let eDmg = false let eAggrDmg = false let eAllDmg = false let ePlusDmg = false let ePlusAggrDmg = false export const details = [{ title: 'Q状态·普攻首段', dmg: ({ talent }, dmg) => dmg(talent.q['一段伤害'], 'a') }, { title: 'Q状态·E伤害', dmg: ({ talent }, dmg) => dmg(talent.e['冥祭伤害'], 'e') }, { title: 'Q状态·强化E伤害', params: { showEBuff: true, eBuff: true }, dmg: ({ talent }, dmg) => { eDmg = dmg(talent.e['冥祭伤害'], 'e') eAggrDmg = dmg(talent.e['冥祭伤害'], 'e', 'aggravate') return eDmg } }, { title: 'Q状态·QTE总伤害', params: { showEBuff: true }, dmg: ({ attr, calc }, { basic }) => { const em = calc(attr.mastery) const atk = calc(attr.atk) const ePlustd = 1.00 * atk + em * 2.5 ePlusDmg = basic(ePlustd, 'e') return { dmg: eDmg.dmg + ePlusDmg.dmg * 3, avg: eDmg.avg + ePlusDmg.avg * 3 } } }, { title: 'Q状态·QTE超激化总伤害', params: { showEBuff: true }, dmg: ({ attr, calc }, { basic }) => { const em = calc(attr.mastery) const atk = calc(attr.atk) const ePlustd = 1.00 * atk + em * 2.5 ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate') eAllDmg = { dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2, avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2 } return eAllDmg } }, { check: ({ cons }) => cons < 6, dmgKey: 'q', title: 'Q状态·一轮普攻5A+QTE超激化总伤害', params: { showEBuff: true }, dmg: ({ talent }, dmg) => { let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate') let a2dmg = dmg(talent.q['二段伤害'], 'a') let a3dmg = dmg(talent.q['三段伤害'], 'a') let a4Aggrdmg = dmg(talent.q['四段伤害2'][0], 'a', 'aggravate') let a4dmg = dmg(talent.q['四段伤害2'][1], 'a') let a5dmg = dmg(talent.q['五段伤害'], 'a') return { dmg: eAllDmg.dmg + a1Aggrdmg.dmg + a2dmg.dmg + a3dmg.dmg + a4Aggrdmg.dmg + a4dmg.dmg + a5dmg.dmg, avg: eAllDmg.avg + a1Aggrdmg.avg + a2dmg.avg + a3dmg.avg + a4Aggrdmg.avg + a4dmg.avg + a5dmg.avg } } }, { check: ({ cons }) => cons >= 6, dmgKey: 'q', title: 'Q状态·一轮普攻5A+QTE超激化总伤害(消耗4层豺祭)', params: { showEBuff: true }, dmg: ({ talent }, dmg) => { let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate') let a2dmg = dmg(talent.q['二段伤害'], 'a') let a3dmg = dmg(talent.q['三段伤害'], 'a') let a4Aggrdmg = dmg(talent.q['四段伤害2'][0], 'a', 'aggravate') let a4dmg = dmg(talent.q['四段伤害2'][1], 'a') let a5dmg = dmg(talent.q['五段伤害'], 'a') return { dmg: eAllDmg.dmg + a1Aggrdmg.dmg + a2dmg.dmg + a3dmg.dmg + a4Aggrdmg.dmg + a4dmg.dmg + a5dmg.dmg + ePlusDmg.dmg * 3 + ePlusAggrDmg.dmg, avg: eAllDmg.avg + a1Aggrdmg.avg + a2dmg.avg + a3dmg.avg + a4Aggrdmg.avg + a4dmg.avg + a5dmg.avg + ePlusDmg.avg * 3 + ePlusAggrDmg.avg } } }] export const defDmgKey = 'q' export const mainAttr = 'atk,cpct,cdmg,mastery' export const buffs = [{ title: '圣仪·煟煌随狼行:Q状态下提升元素精通100点', data: { mastery: 100 } }, { title: '赛诺2命:普攻后提高雷伤,满5层Buff增加50%雷元素伤害', cons: 2, data: { dmg: 50 } }, { check: ({ params }) => params.showEBuff === true, title: '赛诺被动:末途真眼状态提升秘仪·律渊渡魂35%伤害,发射渡荒之雷造成100%攻击力伤害', data: { eDmg: ({ params }) => params.eBuff ? 35 : 0 } }, { title: '赛诺被动:基于元素精通提升普攻[aPlus]点伤害值,渡荒之雷提升[_ePlus]伤害值', sort: 5, data: { aPlus: ({ attr, calc }) => calc(attr.mastery) * 1.5, _ePlus: ({ attr, calc }) => calc(attr.mastery) * 2.5 } }]