fix:修复系数问题
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@@ -41,7 +41,7 @@ class CalcCarryMixin(CharacterBase):
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value = value0_1 + ((value0_1 - value0_2) * 3.08 + 2886) * (1 if DSB else 0) + (170000 + 300000) * (1 if BUFF else 0)
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value = value0_1 + ((value0_1 - value0_2) * 3.08 + 2886) * (1 if DSB else 0) + (170000 + 300000) * (1 if BUFF else 0)
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ratio_0: float = value / 250 + 1
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ratio_0: float = value / 250 + 1
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# 黑暗武士力智系数部分,特效不享受这部分
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# 黑暗武士力智系数部分,特效不享受这部分
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ratio_10 = (value * (getattr(self, attrs[1]) + 1) / 250 + 1) / ratio_0
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ratio_10 = (value * getattr(self, attrs[1]) / 250 + 1) / ratio_0
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# 物理/魔法/独立攻击力
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# 物理/魔法/独立攻击力
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ratio_1: float = getattr(self, attrs[2]) + 30000 * (1 if BUFF else 0)
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ratio_1: float = getattr(self, attrs[2]) + 30000 * (1 if BUFF else 0)
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# 技能 物理/魔法/独立攻击力%
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# 技能 物理/魔法/独立攻击力%
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@@ -906,7 +906,7 @@ def oath_skill_2030403(char: CharacterProperty, oathEffectDamage: list[float] =
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if reinforce >= 121:
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if reinforce >= 121:
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char.SetStatus(SkillAttack=0.1, SpeedA=0.25, SpeedM=0.25, SpeedR=0.25)
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char.SetStatus(SkillAttack=0.1, SpeedA=0.25, SpeedM=0.25, SpeedR=0.25)
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if reinforce >= 132:
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if reinforce >= 132:
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char.equ_effect.append(EquEffect(name='理想成真', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 1, 3000000)))
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char.equ_effect.append(EquEffect(name='理想成真', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 1, 3000000) + effect_damage(oathEffectDamage, 2, 3000000)))
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elif reinforce >= 121:
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elif reinforce >= 121:
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char.equ_effect.append(EquEffect(name='黄金之王', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 0, 1400000)))
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char.equ_effect.append(EquEffect(name='黄金之王', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 0, 1400000)))
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pass
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pass
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