mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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c19c731ce7
* 新增刃伤害计算及评分规则 * 更新神子 托马 珐露珊 白术 赛诺 银狼 伤害计算
109 lines
3.7 KiB
JavaScript
109 lines
3.7 KiB
JavaScript
let eDmg = false
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let eAggrDmg = false
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let eAllDmg = false
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let ePlusDmg = false
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let ePlusAggrDmg = false
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export const details = [{
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title: 'Q状态·普攻首段',
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dmg: ({ talent }, dmg) => dmg(talent.q['一段伤害'], 'a')
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}, {
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title: 'Q状态·E伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['冥祭伤害'], 'e')
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}, {
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title: 'Q状态·强化E伤害',
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params: { showEBuff: true, eBuff: true },
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dmg: ({ talent }, dmg) => {
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eDmg = dmg(talent.e['冥祭伤害'], 'e')
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eAggrDmg = dmg(talent.e['冥祭伤害'], 'e', 'aggravate')
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return eDmg
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}
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}, {
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title: 'Q状态·QTE总伤害',
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params: { showEBuff: true },
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dmg: ({ attr, calc }, { basic }) => {
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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const ePlustd = 1.00 * atk + em * 2.5
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ePlusDmg = basic(ePlustd, 'e')
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return {
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dmg: eDmg.dmg + ePlusDmg.dmg * 3,
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avg: eDmg.avg + ePlusDmg.avg * 3
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}
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}
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}, {
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title: 'Q状态·QTE超激化总伤害',
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params: { showEBuff: true },
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dmg: ({ attr, calc }, { basic }) => {
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const em = calc(attr.mastery)
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const atk = calc(attr.atk)
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const ePlustd = 1.00 * atk + em * 2.5
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ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate')
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eAllDmg = {
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dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
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avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
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}
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return eAllDmg
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}
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}, {
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check: ({ cons }) => cons < 6,
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title: 'Q状态·一轮普攻5A+QTE超激化总伤害',
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params: { showEBuff: true },
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dmg: ({ talent }, dmg) => {
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let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
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let a2dmg = dmg(talent.q['二段伤害'], 'a')
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let a3dmg = dmg(talent.q['三段伤害'], 'a')
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let a4Aggrdmg = dmg(talent.q['四段伤害2'][0], 'a', 'aggravate')
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let a4dmg = dmg(talent.q['四段伤害2'][1], 'a')
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let a5dmg = dmg(talent.q['五段伤害'], 'a')
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return {
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dmg: eAllDmg.dmg + a1Aggrdmg.dmg + a2dmg.dmg + a3dmg.dmg + a4Aggrdmg.dmg + a4dmg.dmg + a5dmg.dmg,
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avg: eAllDmg.avg + a1Aggrdmg.avg + a2dmg.avg + a3dmg.avg + a4Aggrdmg.avg + a4dmg.avg + a5dmg.avg
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}
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}
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}, {
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check: ({ cons }) => cons >= 6,
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title: 'Q状态·一轮普攻5A+QTE超激化总伤害(消耗4层豺祭)',
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params: { showEBuff: true },
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dmg: ({ talent }, dmg) => {
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let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
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let a2dmg = dmg(talent.q['二段伤害'], 'a')
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let a3dmg = dmg(talent.q['三段伤害'], 'a')
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let a4Aggrdmg = dmg(talent.q['四段伤害2'][0], 'a', 'aggravate')
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let a4dmg = dmg(talent.q['四段伤害2'][1], 'a')
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let a5dmg = dmg(talent.q['五段伤害'], 'a')
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return {
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dmg: eAllDmg.dmg + a1Aggrdmg.dmg + a2dmg.dmg + a3dmg.dmg + a4Aggrdmg.dmg + a4dmg.dmg + a5dmg.dmg + ePlusDmg.dmg * 3 + ePlusAggrDmg.dmg,
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avg: eAllDmg.avg + a1Aggrdmg.avg + a2dmg.avg + a3dmg.avg + a4Aggrdmg.avg + a4dmg.avg + a5dmg.avg + ePlusDmg.avg * 3 + ePlusAggrDmg.avg
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}
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}
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}]
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export const defDmgIdx = 5
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export const mainAttr = 'atk,cpct,cdmg,mastery'
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export const buffs = [{
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title: '圣仪·煟煌随狼行:Q状态下提升元素精通100点',
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data: {
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mastery: 100
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}
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}, {
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title: '赛诺2命:普攻后提高雷伤,满5层Buff增加50%雷元素伤害',
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cons: 2,
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data: {
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dmg: 50
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}
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}, {
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check: ({ params }) => params.showEBuff === true,
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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',
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data: {
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eDmg: ({ params }) => params.eBuff ? 35 : 0
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}
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}, {
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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',
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data: {
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aPlus: ({ attr, calc }) => calc(attr.mastery) * 1.5,
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_ePlus: ({ attr, calc }) => calc(attr.mastery) * 2.5
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}
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}]
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