miao-plugin/resources/meta/weapon/polearm/calc.js
曉K 387dfa9759
修复 4.0新武器被动未写入 (#626)
* 修复 峡湾长歌被动没有被计算

* 4.0武器伤害计算被动

* 勘误
2023-08-31 03:26:26 +08:00

158 lines
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export default function (step, staticStep) {
return {
白缨枪: {
title: '白缨枪普通攻击伤害提高[aDmg]%',
refine: { aDmg: step(24) }
},
黑岩刺枪: {
title: '黑岩刺枪满层攻击力加成[atkPct]%',
data: {
atkPct: ({ refine }) => step(12)[refine] * 3
}
},
决斗之枪: {
title: '身边敌人少于2个时获得[atkPct]%的攻击力提升',
refine: {
atkPct: step(24)
}
},
匣里灭辰: {
check: ({ element }) => ['水', '火'].includes(element),
title: '对于水或火元素影响的敌人造成伤害提高[dmg]%',
refine: {
dmg: step(20, 4),
phy: step(20, 4)
}
},
千岩长枪: {
title: '四璃月队伍提高[atkPct]%攻击力及[cpct]%的暴击率提高',
buffCount: 4,
refine: {
atkPct: [7, 8, 9, 10, 11],
cpct: [3, 4, 5, 6, 7]
}
},
试作星镰: {
title: '释放元素战技后2层Buff普攻与重击造成伤害提高[aDmg]%',
buffCount: 2,
refine: {
aDmg: step(8),
a2Dmg: step(8)
}
},
宗室猎枪: {
title: '3层Buff暴击提高[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
喜多院十文字: {
title: '元素战技伤害提升[eDmg]%',
refine: {
eDmg: step(6)
}
},
'「渔获」': {
title: '元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%',
refine: {
qDmg: step(16),
qCpct: step(6)
}
},
断浪长鳍: {
title: '满层元素爆发伤害提高[qDmg]%',
refine: { qDmg: step(40) }
},
贯虹之槊: [{
title: '护盾满层状态提高攻击力[atkPct]%',
buffCount: 10,
refine: {
atkPct: step(4)
}
}, {
title: '护盾强效提高[shield]%',
refine: {
shield: step(20)
}
}],
和璞鸢: [staticStep(), {
title: '满层攻击力提高[atkPct]%,伤害提升[dmg]%',
refine: {
atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7],
dmg: step(12),
phy: step(12)
}
}],
护摩之杖: [staticStep('hpPct', 20), {
title: '角色生命低于50%时额外获得[atkPlus]攻击力',
data: {
atkPlus: ({ attr, refine, calc }) => {
let totalHp = calc(attr.hp)
return totalHp * ([0.8, 1, 1.2, 1.4, 1.6][refine] + [1, 1.2, 1.4, 1.6, 1.8][refine]) / 100
}
}
}],
天空之脊: staticStep('cpct', 8),
薙草之稻光: [{
title: '元素爆发12秒内元素充能提高[rechargePlus]%',
sort: 0,
refine: {
rechargePlus: [30, 35, 40, 45, 50]
}
}, {
title: '攻击力基于元素充能提升[atkPct]%',
sort: 10,
data: {
atkPct: ({ attr, refine }) => {
let recharge = attr.recharge.base + attr.recharge.plus - 100
return Math.min(recharge * step(28)[refine] / 100, [80, 90, 100, 110, 120][refine])
}
}
}],
息灾: {
title: '获得[dmg]%元素伤害加成满Buff前台提供[atkPct]%攻击力加成',
refine: {
dmg: step(12),
atkPct: step(3.2 * 6)
}
},
贯月矢: {
title: '拾取苏生之叶的角色攻击力提升[atkPct]%',
refine: {
atkPct: step(16)
}
},
赤沙之杖: {
title: '赤沙之杖被动:基于元素精通获得攻击力[_atk1]3层Buff提高攻击力[_atk2]',
sort: 7,
data: {
_atk1: ({ attr, calc, refine }) => step(52)[refine] * calc(attr.mastery) / 100,
_atk2: ({ attr, calc, refine }) => step(28 * 3)[refine] * calc(attr.mastery) / 100,
atkPlus: ({ attr, calc, refine }) => step(52 + 28 * 3)[refine] * calc(attr.mastery) / 100
}
},
风信之锋: {
title: '触发元素反应提升攻击力[atkPct]%, 精通[mastery]',
refine: {
atkPct: step(12),
mastery: step(48)
}
},
峡湾长歌: {
title: '队伍中存在至少三种不同元素类型的角色时,元素精通提升[mastery]点',
refine: {
mastery: step(120)
}
},
勘探钻机: {
title: '满层下,提高[atkPct]%攻击力与[dmg]%所有元素伤害加成',
refine: {
atkPct: step(3 * 3),
dmg: step(7 * 3)
}
},
公义的酬报: false,
}
}