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https://github.com/yoimiya-kokomi/miao-plugin.git
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89769be51a
伤害计算增加 万叶ⁿᵉʷ、久岐忍ⁿᵉʷ,温迪增加扩散伤害计算 部分角色评分权重微调
727 lines
16 KiB
JavaScript
727 lines
16 KiB
JavaScript
let step = function (start, step = 0) {
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if (!step) {
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step = start / 4;
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}
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let ret = [];
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for (let idx = 0; idx <= 5; idx++) {
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ret.push(start + step * idx)
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}
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return ret;
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}
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let polearm = {
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"白缨枪": {
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title: "白缨枪普通攻击伤害提高[aDmg]%",
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refine: { aDmg: step(24) }
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},
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"黑岩刺枪": {
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title: "黑岩刺枪满层攻击力加成[atkPct]%",
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data: {
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atkPct: ({ refine }) => step(12)[refine] * 3
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}
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},
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"决斗之枪": {
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title: "身边敌人少于2个时,获得[atkPct]%的攻击力提升",
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refine: {
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atkPct: step(24)
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}
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},
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"匣里灭辰": {
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check: ({ element }) => ['水', '火'].includes(element),
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title: "对于水或火元素影响的敌人造成伤害提高[dmg]%",
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refine: {
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dmg: step(20, 4),
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phy: step(20, 4),
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}
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},
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"千岩长枪": {
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title: "四璃月队伍提高[atkPct]%攻击力及[cpct]%的暴击率提高",
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refine: {
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atkPct: [7, 8, 9, 10, 11],
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cpct: [3, 4, 5, 6, 7]
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}
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},
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"试作星镰": {
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title: "释放元素战技后,2层Buff普攻与重击造成伤害提高[aDmg]%",
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buffCount: 2,
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refine: {
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aDmg: step(8),
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a2Dmg: step(8)
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}
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},
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"宗室猎枪": {
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title: "3层Buff暴击提高[cpct]%",
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buffCount: 3,
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refine: {
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cpct: step(8)
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}
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},
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"喜多院十文字": {
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title: "元素战技伤害提升[eDmg]%",
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refine: {
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eDmg: step(6)
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}
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},
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"「渔获」": {
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title: "元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%",
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refine: {
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qDmg: step(16),
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qCpct: step(6)
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}
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},
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"断浪长鳍": {
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title: "满层元素爆发伤害提高[qDmg]%",
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refine: { qDmg: step(40) }
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},
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"贯虹之槊": [{
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title: "护盾满层状态提高攻击力[atkPct]%",
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buffCount: 10,
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refine: {
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atkPct: step(4)
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}
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}, {
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title: "护盾强效提高[shield]%",
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refine: {
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shield: step(20)
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}
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}],
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"和璞鸢": {
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title: "满层攻击力提高[atkPct]%,伤害提升[dmg]%",
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refine: {
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atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7],
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dmg: step(12),
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phy: step(12)
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}
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},
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"护摩之杖": {
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title: "角色生命低于50%时额外获得[atkPlus]攻击力",
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data: {
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atkPlus: ({ attr, refine, calc }) => {
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let totalHp = calc(attr.hp);
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return totalHp * ([0.8, 1, 1.2, 1.4, 1.6][refine] + [1, 1.2, 1.4, 1.6, 1.8][refine]) / 100
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}
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}
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},
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"薙草之稻光": [{
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title: "元素爆发12秒内元素充能提高[rechargePlus]%",
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sort: 0,
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refine: {
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rechargePlus: [30, 35, 40, 45, 50]
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}
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}, {
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title: "攻击力基于元素充能提升[atkPct]%",
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sort: 10,
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data: {
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atkPct: ({ attr, refine }) => {
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let recharge = attr.recharge.base + attr.recharge.plus - 100
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return Math.min(recharge * step(28)[refine] / 100, [80, 90, 100, 110, 120][refine])
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}
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}
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}],
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"息灾": {
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title: "获得[dmg]%元素伤害加成,满Buff前台提供[atkPct]%攻击力加成",
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refine: {
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dmg: step(12),
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atkPct: step(3.2 * 6)
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}
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}
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};
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let catalyst = {
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"翡玉法球": {
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check: ({ element }) => element === "水",
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title: "触发蒸发、感电、冰冻或水元素扩散反应后的12秒内,攻击力提高[atkPct]%",
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refine: {
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atkPct: step(20)
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}
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},
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"魔导绪论": {
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check: ({ element }) => ["水", "雷"].includes(element),
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title: "对处于水元素或雷元素影响下的敌人,造成的伤害提高[dmg]%",
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refine: {
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dmg: step(12)
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}
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},
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"甲级宝珏": {
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title: "击败敌人后攻击力提升[atkPct]%",
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refine: {
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atkPct: step(12, 2)
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}
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},
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"黑岩绯玉": {
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title: "击败敌人后,满层攻击力提升[atkPct]%",
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buffCount: 3,
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refine: {
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atkPct: step(12)
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}
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},
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"万国诸海图谱": {
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title: "触发元素反应后,满层提高[dmg]%的元素伤害",
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buffCount: 2,
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refine: {
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dmg: step(8)
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}
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},
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"宗室秘法录": {
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title: "3层状态下提高暴击率[cpct]%",
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buffCount: 3,
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refine: {
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cpct: step(8)
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}
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},
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"匣里日月": {
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title: "普攻提高元素战技与爆发伤害[eDmg]%,元素战技与爆发提高普攻伤害[aDmg]%",
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refine: {
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aDmg: step(20),
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eDmg: step(20),
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qDmg: step(20)
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}
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},
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"流浪乐章": {
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title: "咏叹调下全元素伤害提升[dmg]%",
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refine: {
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dmg: step(48, 12)
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}
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},
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"暗巷的酒与诗": {
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title: "冲刺后攻击力提升[atkPct]%",
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refine: {
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atkPct: step(20)
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}
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},
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"嘟嘟可故事集": {
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title: "普攻提高重击伤害[a2Dmg]%,重击提高攻击力[atkPct]%",
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refine: {
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a2Dmg: step(16),
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atkPct: step(8)
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}
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},
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"白辰之环": {
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title: "与雷元素反应后提高元素反应加成[dmg]%",
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refine: {
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dmg: step(10, 2.5)
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}
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},
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"证誓之明瞳": {
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title: "施放元素战技后,元素充能效率提升[recharge]%",
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refine: {
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recharge: step(24)
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}
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},
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"四风原典": {
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title: "满层获得[dmg]%的元素伤害加成",
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buffCount: 4,
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refine: {
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dmg: step(8)
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}
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},
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"天空之卷": {
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title: "元素伤害加成提升[dmg]%",
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refine: {
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dmg: step(12)
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}
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},
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"尘世之锁": [{
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title: "护盾强效提升[shield]%",
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refine: {
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shield: step(20)
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}
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}, {
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title: "护盾+满层情况下攻击力提高[atkPct]%",
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buffCount: 10,
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refine: {
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atkPct: step(4),
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shield: step(20)
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}
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}],
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"不灭月华": {
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title: "治疗加成提高[_heal]%,普攻伤害增加[aPlus]",
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refine: {
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_heal: step(10, 2.5)
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},
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data: {
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aPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1, 0.5)[refine] / 100
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}
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},
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"神乐之真意": {
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title: "满层提高元素战技伤害[eDmg]%,元素伤害提高[dmg]%",
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refine: {
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eDmg: [12 * 3, 15 * 3, 18 * 3, 21 * 3, 24 * 3],
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dmg: step(12)
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}
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}
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};
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let bow = {
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"鸦羽弓": {
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check: ({ element }) => ['水', '火'].includes(element),
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title: "对处于水或火元素影响下的敌人,造成的伤害提高[dmg]%",
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refine: {
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dmg: step(12)
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}
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},
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"神射手之誓": {
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title: "针对要害造成的伤害提升[a2Dmg]%",
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refine: {
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a2Dmg: step(24)
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}
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},
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"弹弓": {
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title: "普攻与重击的箭矢0.3秒内击中敌人,伤害增加[a2Dmg]%",
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refine: {
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aDmg: step(36, 6),
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a2Dmg: step(36, 6)
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}
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},
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"绝弦": {
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title: "元素战技与元素爆发的伤害提高[eDmg]%",
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refine: {
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eDmg: step(24),
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qDmg: step(24)
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}
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},
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"暗巷猎手": {
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title: "满层提高[dmg]%伤害",
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refine: {
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dmg: step(20)
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}
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},
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"黑岩战弓": {
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title: "击败敌人后,攻击力满层提升[atkPct]%",
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buffCount: 3,
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refine: {
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atkPct: step(12)
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}
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},
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"钢轮弓": {
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title: "普通攻击与重击命中时,满层提升[atkPct]%",
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buffCount: 4,
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refine: {
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atkPct: step(4)
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}
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},
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"试作澹月": {
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title: "重击命中要害提高[atkPct]%攻击力",
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refine: {
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atkPct: step(36)
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}
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},
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"宗室长弓": {
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title: "3层提高暴击率[cpct]%",
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buffCount: 3,
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refine: {
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cpct: step(8)
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}
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},
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"弓藏": {
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title: "普攻造成的伤害提升[aDmg]%",
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refine: {
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aDmg: step(40)
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}
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},
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"风花之颂": {
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title: "施放元素战技时攻击力提升[atkPct]%",
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refine: {
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atkPct: step(16)
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}
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},
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"幽夜华尔兹": {
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title: "Buff下普攻及元素战技造成的伤害提升[aDmg]%",
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refine: {
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aDmg: step(20),
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eDmg: step(20)
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}
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},
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"破魔之弓": {
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title: "满能量下普攻伤害提高[aDmg]%,重击伤害提高[a2Dmg]%",
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buffCount: 2,
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refine: {
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aDmg: step(16),
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a2Dmg: step(12)
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}
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},
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"掠食者": {
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check: ({ element }) => element === "冰",
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title: "满Buff普攻与重击伤害提高[aDmg]%,埃洛伊攻击力提升66",
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refine: {
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aDmg: [20],
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atkPlus: 66
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}
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},
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"曚云之月": {
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title: "满层元素爆发伤害提高[qDmg]%",
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refine: {
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qDmg: step(40)
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}
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},
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"冬极白星": [{
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title: "元素战技与元素爆发伤害提高[eDmg]%",
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refine: {
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eDmg: step(12),
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qDmg: step(12),
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}
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}, {
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title: "满Buff下提高攻击力[atkPct]%",
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refine: {
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atkPct: step(48, 12)
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}
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}],
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"飞雷之弦振": [{
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title: "满Buff下提高普攻伤害[aDmg]%",
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refine: {
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aDmg: step(40)
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}
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}],
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"终末嗟叹之诗": [{
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title: "元素精通提高[_mastery]",
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sort: 0,
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refine: {
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_mastery: step(60)
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}
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}, {
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title: "Buff下提高元素精通[mastery],攻击力[atkPct]%",
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sort: 0,
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refine: {
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mastery: step(100),
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atkPct: step(20)
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}
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}],
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"阿莫斯之弓": [{
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title: "普攻与重击伤害提高[a2Dmg]%",
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refine: {
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aDmg: step(12),
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a2Dmg: step(12)
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}
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}, {
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title: "5段Buff重击伤害提高[a2Dmg]%",
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buffCount: 5,
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refine: {
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aDmg: step(8),
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a2Dmg: step(8)
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}
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}],
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"若水": {
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title: "生命值提高[_hpPct]%,伤害提高[dmg]%",
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refine: {
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_hpPct: step(16),
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dmg: step(20)
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}
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},
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"陨龙之梦": {
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title: "护盾+满Buff提高攻击力[atkPct]%",
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buffCount: 10,
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refine: {
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atkPct: step(4)
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}
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},
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"落霞": {
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title: "二层状态下提高伤害[dmg]%",
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refine: {
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dmg: step(10, 2.5)
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}
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}
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};
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let sword = {
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"辰砂之纺锤": {
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title: "元素战技造成的伤害值提高[ePlus]",
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data: {
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ePlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100
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}
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},
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"腐殖之剑": {
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title: "元素战技的伤害增加[eDmg]%,暴击率提高[eCpct]%",
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refine: {
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eDmg: step(16),
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eCpct: step(6)
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}
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},
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"降临之剑": {
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title: "旅行者攻击力提高[atkPlus]",
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data: {
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atkPlus: 66
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}
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},
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"黑剑": {
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title: "普攻与重击的造成的伤害提升[aDmg]%",
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refine: {
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aDmg: step(20),
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a2Dmg: step(20)
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}
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},
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"暗巷闪光": {
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title: "角色造成的伤害提升[dmg]%",
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refine: {
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dmg: step(12),
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phy: step(12)
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}
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},
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"宗室长剑": {
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title: "3层Buff下,暴击率提高[cpct]%",
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buffCount: 3,
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refine: {
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cpct: step(8)
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}
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},
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"试作斩岩": {
|
||
title: "满Buff提高攻击力及防御力[atkPct]%",
|
||
buffCount: 4,
|
||
refine: {
|
||
atkPct: step(4),
|
||
defPct: step(4)
|
||
}
|
||
},
|
||
"匣里龙吟": {
|
||
check: ({ element }) => ['火', '雷'].includes(element),
|
||
title: "对处于火元素或雷元素影响下的敌人,造成的伤害提高[dmg]%",
|
||
refine: {
|
||
dmg: step(20, 4),
|
||
phy: step(20, 4)
|
||
}
|
||
},
|
||
"铁蜂刺": {
|
||
title: "满Buff伤害提高[dmg]%",
|
||
buffCount: 2,
|
||
refine: {
|
||
dmg: step(6),
|
||
phy: step(6)
|
||
}
|
||
},
|
||
"黑岩长剑": {
|
||
title: "满Buff攻击力提高[atkPct]%",
|
||
buffCount: 3,
|
||
refine: {
|
||
atkPct: step(12)
|
||
}
|
||
},
|
||
"飞天御剑": {
|
||
title: "施放元素爆发后,提高[atkPct]%的攻击力",
|
||
refine: {
|
||
atkPct: step(12)
|
||
}
|
||
},
|
||
"黎明神剑": {
|
||
title: "生命值高于90%时,暴击率提升[cpct]%",
|
||
refine: {
|
||
cpct: step(14)
|
||
}
|
||
},
|
||
"暗铁剑": {
|
||
check: ({ element }) => element === "雷",
|
||
title: "触发雷元素相关反应后攻击力提高[atkPct]%",
|
||
refine: {
|
||
atkPct: step(20)
|
||
}
|
||
},
|
||
"冷刃": {
|
||
check: ({ element }) => ['水', '冰'].includes(element),
|
||
title: "对处于水或冰元素影响的敌人伤害提高[dmg]%",
|
||
refine: {
|
||
dmg: step(12),
|
||
phy: step(12)
|
||
}
|
||
},
|
||
"波乱月白经津": [{
|
||
title: "元素伤害加成[dmg]%",
|
||
refine: {
|
||
dmg: step(12)
|
||
}
|
||
}, {
|
||
title: "满层提高普攻[aDmg]%",
|
||
buffCount: 2,
|
||
refine: {
|
||
aDmg: step(20)
|
||
}
|
||
}],
|
||
"雾切之回光": [{
|
||
title: "元素伤害加成[dmg]%",
|
||
refine: {
|
||
dmg: step(12)
|
||
}
|
||
}, {
|
||
title: "满层获得伤害加成[dmg]%",
|
||
refine: {
|
||
dmg: step(28)
|
||
}
|
||
}],
|
||
"苍古自由之誓": {
|
||
title: "触发Buff后提高普攻重击与下落攻击[aDmg]%,攻击力提升[atkPct]%",
|
||
refine: {
|
||
aDmg: step(16),
|
||
a2Dmg: step(16),
|
||
a3Dmg: step(16),
|
||
atkPct: step(20)
|
||
}
|
||
},
|
||
"磐岩结绿": [{
|
||
title: "基于生命值上限提高攻击力[atkPlus]",
|
||
data: {
|
||
atkPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1.2)[refine] / 100
|
||
|
||
}
|
||
}],
|
||
"斫峰之刃": [{
|
||
title: "护盾强效提升[shield]%",
|
||
refine: {
|
||
shield: step(20)
|
||
}
|
||
}, {
|
||
title: "满Buff提高攻击力[atkPct]%",
|
||
buffCount: 5,
|
||
refine: {
|
||
atkPct: step(4)
|
||
}
|
||
}],
|
||
"天空之刃": [{
|
||
title: "普攻与重击的伤害值提高[aPlus]",
|
||
data: {
|
||
aPlus: ({ attr, calc, refine }) => calc(attr.atk) * step(20)[refine] / 100,
|
||
a2Plus: ({ attr, calc, refine }) => calc(attr.atk) * step(20)[refine] / 100
|
||
}
|
||
}],
|
||
"风鹰剑": {
|
||
title: "攻击力提高[_atkPct]%",
|
||
refine: {
|
||
_atkPct: step(20)
|
||
}
|
||
},
|
||
|
||
};
|
||
|
||
let claymore = {
|
||
"沐浴龙血的剑": {
|
||
check: ({ element }) => ['火', '雷'].includes(element),
|
||
title: "对处于火元素或雷元素影响下的敌人,造成的伤害提高[dmg]%",
|
||
refine: {
|
||
dmg: step(12),
|
||
phy: step(12)
|
||
}
|
||
},
|
||
"铁影阔剑": {
|
||
title: "生命值低于70%时,提高[a2Dmg]%重击伤害",
|
||
refine: {
|
||
a2Dmg: step(30, 5)
|
||
}
|
||
},
|
||
"飞天大御剑": {
|
||
title: "满层提高攻击力[atkPct]%",
|
||
buffCount: 4,
|
||
refine: {
|
||
atkPct: step(6, 1)
|
||
}
|
||
},
|
||
"黑岩斩刀": {
|
||
title: "击败敌人满Buff下攻击力提升[atkPct]%",
|
||
buffCount: 3,
|
||
refine: {
|
||
atkPct: step(12)
|
||
}
|
||
},
|
||
"千岩古剑": {
|
||
title: "四璃月角色提升攻击力[atkPct]%及暴击率[cpct]%",
|
||
buffCount: 4,
|
||
refine: {
|
||
atkPct: step(3, 1),
|
||
cpct: step(3, 1)
|
||
}
|
||
},
|
||
"雨裁": {
|
||
check: ({ element }) => ['水', '雷'].includes(element),
|
||
title: "对处于水元素或雷元素影响下的敌人,造成的伤害提高[dmg]%",
|
||
refine: {
|
||
dmg: step(20, 4),
|
||
phy: step(20, 4)
|
||
}
|
||
},
|
||
"宗室大剑": {
|
||
title: "3层Buff提高暴击率[cpct]%",
|
||
buffCount: 3,
|
||
refine: {
|
||
cpct: step(8)
|
||
}
|
||
},
|
||
"螭骨剑": {
|
||
title: "满Buff提高伤害[dmg]%",
|
||
buffCount: 5,
|
||
refine: {
|
||
dmg: step(6, 1),
|
||
phy: step(6, 1)
|
||
}
|
||
},
|
||
"钟剑": {
|
||
title: "角色处于护盾庇护下时,造成的伤害提升[dmg]%",
|
||
refine: {
|
||
dmg: step(12),
|
||
phy: step(12)
|
||
}
|
||
},
|
||
"白影剑": {
|
||
title: "满Buff提升攻击力及防御力[atkPct]%",
|
||
buffCount: 4,
|
||
refine: {
|
||
atkPct: step(6),
|
||
defPct: step(6)
|
||
}
|
||
},
|
||
"桂木斩长正": {
|
||
title: "元素战技造成的伤害提升[eDmg]%",
|
||
refine: {
|
||
eDmg: step(6)
|
||
}
|
||
},
|
||
"衔珠海皇": {
|
||
title: "元素爆发造成的伤害提升[qDmg]%",
|
||
refine: {
|
||
qDmg: step(12)
|
||
}
|
||
},
|
||
"恶王丸": {
|
||
title: "满层元素爆发造成的伤害提升[qDmg]%",
|
||
refine: {
|
||
qDmg: step(40)
|
||
}
|
||
},
|
||
"天空之傲": {
|
||
title: "造成伤害提高[dmg]%",
|
||
refine: {
|
||
dmg: step(8),
|
||
phy: step(8)
|
||
}
|
||
},
|
||
"狼的末路": {
|
||
title: "攻击命中生命值低于30%的敌人时,攻击力提升[atkPct]%",
|
||
refine: {
|
||
atkPct: step(40)
|
||
}
|
||
},
|
||
"无工之剑": [{
|
||
title: "护盾强效提高[shield]%",
|
||
refine: {
|
||
shield: step(20)
|
||
}
|
||
}, {
|
||
title: "满Buff护盾下攻击力提高[atkPct]%",
|
||
buffCount: 10,
|
||
refine: {
|
||
atkPct: step(4)
|
||
}
|
||
}],
|
||
"松籁响起之时": {
|
||
title: "Buff状态下提高攻击力[atkPct]%",
|
||
refine: {
|
||
atkPct: step(20)
|
||
}
|
||
},
|
||
"赤角石溃杵": {
|
||
title: "普通攻击与重击造成的伤害值提高[aPlus]",
|
||
data: {
|
||
aPlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100,
|
||
a2Plus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100
|
||
},
|
||
}
|
||
};
|
||
|
||
|
||
export const weapons = { ...polearm, ...catalyst, ...bow, ...sword, ...claymore }; |