{{extend defaultLayout}} {{block 'css'}} {{/block}} {{block 'main'}}
UID {{uid}}
{{charData.skills[0].level}}
{{charData.skills[2].level}}
{{charData.skills[5].level}}
{{charData.skills[1].level}}
{{charData.skills[3].level}}
{{charData.skills[4].level}}
{{charData.full_name_mi18n}}
Lv.{{charData.level}}
<% include(sys.specialTitle, {en: 'PROPERTY' , cn: '属性' , count: 6 }) %>
{{set basic_properties = charData.basic_properties}}
生命值
{{basic_properties.hpmax.final}}
攻击力
{{basic_properties.attack.final}}
防御力
{{basic_properties.def.final}}
冲击力
{{basic_properties.breakstun.final}}
暴击率
{{basic_properties.crit.final}}
暴击伤害
{{basic_properties.critdam.final}}
异常掌控
{{basic_properties.elementabnormalpower.final}}
异常精通
{{basic_properties.elementmystery.final}}
穿透率
{{basic_properties.penratio.final}}
能量回复
{{basic_properties.sprecover.final}}
{{if charData.weapon}}
{{charData.weapon.name}}
Lv.{{charData.weapon.level}}
{{each charData.weapon.main_properties prop}}
{{prop.property_name}}
{{prop.base}}
{{/each}} {{each charData.weapon.properties prop}}
{{prop.property_name}}
{{prop.base}}
{{/each}}
{{else}}
{{/if}}
<% include(sys.specialTitle, {en: 'DAMAGE' , cn: '伤害统计' }) %>
%
技能类型
暴击伤害
期望伤害
{{each damages d,index}} {{if index == skill.index}}
{{else}}
{{/if}}
{{index+1}}
{{d.skill.name}}
{{d.result.critDMG.toFixed(0)}}
{{d.result.expectDMG.toFixed(0)}}
{{/each}}
伤害计算默认取有弱点、角色等级、1级基础防御力为50的敌方数据,且不考虑失衡易伤区
当前指令:{{command}}
下列计算以 {{damage.skill.name}} 为计算目标
可通过 %{{charData.name_mi18n}}伤害123 切换需要查看的伤害计算
<% include(sys.specialTitle, {en: 'AREA' , cn: '乘区数据' }) %>
{{set areas = damage.areas}}
基础区
暴击区
增伤区
易伤区
抗性区
防御区
{{(areas.BasicArea || 1).toFixed(0)}}
{{(areas.CriticalArea || 1).toFixed(2)}}
{{(areas.BoostArea || 1).toFixed(2)}}
{{(areas.VulnerabilityArea || 1).toFixed(2)}}
{{(areas.ResistanceArea || 1).toFixed(2)}}
{{(areas.DefenceArea || 1).toFixed(4)}}
{{if areas.AnomalyProficiencyArea}}
异常精通区
异常增伤区
等级区
{{(areas.AnomalyProficiencyArea || 1).toFixed(2)}}
{{(areas.AnomalyBoostArea || 1).toFixed(2)}}
{{(areas.LevelArea || 1).toFixed(2)}}
{{/if}}
注:一个技能可能分为多个出伤部分分别计算累加,此时该数据仅为一部分的乘区,下同
{{if damage.usefulBuffs.length}}
<% include(sys.specialTitle, {en: 'BUFF' , cn: 'Buff统计' }) %>
%
名称
增益类型
增益值
{{each damage.usefulBuffs buff,index}}
{{index+1}}
{{buff.name}}
{{buff.type}}
{{buff.value % 1 == 0 ? buff.value < 2 ? buff.value.toFixed(2) : buff.value : buff.value.toFixed(2)}}
{{/each}}
{{/if}} {{if sub_differences.length > 1}}
<% include(sys.specialTitle, {en: 'SUBSTAT' , cn: '副词条差异计算' }) %>
词条变化
{{each sub_differences[0] d}}
{{d.add.shortName}} +{{d.add.valueBase}}
{{/each}}
{{each sub_differences diff}}
{{diff[0].del.shortName}} -{{diff[0].del.valueBase}}
{{each diff d}}
{{d.difference > 0 ? '+' + d.difference.toFixed(0) : d.difference.toFixed(0)}}
{{/each}}
{{/each}}
反映在上述buff作用下置换单位副词条后的{{skill.name}}期望伤害变化
横轴表示增加的词条,纵轴表示减少的词条,对应坐标即为期望伤害变化,下同
{{/if}} {{if main_differences.length > 1}}
<% include(sys.specialTitle, {en: 'MAINSTAT' , cn: '主词条差异计算' }) %>
词条变化
{{each main_differences[0] d}}
{{d.add.shortName}} +{{d.add.valueBase}}
{{/each}}
{{each main_differences diff}}
{{diff[0].del.shortName}} -{{diff[0].del.valueBase}}
{{each diff d}}
{{d.difference > 0 ? '+' + d.difference.toFixed(0) : d.difference.toFixed(0)}}
{{/each}}
{{/each}}
反映在上述buff作用下置换单位主词条后的{{skill.name}}期望伤害变化
量化不同主词条组合对伤害的影响,但并非每个组合都可实现,仅供参考
{{/if}}
{{/block}}