import lodash from "lodash"; export const details = [{ check: ({ cons }) => cons < 2, title: "水母每跳治疗", dmg: ({ attr, talent, calc }, { heal }) => { let t = talent.e['治疗量2'], hp = calc(attr.hp); return heal(hp * t[0] / 100 + t[1] * 1); } }, { cons: 2, title: "半血水母每跳治疗", dmg: ({ attr, talent, calc }, { heal }) => { let t = talent.e['治疗量2'], 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: ({ attr, talent }, dmg) => dmg(talent.a['三段伤害'], 'a') }, { title: "开Q重击伤害", dmg: ({ attr, 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 defDmgIdx = 2; export const mainAttr = "hp,atk"; export const buffs = [{ title: "心海被动:治疗加成提高25%", }, { title: "心海被动:开Q后重击伤害基于治疗加成提高[aPlus]", 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]", 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]", 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", cons: 6, data: { dmg: 40 } }];