miao-plugin/resources/meta/weapon/sword/calc.js
Aluxes d110a8c8b5
fix一些伤害计算和数据,新增琳妮特伤害计算 (#636)
* fix:星铁日历显示

* fix:神子 提纳里 林尼 赛诺 伤害计算

* fix:部分武器特效数据

* 新增琳妮特及烟绯四命伤害计算

* fix:星铁数据
2023-09-04 11:17:27 +08:00

233 lines
5.9 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

export default function (step, staticStep) {
return {
辰砂之纺锤: {
title: '元素战技造成的伤害值提高[ePlus]',
data: {
ePlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100
}
},
腐殖之剑: {
title: '元素战技的伤害增加[eDmg]%,暴击率提高[eCpct]%',
refine: {
eDmg: step(16),
eCpct: step(6)
}
},
降临之剑: {
title: '旅行者攻击力提高[atkPlus]',
data: {
atkPlus: 66
}
},
黑剑: {
title: '普攻与重击的造成的伤害提升[aDmg]%',
refine: {
aDmg: step(20),
a2Dmg: step(20)
}
},
暗巷闪光: {
title: '角色造成的伤害提升[dmg]%',
refine: {
dmg: step(12),
phy: step(12)
}
},
宗室长剑: {
title: '3层Buff下暴击率提高[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
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)
}
},
笼钓瓶一心: {
title: '触发效果时攻击力提升[atkPct]%',
refine: {
atkPct: step(15)
}
},
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: '造成的伤害提高[dmg]%',
refine: {
dmg: step(10)
}
}, {
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: [staticStep('hpPct', 20), {
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
}
}],
裁叶萃光: [staticStep('cpct', 4), {
title: '普攻与元素战技造成的伤害值提高[aPlus]',
sort: 5,
data: {
aPlus: ({ attr, calc, refine }) => calc(attr.mastery) * step(120)[refine] / 100,
ePlus: ({ attr, calc, refine }) => calc(attr.mastery) * step(120)[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: 10,
refine: {
atkPct: step(4)
}
}],
天空之刃: [staticStep('cpct', 4), {
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: [staticStep('atkPct', 20), {
title: '攻击力提高[_atkPct]%',
refine: {
_atkPct: step(20)
}
}],
原木刀: {
title: '拾取种识之叶的角色元素精通提升[mastery]',
refine: {
mastery: step(60)
}
},
圣显之钥: [staticStep('hpPct', 20), {
title: '基于生命提升元素精通,满层提升[mastery]',
data: {
mastery: ({ attr, calc, refine }) => step(0.36 + 0.2)[refine] * calc(attr.hp) / 100
}
}],
灰河渡手: {
title: '元素战技暴击率提升[eCpct]%此外施放元素战技后的5秒内元素充能效率提升[rechargePlus]%',
refine: {
eCpct: step(8),
rechargePlus: [16, 20, 24, 28, 32]
}
},
海渊终曲: {
title: '释放元素战技攻击力提升[atkPct]%,生命之契提升[atkPlus]点攻击力',
data: {
atkPlus: ({ attr, calc, refine }) => Math.min(Math.floor(calc(attr.hp) * 0.25 * step(0.24)[refine] / 10, step(150)))
},
refine: {
atkPct: step(12)
}
},
船坞长剑: {
title: '满层提高[mastery]点元素精通',
refine: {
mastery: step(40 * 3)
}
},
狼牙: [{
title: '元素战技与元素爆发造成的伤害提升[eDmg]%',
refine: {
eDmg: step(16),
qDmg: step(16)
}
}, {
title: '满层下,元素战技与元素爆发命中敌人,其暴击率提升[eCpct]%',
refine: {
eCpct: step(8),
qCpct: step(8)
}
}]
}
}