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https://github.com/ZZZure/ZZZ-Plugin.git
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支持贯穿伤害计算等;新增仪玄伤害计算
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2c6e20d846
commit
a1a3b2b171
21 changed files with 524 additions and 184 deletions
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@ -50,7 +50,7 @@ export class Calculator {
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this.enemy = {
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level: this.avatar.level,
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basicDEF: 50,
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resistance: 0.2
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resistance: -0.2
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};
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}
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get initial_properties() {
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@ -81,12 +81,17 @@ export class Calculator {
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const num = skill.check;
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skill.check = oriSkill.check = ({ avatar }) => avatar.rank >= num;
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}
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skill.isAnomalyDMG ??= oriSkill.isAnomalyDMG = typeof anomalyEnum[skill.type.slice(0, 2)] === 'number';
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skill.isSheerDMG ??= oriSkill.isSheerDMG = this.avatar.avatar_profession === 6 && elementType2element(this.avatar.element_type) === skill.element && !skill.isAnomalyDMG;
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this.skills.push(skill);
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return this.skills;
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}
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find_skill(key, value) {
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return this.skills.find(skill => skill[key] === value);
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}
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calc_skill(skill) {
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if (typeof skill === 'string') {
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const MySkill = this.skills.find(s => s.type === skill);
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const MySkill = this.find_skill('type', skill);
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if (!MySkill)
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return;
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return this.calc_skill(MySkill);
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@ -115,7 +120,7 @@ export class Calculator {
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if (skill.before)
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skill.before({ avatar: this.avatar, calc: this, usefulBuffs, skill, props, areas });
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logger.debug(`有效buff*${usefulBuffs.length}/${this.buffM.buffs.length}`);
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const isAnomaly = typeof anomalyEnum[skill.type.slice(0, 2)] === 'number';
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const { isAnomalyDMG = false, isSheerDMG = false } = skill;
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if (!areas.BasicArea) {
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let Multiplier = props.倍率;
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if (!Multiplier) {
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@ -138,7 +143,7 @@ export class Calculator {
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logger.warn('无效的技能倍率:', skill);
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}
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}
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else if (isAnomaly) {
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else if (isAnomalyDMG) {
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Multiplier = (skill.type.startsWith('紊乱') ?
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this.get_DiscoverMultiplier(skill) :
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this.get_AnomalyMultiplier(skill, usefulBuffs, skill.name.includes('每') ? 1 : 0)) || 0;
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@ -154,40 +159,51 @@ export class Calculator {
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logger.debug(`最终倍率:${Multiplier}`);
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}
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props.倍率 = Multiplier;
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this.get_ATK(skill, usefulBuffs);
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areas.BasicArea = props.攻击力 * props.倍率;
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}
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logger.debug(`基础伤害区:${areas.BasicArea}`);
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if (isAnomaly) {
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areas.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs);
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areas.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs);
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areas.LevelArea ??= this.get_LevelArea();
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if (!skill.type.startsWith('紊乱')) {
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props.异常暴击率 ??= this.get_AnomalyCRITRate(skill, usefulBuffs);
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props.异常暴击伤害 ??= this.get_AnomalyCRITDMG(skill, usefulBuffs);
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areas.CriticalArea ??= 1 + props.异常暴击率 * (props.异常暴击伤害 - 1);
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if (isSheerDMG) {
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areas.BasicArea = this.get_SheerForce(skill, usefulBuffs) * Multiplier;
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}
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else {
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areas.BasicArea = this.get_ATK(skill, usefulBuffs) * Multiplier;
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}
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}
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else {
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props.暴击率 ??= this.get_CRITRate(skill, usefulBuffs);
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props.暴击伤害 ??= this.get_CRITDMG(skill, usefulBuffs);
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areas.CriticalArea ??= 1 + props.暴击率 * (props.暴击伤害 - 1);
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logger.debug(`基础伤害区:${areas.BasicArea}`);
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let CRITRate = 0, CRITDMG = 0;
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if (!areas.CriticalArea) {
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if (isAnomalyDMG) {
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if (!skill.type.startsWith('紊乱')) {
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CRITRate = this.get_AnomalyCRITRate(skill, usefulBuffs);
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CRITDMG = this.get_AnomalyCRITDMG(skill, usefulBuffs);
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}
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}
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else {
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CRITRate = this.get_CRITRate(skill, usefulBuffs);
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CRITDMG = this.get_CRITDMG(skill, usefulBuffs);
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}
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areas.CriticalArea = 1 + CRITRate * CRITDMG;
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}
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areas.CriticalArea ??= 1;
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logger.debug(`暴击期望:${areas.CriticalArea}`);
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areas.CriticalArea !== 1 && logger.debug(`暴击期望:${areas.CriticalArea}`);
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areas.BoostArea ??= this.get_BoostArea(skill, usefulBuffs);
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areas.VulnerabilityArea ??= this.get_VulnerabilityArea(skill, usefulBuffs);
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areas.ResistanceArea ??= this.get_ResistanceArea(skill, usefulBuffs);
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areas.DefenceArea ??= this.get_DefenceArea(skill, usefulBuffs);
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const { BasicArea, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea, AnomalyProficiencyArea, LevelArea, AnomalyBoostArea } = areas;
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const { 暴击伤害, 异常暴击伤害 } = props;
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const result = isAnomaly ?
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areas.DefenceArea ??= isSheerDMG ? 1 : this.get_DefenceArea(skill, usefulBuffs);
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areas.StunVulnerabilityArea ??= this.get_StunVulnerabilityArea(skill, usefulBuffs);
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if (isAnomalyDMG) {
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areas.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs);
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areas.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs);
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areas.LevelArea ??= this.get_LevelArea();
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}
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if (isSheerDMG) {
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areas.SheerBoostArea ??= this.get_SheerBoostArea(skill, usefulBuffs);
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}
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const { BasicArea, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea, AnomalyProficiencyArea, LevelArea, AnomalyBoostArea, StunVulnerabilityArea, SheerBoostArea = 1 } = areas;
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const commonArea = BasicArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * StunVulnerabilityArea;
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const result = isAnomalyDMG ?
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{
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critDMG: (CriticalArea !== 1) ? BasicArea * 异常暴击伤害 * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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critDMG: (CriticalArea !== 1) ? commonArea * (CRITDMG + 1) * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: commonArea * CriticalArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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} : {
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critDMG: BasicArea * 暴击伤害 * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
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critDMG: commonArea * (CRITDMG + 1) * SheerBoostArea,
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expectDMG: commonArea * CriticalArea * SheerBoostArea
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};
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const damage = { skill, usefulBuffs: _.sortBy(Array.from(this.usefulBuffResults.values()), ['type', 'value']).reverse(), props, areas, result };
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this.usefulBuffResults.clear();
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@ -319,11 +335,11 @@ export class Calculator {
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}
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calc_differences(buffs, skill) {
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if (!skill) {
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skill = this.skills.find((skill) => skill.isMain)
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skill = this.find_skill('isMain', true)
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|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill;
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}
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else if (typeof skill === 'string') {
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const MySkill = this.skills.find(s => s.type === skill);
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const MySkill = this.find_skill('type', skill);
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if (!MySkill)
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return [];
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return this.calc_differences(buffs, MySkill);
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@ -479,7 +495,7 @@ export class Calculator {
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}
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get_ATK(skill, usefulBuffs) {
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let ATK = this.get('攻击力', this.initial_properties.ATK, skill, usefulBuffs, true);
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ATK = Math.max(0, Math.min(ATK, 10000));
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ATK = min_max(0, 10000, ATK);
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logger.debug(`攻击力:${ATK}`);
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return ATK;
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}
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@ -490,29 +506,37 @@ export class Calculator {
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}
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get_CRITRate(skill, usefulBuffs) {
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let CRITRate = this.get('暴击率', this.initial_properties.CRITRate, skill, usefulBuffs);
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CRITRate = Math.max(0, Math.min(CRITRate, 1));
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CRITRate = min_max(0, 1, CRITRate);
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logger.debug(`暴击率:${CRITRate}`);
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return CRITRate;
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}
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get_CRITDMG(skill, usefulBuffs) {
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let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG + 1, skill, usefulBuffs);
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CRITDMG = Math.max(0, Math.min(CRITDMG, 5));
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let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG, skill, usefulBuffs);
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CRITDMG = min_max(0, 5, CRITDMG);
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logger.debug(`暴击伤害:${CRITDMG}`);
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return CRITDMG;
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}
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get_BoostArea(skill, usefulBuffs) {
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const BoostArea = this.get('增伤', 1, skill, usefulBuffs);
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let BoostArea = this.get('增伤', 1, skill, usefulBuffs);
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BoostArea = min_max(0, 6, BoostArea);
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logger.debug(`增伤区:${BoostArea}`);
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return BoostArea;
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}
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get_VulnerabilityArea(skill, usefulBuffs) {
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const VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs);
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let VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs);
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VulnerabilityArea = min_max(0.2, 2, VulnerabilityArea);
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logger.debug(`易伤区:${VulnerabilityArea}`);
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return VulnerabilityArea;
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}
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get_StunVulnerabilityArea(skill, usefulBuffs) {
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let StunVulnerabilityArea = this.get('失衡易伤', 1, skill, usefulBuffs);
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StunVulnerabilityArea = min_max(0.2, 5, StunVulnerabilityArea);
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StunVulnerabilityArea !== 1 && logger.debug(`失衡易伤区:${StunVulnerabilityArea}`);
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return StunVulnerabilityArea;
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}
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get_ResistanceArea(skill, usefulBuffs) {
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let ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs);
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ResistanceArea = Math.min(2, ResistanceArea);
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let ResistanceArea = this.get('无视抗性', 1 - this.enemy.resistance, skill, usefulBuffs);
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ResistanceArea = min_max(0, 2, ResistanceArea);
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logger.debug(`抗性区:${ResistanceArea}`);
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return ResistanceArea;
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}
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@ -542,7 +566,7 @@ export class Calculator {
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const PenRatio = this.get_PenRatio(skill, usefulBuffs);
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const defence = DEF * (1 - IgnoreDEF);
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const effective_defence = Math.max(0, defence * (1 - PenRatio) - Pen);
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const DefenceArea = base / (effective_defence + base);
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const DefenceArea = min_max(0, 1, base / (effective_defence + base));
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logger.debug(`防御区:${DefenceArea}`);
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return DefenceArea;
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}
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@ -552,31 +576,37 @@ export class Calculator {
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return LevelArea;
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}
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get_AnomalyProficiency(skill, usefulBuffs) {
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let AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs);
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AnomalyProficiency = Math.max(0, Math.min(AnomalyProficiency, 1000));
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const AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs);
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logger.debug(`异常精通:${AnomalyProficiency}`);
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return AnomalyProficiency;
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}
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get_AnomalyMastery(skill, usefulBuffs) {
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let AnomalyMastery = this.get('异常掌控', this.initial_properties.AnomalyMastery, skill, usefulBuffs, true);
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AnomalyMastery = min_max(0, 1000, AnomalyMastery);
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logger.debug(`异常掌控:${AnomalyMastery}`);
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return AnomalyMastery;
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}
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get_AnomalyProficiencyArea(skill, usefulBuffs) {
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const AnomalyProficiency = this.get_AnomalyProficiency(skill, usefulBuffs);
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const AnomalyProficiencyArea = AnomalyProficiency / 100;
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const AnomalyProficiencyArea = min_max(0, 10, AnomalyProficiency / 100);
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logger.debug(`异常精通区:${AnomalyProficiencyArea}`);
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return AnomalyProficiencyArea;
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}
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get_AnomalyBoostArea(skill, usefulBuffs) {
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const AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs);
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AnomalyBoostArea && logger.debug(`异常增伤区:${AnomalyBoostArea}`);
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let AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs);
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AnomalyBoostArea = min_max(0, 3, AnomalyBoostArea);
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AnomalyBoostArea !== 1 && logger.debug(`异常增伤区:${AnomalyBoostArea}`);
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return AnomalyBoostArea;
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}
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get_AnomalyCRITRate(skill, usefulBuffs) {
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let AnomalyCRITRate = this.get('异常暴击率', 0, skill, usefulBuffs);
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AnomalyCRITRate = Math.max(0, Math.min(AnomalyCRITRate, 1));
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AnomalyCRITRate = min_max(0, 1, AnomalyCRITRate);
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AnomalyCRITRate && logger.debug(`异常暴击率:${AnomalyCRITRate}`);
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return AnomalyCRITRate;
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}
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get_AnomalyCRITDMG(skill, usefulBuffs) {
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let AnomalyCRITDMG = this.get('异常暴击伤害', 1, skill, usefulBuffs);
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AnomalyCRITDMG = Math.max(0, Math.min(AnomalyCRITDMG, 5));
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let AnomalyCRITDMG = this.get('异常暴击伤害', 0, skill, usefulBuffs);
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AnomalyCRITDMG = min_max(0, 5, AnomalyCRITDMG);
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AnomalyCRITDMG && logger.debug(`异常暴击伤害:${AnomalyCRITDMG}`);
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return AnomalyCRITDMG;
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}
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@ -587,26 +617,36 @@ export class Calculator {
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}
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get_HP(skill, usefulBuffs) {
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let HP = this.get('生命值', this.initial_properties.HP, skill, usefulBuffs, true);
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HP = Math.max(0, Math.min(HP, 100000));
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HP = min_max(0, 100000, HP);
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logger.debug(`生命值:${HP}`);
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return HP;
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}
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get_DEF(skill, usefulBuffs) {
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let DEF = this.get('防御力', this.initial_properties.DEF, skill, usefulBuffs, true);
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DEF = Math.max(0, Math.min(DEF, 1000));
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DEF = min_max(0, 1000, DEF);
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logger.debug(`防御力:${DEF}`);
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return DEF;
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}
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get_Impact(skill, usefulBuffs) {
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let Impact = this.get('冲击力', this.initial_properties.Impact, skill, usefulBuffs, true);
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Impact = Math.max(0, Math.min(Impact, 1000));
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Impact = min_max(0, 1000, Impact);
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logger.debug(`冲击力:${Impact}`);
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return Impact;
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}
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get_AnomalyMastery(skill, usefulBuffs) {
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let AnomalyMastery = this.get('异常掌控', this.initial_properties.AnomalyMastery, skill, usefulBuffs, true);
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AnomalyMastery = Math.max(0, Math.min(AnomalyMastery, 1000));
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logger.debug(`异常掌控:${AnomalyMastery}`);
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return AnomalyMastery;
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get_SheerForce(skill, usefulBuffs) {
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let SheerForce = Math.trunc(this.get_ATK(skill, usefulBuffs) * 0.3);
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SheerForce = this.get('贯穿力', SheerForce, skill, usefulBuffs, true);
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SheerForce = min_max(0, 10000, SheerForce);
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logger.debug(`贯穿力:${SheerForce}`);
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return SheerForce;
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}
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get_SheerBoostArea(skill, usefulBuffs) {
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let SheerBoostArea = this.get('贯穿增伤', 1, skill, usefulBuffs);
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SheerBoostArea = min_max(0.2, 9, SheerBoostArea);
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SheerBoostArea !== 1 && logger.debug(`贯穿增伤区:${SheerBoostArea}`);
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return SheerBoostArea;
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}
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}
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function min_max(min, max, value) {
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return Math.min(Math.max(value, min), max);
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}
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