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fix:伤害计算连携技倍率错误
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parent
e307554fba
commit
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3 changed files with 33 additions and 33 deletions
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@ -409,8 +409,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
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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', 'Fire', skill_multiplier4, data.level);
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const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'R', 'RL');
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const damagelist4 = calculate_damage(base_detail, bonus_detail, 'RL', 'RL', 'Fire', 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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@ -492,8 +492,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
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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', 'Electric', skill_multiplier4, data.level);
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const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'R', 'RL');
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const damagelist4 = calculate_damage(base_detail, bonus_detail, 'RL', 'RL', 'Electric', 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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@ -563,8 +563,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
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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', 'Physical', skill_multiplier4, data.level);
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const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'R', 'RL');
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const damagelist4 = calculate_damage(base_detail, bonus_detail, 'RL', 'RL', 'Physical', skill_multiplier4, data.level);
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const damage4 = {
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title: '连携技:刃爪挥击',
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value: damagelist4,
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@ -641,8 +641,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
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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', 'Electric', skill_multiplier4, data.level);
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const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'R', 'RL');
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const damagelist4 = calculate_damage(base_detail, bonus_detail, 'RL', 'RL', 'Electric', skill_multiplier4, data.level);
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const damage4 = {
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title: '连携技:转转转!',
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value: damagelist4,
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@ -13,26 +13,29 @@ export const calculate_damage = (
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logger.debug('merged_attr', merged_attr);
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logger.debug(logger.green(skill_type + `(${add_skill_type})伤害乘区计算:`));
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logger.debug('倍率', skill_multiplier);
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const attack = merged_attr.attack;
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logger.debug('攻击区', attack);
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logger.debug('攻击力', attack);
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logger.debug('技能倍率', skill_multiplier);
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const defence_multiplier = get_defence_multiplier(
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merged_attr,
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level,
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skill_type,
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add_skill_type,
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);
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logger.debug('防御区', defence_multiplier);
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const resistance_area = get_resistance_area(
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const critical_chance_base = get_critical_chance_base(
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('抗性区', resistance_area);
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logger.debug('暴击率', critical_chance_base);
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const critical_damage_base = get_critical_damage_base(
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('暴击伤害', critical_damage_base);
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const qiwang_damage = critical_chance_base * (critical_damage_base - 1) + 1;
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logger.debug('暴击期望', qiwang_damage);
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const injury_area = get_injury_area(
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merged_attr,
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@ -50,24 +53,21 @@ export const calculate_damage = (
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);
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logger.debug('易伤区', damage_ratio);
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const critical_damage_base = get_critical_damage_base(
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const resistance_area = get_resistance_area(
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('爆伤区', critical_damage_base);
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logger.debug('抗性区', resistance_area);
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const critical_chance_base = get_critical_chance_base(
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const defence_multiplier = get_defence_multiplier(
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merged_attr,
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level,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('暴击区', critical_chance_base);
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const qiwang_damage = critical_chance_base * (critical_damage_base - 1) + 1;
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logger.debug('暴击期望', qiwang_damage);
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logger.debug('防御区', defence_multiplier);
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const damage_cd =
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attack *
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