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增加11号、青衣伤害计算
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1 changed files with 491 additions and 336 deletions
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@ -352,6 +352,161 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
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damagelist.push(damage5);
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break;
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}
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case 1041: {
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/** 处理命座加成 */
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if (data.rank >= 2) {
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let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
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bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.36;
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let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
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bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.36;
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}
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if (data.rank >= 6) {
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let A_ResistancePenetration = _.get(bonus_detail, 'A_ResistancePenetration', 0);
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bonus_detail['A_ResistancePenetration'] = A_ResistancePenetration + 0.25;
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let C_ResistancePenetration = _.get(bonus_detail, 'C_ResistancePenetration', 0);
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bonus_detail['C_ResistancePenetration'] = C_ResistancePenetration + 0.25;
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}
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/** 处理天赋加成 */
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/** 获取天赋等级与加成倍率 */
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const DMG_ADD = getskilllevelnum(data.id, data.skills, 'T', 'T');
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let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
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bonus_detail['A_DmgAdd'] = A_DmgAdd + DMG_ADD;
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let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
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bonus_detail['C_DmgAdd'] = C_DmgAdd + DMG_ADD;
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let Fire_DmgAdd = _.get(bonus_detail, 'Fire_DmgAdd', 0);
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bonus_detail['Fire_DmgAdd'] = Fire_DmgAdd + 0.1;
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/** 计算伤害 */
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/** 计算普攻伤害 */
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const skill_multiplier1 = getskilllevelnum(data.id,data.skills,'A','A');
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const damagelist1 = calculate_damage(base_detail,bonus_detail,'A','A','Ether',skill_multiplier1,data.level);
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const damage1 = {
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title: '普通攻击:火力镇压',
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value: damagelist1,
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};
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damagelist.push(damage1);
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/** 计算冲刺伤害 */
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const skill_multiplier2 = getskilllevelnum(data.id,data.skills,'C','C');
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const damagelist2 = calculate_damage(base_detail,bonus_detail,'C','C','Ether',skill_multiplier2,data.level);
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const damage2 = {
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title: '闪避反击:逆火',
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value: damagelist2,
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};
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damagelist.push(damage2);
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/** 计算强化特殊技伤害 */
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const skill_multiplier3 = getskilllevelnum(data.id,data.skills,'E','E');
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let damagelist3 = calculate_damage(base_detail,bonus_detail,'E','E','Ether',skill_multiplier3,data.level);
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const damage3 = {
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title: '强化特殊技:盛燃烈火',
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value: damagelist3,
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};
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damagelist.push(damage3);
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/** 计算连携技伤害 */
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const skill_multiplier4 = getskilllevelnum(data.id,data.skills,'L','L');
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const damagelist4 = calculate_damage(base_detail,bonus_detail,'L','L','Ether',skill_multiplier4,data.level);
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const damage4 = {
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title: '连携技:昂扬烈焰',
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value: damagelist4,
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};
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damagelist.push(damage4);
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/** 计算终结技伤害 */
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const skill_multiplier5 = getskilllevelnum(data.id,data.skills,'R','R');
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const damagelist5 = calculate_damage(base_detail,bonus_detail,'R','R','Ether',skill_multiplier5,data.level);
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const damage5 = {
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title: '终结技:轰鸣烈焰',
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value: damagelist5,
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};
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damagelist.push(damage5);
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break;
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}
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case 1251: {
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/** 处理命座加成 */
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if (data.rank >= 1) {
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let ignore_defence = _.get(bonus_detail, 'ignore_defence', 0);
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bonus_detail['ignore_defence'] = ignore_defence + 0.15;
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let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
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bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.2;
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}
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if (data.rank >= 2) {
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let T_stundmgmultiplier = _.get(bonus_detail, 'T_stundmgmultiplier', 0);
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bonus_detail['T_stundmgmultiplier'] = T_stundmgmultiplier * 1.35;
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}
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if (data.rank >= 6) {
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let All_ResistancePenetration = _.get(bonus_detail, 'All_ResistancePenetration', 0);
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bonus_detail['All_ResistancePenetration'] = All_ResistancePenetration + 0.20;
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let A_CriticalDamageBase = _.get(bonus_detail, 'A_CriticalDamageBase', 0);
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bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + 1;
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}
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/** 处理天赋加成 */
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/** 获取天赋等级与加成倍率 */
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const TF = getskilllevelnum(data.id, data.skills, 'T', 'T');
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let stundmgmultiplier = _.get(bonus_detail, 'stundmgmultiplier', 0);
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bonus_detail['stundmgmultiplier'] = stundmgmultiplier + TF * 20;
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let ImpactRatio = _.get(bonus_detail, 'ImpactRatio', 0);
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if (ImpactRatio > 120) {
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if (ImpactRatio >= 220) {
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let AttackDelta = _.get(bonus_detail, 'AttackDelta', 0);
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bonus_detail['AttackDelta'] = AttackDelta + 600;
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}else{
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let AttackDelta = _.get(bonus_detail, 'AttackDelta', 0);
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bonus_detail['AttackDelta'] = (AttackDelta - 120) * 6;
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}
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}
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/** 计算伤害 */
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/** 计算普攻伤害 */
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const skill_multiplier1 = getskilllevelnum(data.id,data.skills,'A','A');
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const damagelist1 = calculate_damage(base_detail,bonus_detail,'A','A','Ether',skill_multiplier1,data.level);
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const damage1 = {
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title: '普通攻击:醉花月云转',
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value: damagelist1,
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};
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damagelist.push(damage1);
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/** 计算冲刺伤害 */
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const skill_multiplier2 = getskilllevelnum(data.id,data.skills,'C','C');
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const damagelist2 = calculate_damage(base_detail,bonus_detail,'C','C','Ether',skill_multiplier2,data.level);
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const damage2 = {
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title: '闪避反击:意不尽',
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value: damagelist2,
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};
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damagelist.push(damage2);
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/** 计算强化特殊技伤害 */
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const skill_multiplier3 = getskilllevelnum(data.id,data.skills,'E','E');
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let damagelist3 = calculate_damage(base_detail,bonus_detail,'E','E','Ether',skill_multiplier3,data.level);
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const damage3 = {
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title: '强化特殊技:月上海棠',
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value: damagelist3,
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};
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damagelist.push(damage3);
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/** 计算连携技伤害 */
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const skill_multiplier4 = getskilllevelnum(data.id,data.skills,'L','L');
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const damagelist4 = calculate_damage(base_detail,bonus_detail,'L','L','Ether',skill_multiplier4,data.level);
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const damage4 = {
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title: '连携技:太平令',
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value: damagelist4,
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};
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damagelist.push(damage4);
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/** 计算终结技伤害 */
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const skill_multiplier5 = getskilllevelnum(data.id,data.skills,'R','R');
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const damagelist5 = calculate_damage(base_detail,bonus_detail,'R','R','Ether',skill_multiplier5,data.level);
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const damage5 = {
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title: '终结技:八声甘州',
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value: damagelist5,
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};
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damagelist.push(damage5);
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break;
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}
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}
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return damagelist;
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};
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