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添加[朱鸢]伤害计算,完善驱动盘与强攻武器的计算
This commit is contained in:
parent
96dd423b84
commit
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5 changed files with 627 additions and 216 deletions
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@ -14,192 +14,341 @@ const skilldict = getMapData('SkillData');
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* }[]} 伤害列表
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*/
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export const avatar_ability = (data, base_detail, bonus_detail) => {
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const damagelist = [];
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switch (data.id) {
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case 1191:
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/** 处理命座加成 */
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if (data.rank >= 1) {
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const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
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bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
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}
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if (data.rank >= 2) {
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const ES_CriticalDamageBase = _.get(
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bonus_detail,
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'ES_CriticalDamageBase',
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0
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);
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bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6;
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const EH_CriticalDamageBase = _.get(
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bonus_detail,
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'EH_CriticalDamageBase',
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0
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);
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bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6;
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}
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if (data.rank >= 6) {
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const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0);
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bonus_detail['PenRatioBase'] = PenRatio + 0.2;
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const damagelist = [];
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switch (data.id) {
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case 1191:{
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/** 处理命座加成 */
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if (data.rank >= 1) {
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const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
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bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
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}
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if (data.rank >= 2) {
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const ES_CriticalDamageBase = _.get(
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bonus_detail,
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'ES_CriticalDamageBase',
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0
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);
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bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6;
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const EH_CriticalDamageBase = _.get(
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bonus_detail,
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'EH_CriticalDamageBase',
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0
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);
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bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6;
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}
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if (data.rank >= 6) {
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const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0);
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bonus_detail['PenRatioBase'] = PenRatio + 0.2;
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const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
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bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
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}
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const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
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bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
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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 CDB = getskilllevelnum(data.id, data.skills, 'T', 'T');
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const C_CriticalDamageBase = _.get(
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bonus_detail,
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'C_CriticalDamageBase',
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0
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);
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bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
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const A_CriticalDamageBase = _.get(
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bonus_detail,
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'A_CriticalDamageBase',
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0
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);
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bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
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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 CDB = getskilllevelnum(data.id, data.skills, 'T', 'T');
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const C_CriticalDamageBase = _.get(
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bonus_detail,
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'C_CriticalDamageBase',
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0
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);
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bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
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const A_CriticalDamageBase = _.get(
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bonus_detail,
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'A_CriticalDamageBase',
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0
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);
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bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
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const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
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bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
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const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
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bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
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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(
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data.id,
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data.skills,
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'A',
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'A'
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);
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const damagelist1 = calculate_damage(
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base_detail,
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bonus_detail,
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'A',
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'A',
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'Ice',
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skill_multiplier1,
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data.level
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);
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const damage1 = {
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title: '普通攻击:急冻修剪法',
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value: damagelist1,
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};
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damagelist.push(damage1);
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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(
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data.id,
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data.skills,
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'A',
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'A'
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);
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const damagelist1 = calculate_damage(
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base_detail,
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bonus_detail,
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'A',
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'A',
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'Ice',
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skill_multiplier1,
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data.level
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);
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const damage1 = {
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title: '普通攻击:急冻修剪法',
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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(
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data.id,
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data.skills,
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'C',
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'C'
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);
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const damagelist2 = calculate_damage(
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base_detail,
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bonus_detail,
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'C',
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'C',
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'Ice',
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skill_multiplier2,
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data.level
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);
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const damage2 = {
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title: '冲刺攻击:冰渊潜袭',
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value: damagelist2,
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};
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damagelist.push(damage2);
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/** 计算冲刺伤害 */
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const skill_multiplier2 = getskilllevelnum(
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data.id,
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data.skills,
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'C',
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'C'
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);
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const damagelist2 = calculate_damage(
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base_detail,
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bonus_detail,
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'C',
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'C',
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'Ice',
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skill_multiplier2,
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data.level
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);
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const damage2 = {
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title: '冲刺攻击:冰渊潜袭',
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value: damagelist2,
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};
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damagelist.push(damage2);
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/** 计算特殊技伤害 */
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const skill_multiplier3 = getskilllevelnum(
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data.id,
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data.skills,
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'E',
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'EH'
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);
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const damagelist3 = calculate_damage(
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base_detail,
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bonus_detail,
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'E',
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'EH',
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'Ice',
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skill_multiplier3,
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data.level
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);
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const damage3 = {
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title: '强化特殊技:横扫',
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value: damagelist3,
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};
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damagelist.push(damage3);
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/** 计算特殊技伤害 */
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const skill_multiplier3 = getskilllevelnum(
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data.id,
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data.skills,
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'E',
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'EH'
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);
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const damagelist3 = calculate_damage(
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base_detail,
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bonus_detail,
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'EUP',
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'EH',
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'Ice',
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skill_multiplier3,
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data.level
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);
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const damage3 = {
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title: '强化特殊技:横扫',
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value: damagelist3,
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};
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damagelist.push(damage3);
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const skill_multiplier4 = getskilllevelnum(
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data.id,
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data.skills,
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'E',
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'ES'
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);
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const damagelist4 = calculate_damage(
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base_detail,
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bonus_detail,
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'E',
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'ES',
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'Ice',
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skill_multiplier4,
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data.level
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);
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const damage4 = {
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title: '强化特殊技:鲨卷风',
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value: damagelist4,
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};
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damagelist.push(damage4);
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const skill_multiplier4 = getskilllevelnum(
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data.id,
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data.skills,
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'E',
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'ES'
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);
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const damagelist4 = calculate_damage(
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base_detail,
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bonus_detail,
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'EUP',
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'ES',
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'Ice',
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skill_multiplier4,
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data.level
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);
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const damage4 = {
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title: '强化特殊技:鲨卷风',
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value: damagelist4,
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};
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damagelist.push(damage4);
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/** 计算连携技伤害 */
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const skill_multiplier5 = getskilllevelnum(
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data.id,
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data.skills,
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'R',
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'RL'
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);
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const damagelist5 = calculate_damage(
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base_detail,
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bonus_detail,
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'RL',
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'RL',
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'Ice',
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skill_multiplier5,
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data.level
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);
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const damage5 = {
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title: '连携技:雪崩',
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value: damagelist5,
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};
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damagelist.push(damage5);
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/** 计算连携技伤害 */
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const skill_multiplier5 = getskilllevelnum(
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data.id,
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data.skills,
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'R',
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'RL'
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);
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const damagelist5 = calculate_damage(
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base_detail,
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bonus_detail,
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'RL',
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'RL',
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'Ice',
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skill_multiplier5,
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data.level
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);
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const damage5 = {
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title: '连携技:雪崩',
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value: damagelist5,
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};
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damagelist.push(damage5);
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/** 计算终结技伤害 */
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const skill_multiplier6 = getskilllevelnum(
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data.id,
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data.skills,
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'R',
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'R'
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);
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const damagelist6 = calculate_damage(
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base_detail,
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bonus_detail,
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'R',
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'R',
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'Ice',
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skill_multiplier6,
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data.level
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);
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const damage6 = {
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title: '终结技:永冬狂宴',
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value: damagelist6,
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};
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damagelist.push(damage6);
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logger.debug('伤害', damagelist);
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break;
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}
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return damagelist;
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/** 计算终结技伤害 */
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const skill_multiplier6 = getskilllevelnum(
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data.id,
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data.skills,
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'R',
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'R'
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);
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const damagelist6 = calculate_damage(
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base_detail,
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bonus_detail,
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'R',
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'R',
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'Ice',
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skill_multiplier6,
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data.level
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);
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const damage6 = {
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title: '终结技:永冬狂宴',
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value: damagelist6,
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};
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damagelist.push(damage6);
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logger.debug('伤害', damagelist);
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break;
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}
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case 1241:{
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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 + 0.5;
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let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
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bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.5;
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}
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if (data.rank >= 4) {
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let Ether_ResistancePenetration = _.get(bonus_detail, 'Ether_ResistancePenetration', 0);
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bonus_detail['Ether_ResistancePenetration'] = Ether_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 CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
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bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.3;
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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(
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data.id,
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data.skills,
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'A',
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'A'
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);
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const damagelist1 = calculate_damage(
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base_detail,
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bonus_detail,
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'A',
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'A',
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'Ether',
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skill_multiplier1,
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data.level
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);
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const damage1 = {
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title: '普通攻击:请勿抵抗',
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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(
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data.id,
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data.skills,
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'C',
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'C'
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);
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const damagelist2 = calculate_damage(
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base_detail,
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bonus_detail,
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'C',
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'C',
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'Ether',
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skill_multiplier2,
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data.level
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);
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const damage2 = {
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title: '冲刺攻击:火力压制',
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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(
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data.id,
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data.skills,
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'E',
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'EUP'
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);
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let damagelist3 = calculate_damage(
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base_detail,
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bonus_detail,
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'EUP',
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'EUP',
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'Ether',
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skill_multiplier3,
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data.level
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);
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if (data.rank >= 6) {
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let damagelist_add = calculate_damage(
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base_detail,
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bonus_detail,
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'EUP',
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'EUP',
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'Ether',
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2.2,
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data.level
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);
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damagelist3['cd'] = damagelist3['cd'] + damagelist_add['cd'] * 4
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damagelist3['qw'] = damagelist3['qw'] + damagelist_add['qw'] * 4
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}
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const damage3 = {
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title: '强化特殊技:全弹连射',
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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(
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data.id,
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data.skills,
|
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'R',
|
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'RL'
|
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);
|
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const damagelist4 = calculate_damage(
|
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base_detail,
|
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bonus_detail,
|
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'RL',
|
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'RL',
|
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'Ether',
|
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skill_multiplier4,
|
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data.level
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);
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const damage4 = {
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title: '连携技:歼灭模式',
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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(
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data.id,
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data.skills,
|
||||
'R',
|
||||
'R'
|
||||
);
|
||||
const damagelist5 = calculate_damage(
|
||||
base_detail,
|
||||
bonus_detail,
|
||||
'R',
|
||||
'R',
|
||||
'Ether',
|
||||
skill_multiplier5,
|
||||
data.level
|
||||
);
|
||||
const damage5 = {
|
||||
title: '终结技:歼灭模式MAX',
|
||||
value: damagelist5,
|
||||
};
|
||||
damagelist.push(damage5);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return damagelist;
|
||||
};
|
||||
|
||||
export const getskilllevelnum = (avatarId, skills, skilltype, skillname) => {
|
||||
|
|
|
|||
|
|
@ -10,31 +10,100 @@ import { ZZZAvatarInfo } from '../avatar.js';
|
|||
* @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成
|
||||
*/
|
||||
export const relice_ability = (set_id, set_num, base_detail, bonus_detail) => {
|
||||
switch (set_id) {
|
||||
case '31100':
|
||||
if (set_num >= 4) {
|
||||
let R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0);
|
||||
bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2;
|
||||
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
|
||||
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15;
|
||||
logger.debug('relicGetter,4,R_DmgAdd');
|
||||
}
|
||||
break;
|
||||
case '32500':
|
||||
if (set_num >= 2) {
|
||||
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
|
||||
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1;
|
||||
logger.debug('32500,2,Ice_DmgAdd');
|
||||
}
|
||||
if (set_num >= 4) {
|
||||
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
|
||||
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4;
|
||||
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
|
||||
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4;
|
||||
logger.debug('32500,4,A_DmgAdd');
|
||||
logger.debug('32500,4,C_DmgAdd');
|
||||
}
|
||||
break;
|
||||
}
|
||||
return bonus_detail;
|
||||
switch (set_id) {
|
||||
case '31100':
|
||||
if (set_num >= 4) {
|
||||
let R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0);
|
||||
bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2;
|
||||
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
|
||||
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15;
|
||||
logger.debug('relicGetter,4,R_DmgAdd');
|
||||
}
|
||||
break;
|
||||
case '32500':
|
||||
if (set_num >= 2) {
|
||||
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
|
||||
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1;
|
||||
logger.debug('32500,2,Ice_DmgAdd');
|
||||
}
|
||||
if (set_num >= 4) {
|
||||
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
|
||||
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4;
|
||||
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
|
||||
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4;
|
||||
logger.debug('32500,4,A_DmgAdd');
|
||||
logger.debug('32500,4,C_DmgAdd');
|
||||
}
|
||||
break;
|
||||
case '32600':
|
||||
if (set_num >= 2) {
|
||||
let PhysicalDmgAdd = _.get(bonus_detail, 'Physical_DmgAdd', 0);
|
||||
bonus_detail['Physical_DmgAdd'] = PhysicalDmgAdd + 0.1;
|
||||
logger.debug('32600,2,Physical_DmgAdd');
|
||||
}
|
||||
if (set_num >= 4) {
|
||||
let AllDmgAdd = _.get(bonus_detail, 'All_DmgAdd', 0);
|
||||
bonus_detail['All_DmgAdd'] = AllDmgAdd + 0.35;
|
||||
logger.debug('32600,4,All_DmgAdd');
|
||||
}
|
||||
break;
|
||||
case '32400':
|
||||
if (set_num >= 2) {
|
||||
let Electric_DmgAdd = _.get(bonus_detail, 'Electric_DmgAdd', 0);
|
||||
bonus_detail['Electric_DmgAdd'] = Electric_DmgAdd + 0.1;
|
||||
logger.debug('32400,2,Electric_DmgAdd');
|
||||
}
|
||||
if (set_num >= 4) {
|
||||
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
|
||||
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.28;
|
||||
logger.debug('32400,4,AttackAddedRatio');
|
||||
}
|
||||
break;
|
||||
case '32200':
|
||||
if (set_num >= 2) {
|
||||
let Fire_DmgAdd = _.get(bonus_detail, 'Fire_DmgAdd', 0);
|
||||
bonus_detail['Fire_DmgAdd'] = Fire_DmgAdd + 0.1;
|
||||
logger.debug('32200,4,Fire_DmgAdd');
|
||||
}
|
||||
if (set_num >= 4) {
|
||||
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
|
||||
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.28;
|
||||
logger.debug('32200,4,CriticalChanceBase');
|
||||
}
|
||||
break;
|
||||
case '32300':
|
||||
if (set_num >= 2) {
|
||||
let Ether_DmgAdd = _.get(bonus_detail, 'Ether_DmgAdd', 0);
|
||||
bonus_detail['Ether_DmgAdd'] = Ether_DmgAdd + 0.1;
|
||||
logger.debug('32300,4,Ether_DmgAdd');
|
||||
}
|
||||
if (set_num >= 4) {
|
||||
let CriticalDamageBase = _.get(bonus_detail, 'CriticalDamageBase', 0);
|
||||
bonus_detail['CriticalDamageBase'] = CriticalDamageBase + 0.53;
|
||||
logger.debug('32300,4,CriticalDamageBase');
|
||||
}
|
||||
break;
|
||||
case '31600':
|
||||
if (set_num >= 4) {
|
||||
let All_DmgAdd = _.get(bonus_detail, 'All_DmgAdd', 0);
|
||||
bonus_detail['All_DmgAdd'] = All_DmgAdd + 0.53;
|
||||
logger.debug('31600,4,All_DmgAdd');
|
||||
}
|
||||
break;
|
||||
case '31400':
|
||||
if (set_num >= 4) {
|
||||
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
|
||||
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.25;
|
||||
logger.debug('31400,4,AttackAddedRatio');
|
||||
}
|
||||
break;
|
||||
case '31000':
|
||||
if (set_num >= 4) {
|
||||
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
|
||||
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.27;
|
||||
logger.debug('31400,4,AttackAddedRatio');
|
||||
}
|
||||
break;
|
||||
}
|
||||
return bonus_detail;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -11,17 +11,66 @@ const weapon_effect = getMapData('weapon_effect');
|
|||
* @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成
|
||||
*/
|
||||
export const weapon_ability = (equipment, base_detail, bonus_detail) => {
|
||||
if (equipment.id == 14119) {
|
||||
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
|
||||
bonus_detail['Ice_DmgAdd'] =
|
||||
IceDmgAdd +
|
||||
weapon_effect['14119']['Param']['IceDmgAdd'][equipment.star - 1];
|
||||
logger.debug('14119,IceDmgAdd');
|
||||
let equipid = equipment.id
|
||||
switch (equipid) {
|
||||
case 14119:{
|
||||
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
|
||||
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + weapon_effect[equipment.id]['Param']['IceDmgAdd'][equipment.star - 1];
|
||||
|
||||
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
|
||||
bonus_detail['CriticalChanceBase'] =
|
||||
CriticalChanceBase +
|
||||
weapon_effect['14119']['Param']['CriticalChanceBase'][equipment.star - 1];
|
||||
}
|
||||
return bonus_detail;
|
||||
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
|
||||
bonus_detail['CriticalChanceBase'] = CriticalChanceBase +weapon_effect[equipment.id]['Param']['CriticalChanceBase'][equipment.star - 1];
|
||||
break;
|
||||
}
|
||||
case 14102:{
|
||||
let Physical_DmgAdd = _.get(bonus_detail, 'Physical_DmgAdd', 0);
|
||||
bonus_detail['Physical_DmgAdd'] = Physical_DmgAdd + weapon_effect[equipment.id]['Param']['Physical_DmgAdd'][equipment.star - 1];
|
||||
|
||||
let All_DmgAdd = _.get(bonus_detail, 'All_DmgAdd', 0);
|
||||
bonus_detail['All_DmgAdd'] = All_DmgAdd + weapon_effect[equipment.id]['Param']['All_DmgAdd'][equipment.star - 1];
|
||||
break;
|
||||
}
|
||||
case 14104:{
|
||||
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
|
||||
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + weapon_effect[equipment.id]['Param']['AttackAddedRatio'][equipment.star - 1] * 8;
|
||||
break;
|
||||
}
|
||||
case 14124:{
|
||||
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
|
||||
bonus_detail['A_DmgAdd'] = A_DmgAdd + weapon_effect[equipment.id]['Param']['A_DmgAdd'][equipment.star - 1] * 8;
|
||||
break;
|
||||
}
|
||||
case 13001:{
|
||||
let R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0);
|
||||
bonus_detail['R_DmgAdd'] = R_DmgAdd + weapon_effect[equipment.id]['Param']['R_DmgAdd'][equipment.star - 1] * 3;
|
||||
break;
|
||||
}
|
||||
case 13004:{
|
||||
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
|
||||
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + weapon_effect[equipment.id]['Param']['AttackAddedRatio'][equipment.star - 1];
|
||||
break;
|
||||
}
|
||||
case 13013:{
|
||||
let EUP_DmgAdd = _.get(bonus_detail, 'EUP_DmgAdd', 0);
|
||||
bonus_detail['EUP_DmgAdd'] = EUP_DmgAdd + weapon_effect[equipment.id]['Param']['EUP_DmgAdd'][equipment.star - 1];
|
||||
break;
|
||||
}
|
||||
case 13106:{
|
||||
let EUP_DmgAdd = _.get(bonus_detail, 'EUP_DmgAdd', 0);
|
||||
bonus_detail['EUP_DmgAdd'] = EUP_DmgAdd + weapon_effect[equipment.id]['Param']['EUP_DmgAdd'][equipment.star - 1] * 15;
|
||||
break;
|
||||
}
|
||||
case 13108:{
|
||||
let Physical_DmgAdd = _.get(bonus_detail, 'Physical_DmgAdd', 0);
|
||||
bonus_detail['Physical_DmgAdd'] = Physical_DmgAdd + weapon_effect[equipment.id]['Param']['Physical_DmgAdd'][equipment.star - 1];
|
||||
break;
|
||||
}
|
||||
case 13111:{
|
||||
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
|
||||
bonus_detail['A_DmgAdd'] = A_DmgAdd + weapon_effect[equipment.id]['Param']['A_DmgAdd'][equipment.star - 1];
|
||||
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
|
||||
bonus_detail['C_DmgAdd'] = C_DmgAdd + weapon_effect[equipment.id]['Param']['A_DmgAdd'][equipment.star - 1];
|
||||
break;
|
||||
}
|
||||
}
|
||||
return bonus_detail;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -21,5 +21,25 @@
|
|||
"T": [
|
||||
0.5, 0.583, 0.666, 0.75, 0.833, 0.916, 1
|
||||
]
|
||||
},
|
||||
"1241": {
|
||||
"A": [
|
||||
4.077,4.448,4.819,5.19,5.561,5.932,6.303,6.674,7.045,7.416,7.787,8.158,8.529,8.9,9.271,9.642
|
||||
],
|
||||
"C": [
|
||||
1.359,1.483,1.607,1.731,1.855,1.979,2.103,2.227,2.351,2.475,2.599,2.723,2.847,2.971,3.095,3.219
|
||||
],
|
||||
"EUP": [
|
||||
5.874,6.408,6.942,7.476,8.01,8.544,9.078,9.612,10.146,10.68,11.214,11.748,12.282,12.816,13.35,13.88
|
||||
],
|
||||
"R": [
|
||||
19.776,21.574,23.372,25.17,26.968,28.766,30.564,32.362,34.16,35.958,37.756,39.554,41.352,43.15,44.948,46.746
|
||||
],
|
||||
"RL": [
|
||||
5.875,6.41,6.945,7.48,8.015,8.55,9.085,9.62,10.155,10.69,11.225,11.76,12.295,12.83,13.35,13.9
|
||||
],
|
||||
"T": [
|
||||
0.4, 0.466, 0.532, 0.6, 0.666, 0.732, 0.8
|
||||
]
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,5 +16,129 @@
|
|||
0.4
|
||||
]
|
||||
}
|
||||
},
|
||||
"14102": {
|
||||
"Param": {
|
||||
"All_DmgAdd": [
|
||||
0.25,
|
||||
0.315,
|
||||
0.38,
|
||||
0.445,
|
||||
0.5
|
||||
],
|
||||
"Physical_DmgAdd": [
|
||||
0.2,
|
||||
0.25,
|
||||
0.3,
|
||||
0.35,
|
||||
0.4
|
||||
]
|
||||
}
|
||||
},
|
||||
"14104": {
|
||||
"Param": {
|
||||
"AttackAddedRatio": [
|
||||
0.035,
|
||||
0.044,
|
||||
0.052,
|
||||
0.06,
|
||||
0.07
|
||||
]
|
||||
}
|
||||
},
|
||||
"14124": {
|
||||
"Param": {
|
||||
"A_DmgAdd": [
|
||||
0.35,
|
||||
0.435,
|
||||
0.52,
|
||||
0.605,
|
||||
0.7
|
||||
]
|
||||
}
|
||||
},
|
||||
"13001": {
|
||||
"Param": {
|
||||
"R_DmgAdd": [
|
||||
0.15,
|
||||
0.172,
|
||||
0.195,
|
||||
0.217,
|
||||
0.24
|
||||
]
|
||||
}
|
||||
},
|
||||
"13004": {
|
||||
"Param": {
|
||||
"AttackAddedRatio": [
|
||||
0.12,
|
||||
0.138,
|
||||
0.156,
|
||||
0.174,
|
||||
0.192
|
||||
]
|
||||
}
|
||||
},
|
||||
"13013": {
|
||||
"Param": {
|
||||
"EUP_DmgAdd": [
|
||||
0.15,
|
||||
0.172,
|
||||
0.195,
|
||||
0.217,
|
||||
0.24
|
||||
]
|
||||
}
|
||||
},
|
||||
"13106": {
|
||||
"Param": {
|
||||
"EUP_DmgAdd": [
|
||||
0.03,
|
||||
0.035,
|
||||
0.04,
|
||||
0.044,
|
||||
0.048
|
||||
]
|
||||
}
|
||||
},
|
||||
"13108": {
|
||||
"Param": {
|
||||
"Physical_DmgAdd": [
|
||||
0.36,
|
||||
0.41,
|
||||
0.465,
|
||||
0.52,
|
||||
0.575
|
||||
]
|
||||
}
|
||||
},
|
||||
"13111": {
|
||||
"Param": {
|
||||
"A_DmgAdd": [
|
||||
0.50,
|
||||
0.575,
|
||||
0.65,
|
||||
0.725,
|
||||
0.80
|
||||
]
|
||||
}
|
||||
},
|
||||
"14121": {
|
||||
"Param": {
|
||||
"All_DmgAdd": [
|
||||
0.1,
|
||||
0.125,
|
||||
0.15,
|
||||
0.175,
|
||||
0.20
|
||||
],
|
||||
"All_DmgAdd_Max": [
|
||||
0.102,
|
||||
0.12,
|
||||
0.15,
|
||||
0.18,
|
||||
0.198
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue