伤害公式

This commit is contained in:
xiekaidong 2023-07-13 18:18:22 +08:00
parent a69305960b
commit b1dd325b05
2 changed files with 8 additions and 2 deletions

View File

@ -30,13 +30,13 @@ BattleFormula.calculateFormula = {
end
end
local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() -- 基础值(攻击 * 技能倍率)
local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() // DEFAULT_FACTOR -- 基础值(攻击 * 技能倍率)
result = result * (DEFAULT_FACTOR
+ unitComp.unitEntity:getDmgAddition() -- (攻击者元素伤害增加 + 所有伤害增加)
- unitComp.unitEntity:getDmgDec() -- (攻击者元素伤害降低 + 所有伤害降低)
+ targetUnit.unitEntity:getWeakness() -- (受击者受到元素伤害增加 + 受到所有伤害增加)
- targetUnit.unitEntity:getDecDmg() -- (受击者受到元素伤害降低 + 受到所有伤害降低)
+ skillPAdd) // DEFAULT_FACTOR -- 技能增伤百分比
+ skillPAdd) // DEFAULT_FACTOR -- 技能增伤百分比
result = result + skillFixedAdd -- 固定值
-- 暴击

View File

@ -688,6 +688,12 @@ function BattleBaseData:initHeroData(formation)
---- 攻击力
for matchType, attrName in pairs(GConst.MATCH_ATTACK_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName)
local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[matchType]
if atkAddName then
unitData.attr[attrName] = unitData.attr[attrName] + heroEntity:getAttrValue(atkAddName)
end
unitData.attr[attrName] = unitData.attr[attrName] // DEFAULT_FACTOR
end
---- 暴击率