talent.e['暴击伤害提高'] * 100 let a1dmg = dmg(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a') let a2dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg }) let a3dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 2 }) let a4dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg }) let a5dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 }) let a6dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.142, 'a', { dynamicDmg: dynamicDmg * 5, dynamicCdmg: dynamicCdmg * 3 }) let a1plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg: dynamicDmg * 3, dynamicCdmg }) let a2plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg: dynamicDmg * 4, dynamicCdmg: dynamicCdmg * 2 }) let a3plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg: dynamicDmg * 5, dynamicCdmg: dynamicCdmg * 3 }) dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 10 : talent.t['伤害提高'] * 100 * 6 let a7dmg = dmg.dynamic(talent.a2['盘拏耀跃·单体伤害'] * 0.148, 'a', { dynamicDmg, dynamicCdmg: dynamicCdmg * 4 }) let a4plusdmg = dmg.dynamic(talent.a2['盘拏耀跃·相邻目标伤害'] * 0.25, 'a', { dynamicDmg, dynamicCdmg: dynamicCdmg * 4 }) return { dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + a4dmg.dmg + a5dmg.dmg + a6dmg.dmg + a7dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg + a3plusdmg.dmg + a4plusdmg.dmg) * 2, avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + a4dmg.avg + a5dmg.avg + a6dmg.avg + a7dmg.avg + (a1plusdmg.avg + a2plusdmg.avg + a3plusdmg.avg + a4plusdmg.avg) * 2 } } }, { title: '终结技伤害(扩散)', dmg: ({ talent, cons }, dmg) => { // 3段伤害,比例3:3:4 let dynamicDmg = cons >= 1 ? talent.t['伤害提高'] * 100 * 2 : talent.t['伤害提高'] * 100 let a1dmg = dmg(talent.q['目标伤害'] * 0.3, 'q') let a2dmg = dmg.dynamic(talent.q['目标伤害'] * 0.3, 'q', { dynamicDmg }) let a3dmg = dmg.dynamic(talent.q['目标伤害'] * 0.4, 'q', { dynamicDmg: dynamicDmg * 2 }) let a1plusdmg = dmg(talent.q['相邻目标伤害'] * 0.3, 'q') let a2plusdmg = dmg.dynamic(talent.q['相邻目标伤害'] * 0.3, 'q', { dynamicDmg }) let a3plusdmg = dmg.dynamic(talent.q['相邻目标伤害'] * 0.4, 'q', { dynamicDmg: dynamicDmg * 2 }) return { dmg: a1dmg.dmg + a2dmg.dmg + a3dmg.dmg + (a1plusdmg.dmg + a2plusdmg.dmg + a3plusdmg.dmg) * 2, avg: a1dmg.avg + a2dmg.avg + a3dmg.avg + (a1plusdmg.avg + a2plusdmg.avg + a3plusdmg.avg) * 2 } } }] export const defDmgIdx = 3 export const mainAttr = 'atk,cpct,cdmg' export const buffs = [{ title: '行迹-起蛰:对拥有虚数属性弱点的敌人造成伤害时,暴击伤害提高24%', tree: 3, data: { cdmg: 24 } }, { title: '天赋-亢心: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[_dmg]%,该效果可以叠加6层,持续至自身回合结束。', check: ({ cons }) => cons < 1, data: { _dmg: ({ talent }) => talent.t['伤害提高'] * 100 } }, { title: '天赋-亢心: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[_dmg]%,该效果可以叠加10层,持续至自身回合结束。', cons: 1, data: { _dmg: ({ talent }) => talent.t['伤害提高'] * 100 } }, { title: '叱咤:施放2级或3级强化普攻时,从第4段攻击开始,每段攻击前获得一层叱咤,使暴击伤害提高[_cdmg]%,最多叠加4层', data: { _cdmg: ({ talent }) => talent.e['暴击伤害提高'] * 100 } }, { title: '饮月6命:满Buff时使3级强普的虚数属性抗性穿透提高60%', cons: 6, check: ({ params }) => params.level3A === true, data: { kx: 60 } }] export const createdBy = 'Aluxes'