miao-plugin/resources/meta-gs/weapon/polearm/calc.js
2024-10-10 19:19:04 +08:00

182 lines
5.1 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 {
白缨枪: {
title: '白缨枪普通攻击伤害提高[aDmg]%',
refine: { aDmg: step(24) }
},
黑岩刺枪: {
title: '黑岩刺枪满层攻击力加成[atkPct]%',
data: {
atkPct: ({ refine }) => step(12)[refine] * 3
}
},
决斗之枪: {
title: '身边敌人少于2个时获得[atkPct]%的攻击力提升',
refine: {
atkPct: step(24)
}
},
匣里灭辰: {
check: ({ element }) => ['水', '火'].includes(element),
title: '对于水或火元素影响的敌人造成伤害提高[dmg]%',
refine: {
dmg: step(20, 4),
phy: step(20, 4)
}
},
千岩长枪: {
title: '四璃月队伍提高[atkPct]%攻击力及[cpct]%的暴击率提高',
buffCount: 4,
refine: {
atkPct: [7, 8, 9, 10, 11],
cpct: [3, 4, 5, 6, 7]
}
},
试作星镰: {
title: '释放元素战技后2层Buff普攻与重击造成伤害提高[aDmg]%',
buffCount: 2,
refine: {
aDmg: step(8),
a2Dmg: step(8)
}
},
宗室猎枪: {
title: '3层Buff暴击提高[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
喜多院十文字: {
title: '元素战技伤害提升[eDmg]%',
refine: {
eDmg: step(6)
}
},
'「渔获」': {
title: '元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%',
refine: {
qDmg: step(16),
qCpct: step(6)
}
},
断浪长鳍: {
title: '满层元素爆发伤害提高[qDmg]%',
refine: { qDmg: step(40) }
},
贯虹之槊: [{
title: '护盾满层状态提高攻击力[atkPct]%',
buffCount: 10,
refine: {
atkPct: step(4)
}
}, {
title: '护盾强效提高[shield]%',
refine: {
shield: step(20)
}
}],
和璞鸢: {
title: '满层攻击力提高[atkPct]%,伤害提升[dmg]%',
refine: {
atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7],
dmg: step(12),
phy: step(12)
}
},
护摩之杖: [staticStep('hpPct', 20), {
title: '角色生命低于50%时额外获得[atkPlus]攻击力',
sort: 9,
data: {
atkPlus: ({ attr, refine, calc }) => {
let totalHp = calc(attr.hp)
return totalHp * ([0.8, 1, 1.2, 1.4, 1.6][refine] + [1, 1.2, 1.4, 1.6, 1.8][refine]) / 100
}
}
}],
天空之脊: staticStep('cpct', 8),
薙草之稻光: [{
title: '元素爆发12秒内元素充能提高[rechargePlus]%',
refine: {
rechargePlus: [30, 35, 40, 45, 50]
}
}, {
title: '基于元素充能提升攻击力[atkPct]%',
sort: 4,
data: {
atkPct: ({ attr, refine }) => {
let recharge = attr.recharge.base + attr.recharge.plus - 100
return Math.min(recharge * step(28)[refine] / 100, [80, 90, 100, 110, 120][refine])
}
}
}],
息灾: {
title: '获得[dmg]%元素伤害加成满Buff提供[atkPct]%攻击力加成',
data: {
dmg: ({ refine }) => step(12)[refine],
atkPct: ({ refine, params }) => step(3.2 * 6)[refine] * (params.off_field === true ? 2 : 1)
}
},
贯月矢: {
title: '拾取苏生之叶的角色攻击力提升[atkPct]%',
refine: {
atkPct: step(16)
}
},
赤沙之杖: {
title: '赤沙之杖被动:基于元素精通获得攻击力[_atk1]3层Buff提高攻击力[_atk2]',
sort: 6,
data: {
_atk1: ({ attr, calc, refine }) => step(52)[refine] * calc(attr.mastery) / 100,
_atk2: ({ attr, calc, refine }) => step(28 * 3)[refine] * calc(attr.mastery) / 100,
atkPlus: ({ attr, calc, refine }) => step(52 + 28 * 3)[refine] * calc(attr.mastery) / 100
}
},
赤月之形: {
title: '生命之契大于等于生命上限30%,造成的伤害提升[dmg]%',
refine: {
dmg: step(36, 12)
}
},
风信之锋: {
title: '触发元素反应提升攻击力[atkPct]%, 精通[mastery]',
refine: {
atkPct: step(12),
mastery: step(48)
}
},
峡湾长歌: {
title: '队伍中存在至少三种不同元素类型的角色时,元素精通提升[mastery]点',
refine: {
mastery: step(120)
}
},
勘探钻机: {
title: '满层下,提高[atkPct]%攻击力与[dmg]%所有元素伤害加成',
refine: {
atkPct: [3 * 3, 4 * 3, 5 * 3, 6 * 3, 7 * 3],
dmg: [7 * 3, 8.5 * 3, 10 * 3, 11.5 * 3, 13 * 3]
}
},
柔灯挽歌: [staticStep('atkPct', 15), {
title: '对处于燃烧状态的敌人造成伤害提升[dmg]%',
data: {
dmg: ({ refine }) => step(18, 5)[refine] * 2
}
}],
公义的酬报: false,
虹的行迹: {
title: '施放元素战技时,防御力提升[defPct]%',
refine: {
defPct: step(16)
}
},
镇山之钉: {
title: '元素战技造成的伤害提升[eDmg]%',
refine: {
eDmg: step(12 * 2)
}
}
}
}