miao-plugin/resources/meta-sr/character/流萤/calc_auto.js
2024-06-22 06:24:34 +08:00

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// 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')
// 弱点击破效率自身50%六命50%
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')
// 弱点击破效率自身50%六命50%
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
}
}
}, {
title: '流开阮加·战技主目标伤害',
params: { q: true, team: 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')
// 弱点击破效率自身50%阮梅50%六命50%
let cost = 3 * (1 + 0.5 + 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
}
// 自身触发的超击破
let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
// 同谐主【伴舞】触发的超击破
let superBreakTrailblazer = dmg.reaction('superBreak').avg / 0.9 * cost * 1.6 // 同谐主提供1.6独立增伤乘区
return {
dmg: atkDmg.dmg + superBreak + superBreakTrailblazer,
avg: atkDmg.avg + superBreak + superBreakTrailblazer
}
}
}, {
title: '流开阮加·战技副目标伤害',
params: { q: true, team: 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')
// 弱点击破效率自身50%阮梅50%六命50%
let cost = 1.5 * (1 + 0.5 + 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
}
// 自身触发的超击破
let superBreak = dmg.reaction('superBreak').avg / 0.9 * cost * base
// 同谐主【伴舞】触发的超击破
let superBreakTrailblazer = dmg.reaction('superBreak').avg / 0.9 * cost * 1.4 // 同谐主提供1.4独立增伤乘区
return {
dmg: atkDmg.dmg + superBreak + superBreakTrailblazer,
avg: atkDmg.avg + superBreak + superBreakTrailblazer
}
}
}]
export const mainAttr = 'atk,stance'
export const defDmgIdx = 3
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,
tree: 3,
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
}
}, {
title: '0魂阮梅弱点击破效率提高50%击破特攻提高20%抗性穿透提高25%速度提高10%',
check: ({ params }) => params.team === true,
data: {
stance: 20,
kx: 25,
speedPct: 10
}
}, {
title: '6魂钟表匠开拓者提高击破特攻[stance]%场上敌人数量为1时超击破伤害提高60%。计算副目标伤害时按3名敌人超击破伤害提高40%计算',
check: ({ params }) => params.team === true,
data: {
stance: 30 + 30 + 300 * 0.15 // 终结技30+钟表匠30+四命转化
}
}, {
title: '加拉赫敌方受到的击破伤害提高13.2%',
check: ({ params }) => params.team === true,
data: {
breakEnemydmg: 13.2
}
}]
export const createdBy = 'Aluxes'