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平衡性调整

1.怪物部分属性上限调整:护甲:800+大秘境层数,攻击加成:(6500+大秘境层数)%
2.镜花水月反弹上限现在受怪物护甲减伤影响
2.0
许孟阳 2 months ago
parent
commit
e64f485188
  1. 14
      src/config/beings.ts
  2. 5
      src/config/skill/jewelry.ts
  3. 2
      src/views/version/update-log.vue

14
src/config/beings.ts

@ -10,6 +10,7 @@ import {
Equip, Equip,
piont_arrts, piont_arrts,
} from '@/config'; } from '@/config';
import { deepCopy } from '@/tool';
export const type_monster = 'monster'; export const type_monster = 'monster';
export const type_boss = 'boss'; export const type_boss = 'boss';
export const difficultys = ['normal', 'hard', 'pain', 'xiaomi', 'dami']; export const difficultys = ['normal', 'hard', 'pain', 'xiaomi', 'dami'];
@ -22,7 +23,7 @@ const monster_attr_max = {
critDmg: 1000, critDmg: 1000,
critAvoid: 120, critAvoid: 120,
critDmgReduc: 1000, critDmgReduc: 1000,
def: 1100, def: 800,
atkPercent: 6500, atkPercent: 6500,
}; };
@ -120,14 +121,13 @@ export class Monster extends Attribute {
this.callCoins(11); this.callCoins(11);
this.callCrit(0.5); this.callCrit(0.5);
this.callDef(); this.callDef();
this.checkMax(); this.checkMax(layer);
this.equipRates = [0.2 * this.df, 0.08 * this.df, 0.03 * this.df]; this.equipRates = [0.2 * this.df, 0.08 * this.df, 0.03 * this.df];
this.extraRate = [0, 0]; this.extraRate = [0, 0];
} }
callAtk = (variable) => { callAtk = (variable) => {
this.baseAtk = Math.ceil(this.lv ** 2.1 * (Math.random() * 0.2 + variable)); this.baseAtk = Math.ceil(this.lv ** 2.1 * (Math.random() * 0.2 + variable));
this.atkPercent = (this.df * this.lf - 1) * 100; this.atkPercent = (this.df * this.lf - 1) * 100;
// this.atk = this.baseAtk;
}; };
callHp = (variable) => { callHp = (variable) => {
this.hp = Math.ceil(this.lv ** 2.1 * (Math.random() * 3 + variable) * this.df * this.lf); this.hp = Math.ceil(this.lv ** 2.1 * (Math.random() * 3 + variable) * this.df * this.lf);
@ -144,8 +144,10 @@ export class Monster extends Attribute {
this.critAvoid = Math.ceil((10 + 10 * (this.ef - 1) * this.lf) * factor); this.critAvoid = Math.ceil((10 + 10 * (this.ef - 1) * this.lf) * factor);
this.critDmgReduc = Math.ceil(100 + 100 * (this.ef - 1) * this.lf); this.critDmgReduc = Math.ceil(100 + 100 * (this.ef - 1) * this.lf);
}; };
checkMax = () => { checkMax = (layer) => {
const max = monster_attr_max; const max = deepCopy(monster_attr_max);
max.def += layer;
max.atkPercent += layer;
Object.keys(max).forEach((key) => { Object.keys(max).forEach((key) => {
this[key] > max[key] && (this[key] = max[key]); this[key] > max[key] && (this[key] = max[key]);
}); });
@ -160,7 +162,7 @@ export class BossMonster extends Monster {
this.callHp(31); this.callHp(31);
this.callCoins(30.5); this.callCoins(30.5);
this.callCrit(1); this.callCrit(1);
this.checkMax(); this.checkMax(layer);
const rf = rate_factor[difficulty]; const rf = rate_factor[difficulty];
this.equipRates = [0.25 - 0.05 * rf, 0.55 - 0.1 * rf, 0.15 + 0.1 * rf, 0.05 + 0.05 * rf]; this.equipRates = [0.25 - 0.05 * rf, 0.55 - 0.1 * rf, 0.15 + 0.1 * rf, 0.05 + 0.05 * rf];
let uniqueRate = 0.02 * ((rf - 1) * 5 + 1); let uniqueRate = 0.02 * ((rf - 1) * 5 + 1);

5
src/config/skill/jewelry.ts

@ -1,6 +1,6 @@
import { CounterSkill, Attack, Control, GainsSkill, SufPassiveSkill, Vampire } from './base'; import { CounterSkill, Attack, Control, GainsSkill, SufPassiveSkill, Vampire } from './base';
import i18n from '../i18n'; import i18n from '../i18n';
import { BattleRole, replace } from '@/tool'; import { BattleRole, callReducPercent, replace } from '@/tool';
const { t } = i18n; const { t } = i18n;
//化缘 //化缘
@ -72,7 +72,8 @@ export class JHSY extends CounterSkill {
return Math.random() < this.rate / 100; return Math.random() < this.rate / 100;
} }
takeEffect(owner: BattleRole, target: BattleRole): void { takeEffect(owner: BattleRole, target: BattleRole): void {
const reflected = Math.ceil((target.baseDmg * this.percent) / 100); const reducPercent = callReducPercent(owner.attr.def + owner.extraAttr.def, owner.attr.lv); //目标防御提供的减伤比例
const reflected = Math.ceil(((target.baseDmg * this.percent) / 100) * (1 - reducPercent));
target.addHp(-1 * reflected); target.addHp(-1 * reflected);
const log = replace(t('skill.JHSY.2'), [t(owner.type), reflected]); const log = replace(t('skill.JHSY.2'), [t(owner.type), reflected]);
owner.extraDmgLog(log); owner.extraDmgLog(log);

2
src/views/version/update-log.vue

@ -42,6 +42,8 @@ const updateLogs: any = [{
adjust: [ adjust: [
'百花内甲和龟纹铠技能数值调整', '百花内甲和龟纹铠技能数值调整',
'怪物部分属性增加上限:暴击率:120%,暴击伤害:1000%,暴击避免:120%,暴击伤害减免:1000%,护甲:1100,攻击加成:6500%', '怪物部分属性增加上限:暴击率:120%,暴击伤害:1000%,暴击避免:120%,暴击伤害减免:1000%,护甲:1100,攻击加成:6500%',
'怪物部分属性上限调整:护甲:800+大秘境层数,攻击加成:(6500+大秘境层数)%',
'镜花水月反弹上限现在受怪物护甲减伤影响',
] ]
}, { }, {
date: '2025-05-22', version: '1.0', date: '2025-05-22', version: '1.0',

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