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:
a376148946 2024-07-27 00:15:58 +08:00
parent 96dd423b84
commit e76a9ed7ed
5 changed files with 627 additions and 216 deletions

View file

@ -14,192 +14,341 @@ const skilldict = getMapData('SkillData');
* }[]} 伤害列表 * }[]} 伤害列表
*/ */
export const avatar_ability = (data, base_detail, bonus_detail) => { export const avatar_ability = (data, base_detail, bonus_detail) => {
const damagelist = []; const damagelist = [];
switch (data.id) { switch (data.id) {
case 1191: case 1191:{
/** 处理命座加成 */ /** 处理命座加成 */
if (data.rank >= 1) { if (data.rank >= 1) {
const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0); const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12; bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
} }
if (data.rank >= 2) { if (data.rank >= 2) {
const ES_CriticalDamageBase = _.get( const ES_CriticalDamageBase = _.get(
bonus_detail, bonus_detail,
'ES_CriticalDamageBase', 'ES_CriticalDamageBase',
0 0
); );
bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6; bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6;
const EH_CriticalDamageBase = _.get( const EH_CriticalDamageBase = _.get(
bonus_detail, bonus_detail,
'EH_CriticalDamageBase', 'EH_CriticalDamageBase',
0 0
); );
bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6; bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6;
} }
if (data.rank >= 6) { if (data.rank >= 6) {
const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0); const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0);
bonus_detail['PenRatioBase'] = PenRatio + 0.2; bonus_detail['PenRatioBase'] = PenRatio + 0.2;
const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0); const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5; bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
} }
/** 处理天赋加成 */ /** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */ /** 获取天赋等级与加成倍率 */
const CDB = getskilllevelnum(data.id, data.skills, 'T', 'T'); const CDB = getskilllevelnum(data.id, data.skills, 'T', 'T');
const C_CriticalDamageBase = _.get( const C_CriticalDamageBase = _.get(
bonus_detail, bonus_detail,
'C_CriticalDamageBase', 'C_CriticalDamageBase',
0 0
); );
bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB; bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
const A_CriticalDamageBase = _.get( const A_CriticalDamageBase = _.get(
bonus_detail, bonus_detail,
'A_CriticalDamageBase', 'A_CriticalDamageBase',
0 0
); );
bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB; bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0); const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3; bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
/** 计算伤害 */ /** 计算伤害 */
/** 计算普攻伤害 */ /** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum( const skill_multiplier1 = getskilllevelnum(
data.id, data.id,
data.skills, data.skills,
'A', 'A',
'A' 'A'
); );
const damagelist1 = calculate_damage( const damagelist1 = calculate_damage(
base_detail, base_detail,
bonus_detail, bonus_detail,
'A', 'A',
'A', 'A',
'Ice', 'Ice',
skill_multiplier1, skill_multiplier1,
data.level data.level
); );
const damage1 = { const damage1 = {
title: '普通攻击:急冻修剪法', title: '普通攻击:急冻修剪法',
value: damagelist1, value: damagelist1,
}; };
damagelist.push(damage1); damagelist.push(damage1);
/** 计算冲刺伤害 */ /** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum( const skill_multiplier2 = getskilllevelnum(
data.id, data.id,
data.skills, data.skills,
'C', 'C',
'C' 'C'
); );
const damagelist2 = calculate_damage( const damagelist2 = calculate_damage(
base_detail, base_detail,
bonus_detail, bonus_detail,
'C', 'C',
'C', 'C',
'Ice', 'Ice',
skill_multiplier2, skill_multiplier2,
data.level data.level
); );
const damage2 = { const damage2 = {
title: '冲刺攻击:冰渊潜袭', title: '冲刺攻击:冰渊潜袭',
value: damagelist2, value: damagelist2,
}; };
damagelist.push(damage2); damagelist.push(damage2);
/** 计算特殊技伤害 */ /** 计算特殊技伤害 */
const skill_multiplier3 = getskilllevelnum( const skill_multiplier3 = getskilllevelnum(
data.id, data.id,
data.skills, data.skills,
'E', 'E',
'EH' 'EH'
); );
const damagelist3 = calculate_damage( const damagelist3 = calculate_damage(
base_detail, base_detail,
bonus_detail, bonus_detail,
'E', 'EUP',
'EH', 'EH',
'Ice', 'Ice',
skill_multiplier3, skill_multiplier3,
data.level data.level
); );
const damage3 = { const damage3 = {
title: '强化特殊技:横扫', title: '强化特殊技:横扫',
value: damagelist3, value: damagelist3,
}; };
damagelist.push(damage3); damagelist.push(damage3);
const skill_multiplier4 = getskilllevelnum( const skill_multiplier4 = getskilllevelnum(
data.id, data.id,
data.skills, data.skills,
'E', 'E',
'ES' 'ES'
); );
const damagelist4 = calculate_damage( const damagelist4 = calculate_damage(
base_detail, base_detail,
bonus_detail, bonus_detail,
'E', 'EUP',
'ES', 'ES',
'Ice', 'Ice',
skill_multiplier4, skill_multiplier4,
data.level data.level
); );
const damage4 = { const damage4 = {
title: '强化特殊技:鲨卷风', title: '强化特殊技:鲨卷风',
value: damagelist4, value: damagelist4,
}; };
damagelist.push(damage4); damagelist.push(damage4);
/** 计算连携技伤害 */ /** 计算连携技伤害 */
const skill_multiplier5 = getskilllevelnum( const skill_multiplier5 = getskilllevelnum(
data.id, data.id,
data.skills, data.skills,
'R', 'R',
'RL' 'RL'
); );
const damagelist5 = calculate_damage( const damagelist5 = calculate_damage(
base_detail, base_detail,
bonus_detail, bonus_detail,
'RL', 'RL',
'RL', 'RL',
'Ice', 'Ice',
skill_multiplier5, skill_multiplier5,
data.level data.level
); );
const damage5 = { const damage5 = {
title: '连携技:雪崩', title: '连携技:雪崩',
value: damagelist5, value: damagelist5,
}; };
damagelist.push(damage5); damagelist.push(damage5);
/** 计算终结技伤害 */ /** 计算终结技伤害 */
const skill_multiplier6 = getskilllevelnum( const skill_multiplier6 = getskilllevelnum(
data.id, data.id,
data.skills, data.skills,
'R', 'R',
'R' 'R'
); );
const damagelist6 = calculate_damage( const damagelist6 = calculate_damage(
base_detail, base_detail,
bonus_detail, bonus_detail,
'R', 'R',
'R', 'R',
'Ice', 'Ice',
skill_multiplier6, skill_multiplier6,
data.level data.level
); );
const damage6 = { const damage6 = {
title: '终结技:永冬狂宴', title: '终结技:永冬狂宴',
value: damagelist6, value: damagelist6,
}; };
damagelist.push(damage6); damagelist.push(damage6);
logger.debug('伤害', damagelist);
logger.debug('伤害', damagelist); break;
break; }
} case 1241:{
/** 处理命座加成 */
return damagelist; if (data.rank >= 2) {
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.5;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.5;
}
if (data.rank >= 4) {
let Ether_ResistancePenetration = _.get(bonus_detail, 'Ether_ResistancePenetration', 0);
bonus_detail['Ether_ResistancePenetration'] = Ether_ResistancePenetration + 0.25;
}
/** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */
const DMG_ADD = getskilllevelnum(data.id, data.skills, 'T', 'T');
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + DMG_ADD;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + DMG_ADD;
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.3;
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(
data.id,
data.skills,
'A',
'A'
);
const damagelist1 = calculate_damage(
base_detail,
bonus_detail,
'A',
'A',
'Ether',
skill_multiplier1,
data.level
);
const damage1 = {
title: '普通攻击:请勿抵抗',
value: damagelist1,
};
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(
data.id,
data.skills,
'C',
'C'
);
const damagelist2 = calculate_damage(
base_detail,
bonus_detail,
'C',
'C',
'Ether',
skill_multiplier2,
data.level
);
const damage2 = {
title: '冲刺攻击:火力压制',
value: damagelist2,
};
damagelist.push(damage2);
/** 计算强化特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(
data.id,
data.skills,
'E',
'EUP'
);
let damagelist3 = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EUP',
'Ether',
skill_multiplier3,
data.level
);
if (data.rank >= 6) {
let damagelist_add = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EUP',
'Ether',
2.2,
data.level
);
damagelist3['cd'] = damagelist3['cd'] + damagelist_add['cd'] * 4
damagelist3['qw'] = damagelist3['qw'] + damagelist_add['qw'] * 4
}
const damage3 = {
title: '强化特殊技:全弹连射',
value: damagelist3,
};
damagelist.push(damage3);
/** 计算连携技伤害 */
const skill_multiplier4 = getskilllevelnum(
data.id,
data.skills,
'R',
'RL'
);
const damagelist4 = calculate_damage(
base_detail,
bonus_detail,
'RL',
'RL',
'Ether',
skill_multiplier4,
data.level
);
const damage4 = {
title: '连携技:歼灭模式',
value: damagelist4,
};
damagelist.push(damage4);
/** 计算终结技伤害 */
const skill_multiplier5 = getskilllevelnum(
data.id,
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) => { export const getskilllevelnum = (avatarId, skills, skilltype, skillname) => {

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@ -10,31 +10,100 @@ import { ZZZAvatarInfo } from '../avatar.js';
* @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成 * @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成
*/ */
export const relice_ability = (set_id, set_num, base_detail, bonus_detail) => { export const relice_ability = (set_id, set_num, base_detail, bonus_detail) => {
switch (set_id) { switch (set_id) {
case '31100': case '31100':
if (set_num >= 4) { if (set_num >= 4) {
let R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0); let R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0);
bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2; bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2;
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0); let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15; bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15;
logger.debug('relicGetter,4,R_DmgAdd'); logger.debug('relicGetter,4,R_DmgAdd');
} }
break; break;
case '32500': case '32500':
if (set_num >= 2) { if (set_num >= 2) {
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0); let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1; bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1;
logger.debug('32500,2,Ice_DmgAdd'); logger.debug('32500,2,Ice_DmgAdd');
} }
if (set_num >= 4) { if (set_num >= 4) {
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0); let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4; bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0); let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4; bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4;
logger.debug('32500,4,A_DmgAdd'); logger.debug('32500,4,A_DmgAdd');
logger.debug('32500,4,C_DmgAdd'); logger.debug('32500,4,C_DmgAdd');
} }
break; break;
} case '32600':
return bonus_detail; 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;
}; };

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@ -11,17 +11,66 @@ const weapon_effect = getMapData('weapon_effect');
* @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成 * @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成
*/ */
export const weapon_ability = (equipment, base_detail, bonus_detail) => { export const weapon_ability = (equipment, base_detail, bonus_detail) => {
if (equipment.id == 14119) { let equipid = equipment.id
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0); switch (equipid) {
bonus_detail['Ice_DmgAdd'] = case 14119:{
IceDmgAdd + let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
weapon_effect['14119']['Param']['IceDmgAdd'][equipment.star - 1]; bonus_detail['Ice_DmgAdd'] = IceDmgAdd + weapon_effect[equipment.id]['Param']['IceDmgAdd'][equipment.star - 1];
logger.debug('14119,IceDmgAdd');
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0); let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = bonus_detail['CriticalChanceBase'] = CriticalChanceBase +weapon_effect[equipment.id]['Param']['CriticalChanceBase'][equipment.star - 1];
CriticalChanceBase + break;
weapon_effect['14119']['Param']['CriticalChanceBase'][equipment.star - 1]; }
} case 14102:{
return bonus_detail; 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;
}; };

View file

@ -21,5 +21,25 @@
"T": [ "T": [
0.5, 0.583, 0.666, 0.75, 0.833, 0.916, 1 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": [
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]
} }
} }

View file

@ -16,5 +16,129 @@
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