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https://github.com/yoimiya-kokomi/miao-plugin.git
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9206a8eab3
伤害计算暂未包含3.0新元素反应,后续统一补充 草元素圣遗物识别及评分逻辑补充
772 lines
17 KiB
JavaScript
772 lines
17 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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贯月矢: {
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title: '拾取苏生之叶的角色攻击力提升[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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}
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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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盈满之实: {
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title: '满层提高元素精通[mastery],攻击力降低[_atkPct]%',
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buffCount: 5,
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refine: {
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mastery: step(24, 3),
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_atkPct: step(5, 0),
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atkPct: step(-5, 0)
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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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猎人之径: {
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title: '元素伤害提高[dmg]%,重击造成的伤害值提高[a2Plus]',
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sort: 5,
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data: {
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dmg: ({ refine }) => step(12)[refine],
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a2Plus: ({ attr, calc, refine }) => calc(attr.mastery) * step(160)[refine] / 100
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}
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},
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王下近侍: {
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title: '施放元素战技或元素爆发时精通提高[mastery]',
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refine: {
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mastery: step(60, 20)
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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: {
|
||
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: '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)
|
||
}
|
||
},
|
||
原木刀: {
|
||
title: '拾取种识之叶的角色元素精通提升[mastery]',
|
||
refine: {
|
||
mastery: step(60)
|
||
}
|
||
}
|
||
}
|
||
|
||
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
|
||
}
|
||
},
|
||
森林王器: {
|
||
title: '拾取种识之叶的角色元素精通提升[mastery]',
|
||
refine: {
|
||
mastery: step(60)
|
||
}
|
||
}
|
||
}
|
||
|
||
export const weapons = { ...polearm, ...catalyst, ...bow, ...sword, ...claymore }
|