export const details = [{ title: '普攻伤害', dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') }, { title: '强化普攻(单目标)', params: { ebuff: true }, dmg: ({ talent, attr, calc }, { basic }) => { const td1 = talent.a2['攻击倍率'] const td2 = talent.a2['生命倍率'] const atk = calc(attr.atk) const hp = calc(attr.hp) return basic(td1 * atk + td2 * hp, 'a') } }, { title: '强化普攻(三目标)', params: { ebuff: true }, dmg: ({ talent, attr, calc }, { basic }) => { const td1 = talent.a2['攻击倍率'] + talent.a2['攻击倍率·相邻目标'] * 2 const td2 = talent.a2['生命倍率'] + talent.a2['生命倍率·相邻目标'] * 2 const atk = calc(attr.atk) const hp = calc(attr.hp) return basic(td1 * atk + td2 * hp, 'a') } }, { title: '追加攻击', params: { ebuff: true }, dmg: ({ talent, attr, calc }, { basic }) => { const td1 = talent.t['攻击倍率'] const td2 = talent.t['生命倍率'] const atk = calc(attr.atk) const hp = calc(attr.hp) return basic(td1 * atk + td2 * hp, 't') } }, { title: '终结技伤害(单目标)', params: { ebuff: true }, dmg: ({ talent, attr, calc }, { basic }) => { const td1 = talent.q['攻击倍率'] const td2 = talent.q['生命倍率'] const td3 = talent.q['已损失生命值倍率'] const atk = calc(attr.atk) const hp = calc(attr.hp) return basic(td1 * atk + td2 * hp + td3 * hp * 0.9, 'q') } }, { title: '终结技伤害(三目标)', params: { ebuff: true }, dmg: ({ talent, attr, calc }, { basic }) => { const td1 = talent.q['攻击倍率'] + talent.q['攻击倍率·相邻目标'] * 2 const td2 = talent.q['生命倍率'] + talent.q['生命倍率·相邻目标'] * 2 const td3 = talent.q['已损失生命值倍率'] + talent.q['已损失生命值倍率·相邻目标'] * 2 const atk = calc(attr.atk) const hp = calc(attr.hp) return basic(td1 * atk + td2 * hp + td3 * hp * 0.9, 'q') } }] export const defDmgIdx = 1 export const mainAttr = 'hp,atk,cpct,cdmg,speed' export const buffs = [{ check: ({ params }) => params.ebuff === true, title: '地狱变:造成伤害提高[dmg]%', data: { dmg: ({ talent }) => talent.e['伤害提高'] * 100 } }, { title: '行迹-坏劫隳亡:天赋释放的追加攻击伤害提高20%', tree: 2, data: { tDmg: 20 } }, { title: '刃1命:终结技对指定敌方单体造成伤害值提高[qPlus]', cons: 1, data: { qPlus: ({ attr, calc }) => 1.5 * calc(attr.hp) * 0.9 } }, { check: ({ params }) => params.ebuff === true, title: '刃2命:处于【地狱变】状态时,暴击率提高15%', cons: 2, data: { cpct: 15 } }, { title: '刃4命:生命值降低至小于等于50%时,提高生命值上限,满Buff下提高40%', cons: 4, data: { hpPct: 40 } }, { title: '刃6命:追加攻击造成的伤害值额外提高[tPlus]', cons: 6, data: { tPlus: ({ attr, calc }) => calc(attr.hp) * 0.5 } }]