// 强化战技 主目标3削韧,副目标1.5削韧 export const details = [{ title: '强化战技伤害', params: { q: true }, dmg: ({ talent, attr }, dmg) => { let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100 return dmg(td, 'e') } }, { title: '破韧后战技主目标伤害', params: { q: true }, dmg: ({ talent, attr, cons }, dmg) => { let td = talent.e2['目标伤害'] + Math.min(attr.stance * 0.2, 72) / 100 let atkDmg = dmg(td, 'e') let cost = 3 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0)) let base = 0 if (attr.stance >= 360) { base = 0.5 } else if (attr.stance >= 200) { base = 0.35 } let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base return { dmg: atkDmg.dmg + superBreak, avg: atkDmg.avg + superBreak } } }, { title: '破韧后战技副目标伤害', params: { q: true }, dmg: ({ talent, attr, cons }, dmg) => { let td = talent.e2['相邻目标伤害'] + Math.min(attr.stance * 0.1, 36) / 100 let atkDmg = dmg(td, 'e') let cost = 1.5 * (1 + 0.5 + (cons >= 6 ? 0.5 : 0)) let base = 0 if (attr.stance >= 360) { base = 0.5 } else if (attr.stance >= 200) { base = 0.35 } let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base return { dmg: atkDmg.dmg + superBreak, avg: atkDmg.avg + superBreak } } }] export const mainAttr = 'atk,stance' export const defDmgIdx = 1 export const buffs = [{ title: '终结技Buff:速度提高[speed]点,释放强化普攻和战技时弱点击破效率提高50%,使敌方受到的击破伤害提高[breakEnemydmg]%', check: ({ params }) => params.q === true, data: { speed: ({ talent }) => talent.q['速度提高'], breakEnemydmg: ({ talent }) => talent.q['击破伤害提高'] * 100 } }, { title: '行迹-过载核心:基于攻击力,提高自身击破特攻[stance]%', check: ({ params, attr }) => params.q === true && attr.atk >= 1800, sort: 9, data: { stance: ({ attr }) => Math.floor((attr.atk - 1800) / 10) * 0.8 } }, { title: '流萤1魂:释放强化战技时无视目标[ignore]%的防御', cons: 1, data: { ignore: 15 } }, { title: '流萤4魂:终结技状态下,效果抵抗提高[effDef]%', cons: 4, check: ({ params }) => params.q === true, data: { effDef: 50 } }, { title: '流萤6魂:终结技状态下,火属性抗性穿透提高[kx]%,释放强化普攻和战技时的弱点击破效率提高50%', cons: 6, check: ({ params }) => params.q === true, data: { kx: 20 } }] export const createdBy = 'Aluxes'