export const details = [{ title: '水月伤害', params: { sy: true }, dmg: ({ talent, calc, attr }, { basic }) => basic(calc(attr.hp) * talent.e['水月/水轮伤害2'][0] / 100, 'e') },{ title: '水月蒸发伤害', params: { sy: true }, dmg: ({ talent, calc, attr }, { basic }) => basic(calc(attr.hp) * talent.e['水月/水轮伤害2'][0] / 100, 'e', '蒸发') }, { title: '剑舞步三段伤害', dmg: ({ talent, calc, attr, cons }, { basic }) => { let pct = talent.e['剑舞步/旋舞步一段伤害2'][0] * 1 + talent.e['剑舞步/旋舞步二段伤害2'][0] * 1 let ret1 = basic(calc(attr.hp) * pct / 100, 'e') if (cons >= 1) { attr.e.dmg += 65 } let ret2 = basic(calc(attr.hp) * talent.e['水月/水轮伤害2'][0] / 100, 'e') return { dmg: ret1.dmg + ret2.dmg, avg: ret2.avg + ret2.avg } } }, { title: 'Q两段总伤害', dmg: ({ talent, calc, attr }, { basic }) => basic(calc(attr.hp) * (talent.q['技能伤害'] + talent.q['永世流沔伤害']) / 100, 'q') }, { title: 'Q两段总蒸发伤害', dmg: ({ talent, calc, attr }, { basic }) => basic(calc(attr.hp) * (talent.q['技能伤害'] + talent.q['永世流沔伤害']) / 100, 'q', '蒸发') }, { title: '丰穰之核伤害', params: { bloom: true }, dmg: ({calc, attr}, { reaction }) => { return reaction('bloom')} }] export const mainAttr = 'hp,atk,cpct,cdmg,mastery' export const buffs = [{ title: '妮露天赋:丰穰之核增伤[bloom]%,元素精通提升100点', data: { bloom: ({ calc, attr }) => Math.min(400,(calc(attr.hp)-30000)/1000*9), mastery:({ params }) => params.bloom ? 100 : 0 } },{ title: '妮露1命:水月造成的伤害提升65%', cons: 1, data: { eDmg: ({ params }) => params.sy ? 65 : 0 } }, { title: '妮露2命:金杯的丰馈下降低敌人35%水抗与草抗', cons: 2, data: { kx: 35 } }, { title: '妮露4命:第三段舞步命中敌人Q伤害提高50%', cons: 4, data: { qDmg: 50 } }, { title: '妮露6命:提高暴击[cpct]%,爆伤[cdmg]%', cons: 6, data: { cpct: ({ calc, attr }) => Math.min(30, calc(attr.hp) / 1000 * 0.6), cdmg: ({ calc, attr }) => Math.min(60, calc(attr.hp) / 1000 * 1.2) } }, 'vaporize']