/* * @author: sre @date: 2022/11/6 0006 @desc: todo * */ package main import "fmt" func boneDPH(myAP, myCrit float64) { //大王剑 fmt.Println("大王剑 ", DesirBoneDmg(boneDmg(5, myAP+40), myCrit)) //大元帅 fmt.Println("大元帅 ", DesirBoneDmg(boneDmg(5, myAP+28), myCrit+1)) //电锤 fmt.Println("电锤 ", DesirBoneDmg(boneDmg(5, myAP), myCrit)) //咸鱼 fmt.Println("咸鱼 ", DesirBoneDmg(boneDmg(5, myAP+20), myCrit+1)) //谴责着 fmt.Println("谴责着 ", DesirBoneDmg(boneDmg(5, myAP+16), myCrit+1)) //多彩 fmt.Println("多彩 ", DesirBoneDmg(boneDmg(5, myAP+20), myCrit+1)) } // boneDmg骨骼攻击 func boneDmg(point int, ap float64) float64 { //https://ngabbs.com/read.php?tid=24062151 //8级剔骨:技能伤害=(技能描述伤害值+0.15×AP)×伤害系数 low, high := 0.0, 0.0 switch point { case 2: low, high = 394, 502 case 3: low, high = 564, 672 case 4: low, high = 734, 842 case 5: low, high = 904, 1012 default: // point = 1 low, high = 224, 332 } // 伤害系数 天赋强化剔骨15% 5t2.5 15% dmgRate := BONERATE dmgLow := (low + 0.15*ap) * dmgRate dmgHigh := (high + 0.15*ap) * dmgRate return (dmgLow + dmgHigh) / 2 } func DesirBoneDmg(dmg, crit float64) float64 { //谋杀增加了2%的所有伤害 if crit > 100 { crit = 100 } baseDmg := (100-crit)/100*dmg + crit/100*dmg*2 return baseDmg * 1.02 }