伤害公式
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@ -30,13 +30,13 @@ BattleFormula.calculateFormula = {
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end
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end
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local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() -- 基础值(攻击 * 技能倍率)
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local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() // DEFAULT_FACTOR -- 基础值(攻击 * 技能倍率)
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result = result * (DEFAULT_FACTOR
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+ unitComp.unitEntity:getDmgAddition() -- (攻击者元素伤害增加 + 所有伤害增加)
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- unitComp.unitEntity:getDmgDec() -- (攻击者元素伤害降低 + 所有伤害降低)
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+ targetUnit.unitEntity:getWeakness() -- (受击者受到元素伤害增加 + 受到所有伤害增加)
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- targetUnit.unitEntity:getDecDmg() -- (受击者受到元素伤害降低 + 受到所有伤害降低)
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+ skillPAdd) // DEFAULT_FACTOR -- 技能增伤百分比
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+ skillPAdd) // DEFAULT_FACTOR -- 技能增伤百分比
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result = result + skillFixedAdd -- 固定值
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-- 暴击
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@ -688,6 +688,12 @@ function BattleBaseData:initHeroData(formation)
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---- 攻击力
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for matchType, attrName in pairs(GConst.MATCH_ATTACK_NAME) do
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unitData.attr[attrName] = heroEntity:getAttrValue(attrName)
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local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[matchType]
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if atkAddName then
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unitData.attr[attrName] = unitData.attr[attrName] + heroEntity:getAttrValue(atkAddName)
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end
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unitData.attr[attrName] = unitData.attr[attrName] // DEFAULT_FACTOR
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end
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---- 暴击率
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