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玩家共建非官方战双WIKI,做最还原游戏内UI体验的WIKI!
战双WIKI反馈留言板 · WIKI编辑教程 · BWIKI收藏到桌面的方法说明
Widget:伤害计算
<style>
.panel { background: none; border: none; }
.table-bordered { /*border-collapse: collapse;*/ text-align: center; background: #e8fffa; } .mw-parser-output .table td { vertical-align: middle; }
.mw-parser-output input { width: 35px; border: none; outline: none; text-align: right; }
/* 在Chrome浏览器下 */ input::-webkit-outer-spin-button, input::-webkit-inner-spin-button { -webkit-appearance: none; } /* 在Firefox浏览器下 */ input[type="number"]{ -moz-appearance: textfield; }
.input-group { position: relative; display: table; border-collapse: separate; width: 80px; }
.input-group .form-control, .input-group-addon { display: table-cell; }
.input-group-addon { padding: 5px; text-align: center; background-color: #eee; border-radius: 2px; border-top-left-radius: 0; border-bottom-left-radius: 0; }
.input-group .form-control:first-child { border-top-right-radius: 0; border-bottom-right-radius: 0; border: 1px solid #ddd; box-shadow: none; }
.mw-parser-output .panel-info>.panel-heading {
color: rgba(192,0,0,1); background-color: rgba(230,230,230,1); border: 0; border-left: 5px solid rgba(192,0,0,1); font-weight: bold; font-size: 15px;
} .mw-parser-output table {
width: 100%; background-color: #e6e6e6; border-spacing: 1px; border-collapse: inherit;
} .mw-parser-output td {
background: #fff; padding: 6px; border-spacing: initial;
}
</style> <body>
伤害的类型 | 攻击力 | 倍率 | 伤害加成的类型(buff) | 怪物抗性的类型(debuff) | 最低伤害 | 最高伤害 | --- | |||||
物理伤害 | 角色的攻击力 | 技能的倍率 | 攻击力的加成 | 物理伤害的加成 | 额外的伤害加成 | 暴击的伤害加成 | 防御的抗性 | 物理伤害的抗性 | 额外的伤害减免 | 95%的伤害 | 105%的伤害 | 不暴击伤害 |
暴击则伤害翻倍 | 暴击伤害 | |||||||||||
元素伤害的类型 | 元素伤害的加成 | --- | --- | 元素伤害的抗性 | 元素伤害不能暴击且没有浮动 | --- |
伤害的类型 | 攻击力 | 倍率 | 伤害加成的类型(buff) | 怪物抗性的类型(debuff) | 最低伤害 | 最高伤害 | --- | |||||
<input type="radio" value="1" name="1" onclick="btn()" checked="checked">物理 |
<input type="number" class="layui-input form-control" id="a" oninput="btn()" value="0"/> |
<input type="number" class="layui-input form-control" id="b" value="0"
oninput="btn()"/>
%
|
<input type="number" class="layui-input form-control" id="c" value="0"oninput="btn()"/>% |
<input type="number" class="layui-input form-control" id="b1" value="0"
oninput="btn()"/>
%
|
<input type="number" class="layui-input form-control" id="d" value="0"
oninput="btn()"/>
%
|
<input type="number" class="layui-input form-control" id="b2" value="0"
oninput="btn()"/>
%
|
<input type="number" class="layui-input form-control" id="b3" value="0"
oninput="btn()"/>
%
|
<input type="number" class="layui-input form-control" id="b4" value="0"
oninput="btn()"/>
%
|
<input type="number" class="layui-input form-control" id="e" value="0"
oninput="btn()"/>
%
|
不暴击伤害 | ||
暴击伤害 | ||||||||||||
<input type="radio" value="2" name="1" onclick="btn()">元素 |
<input type="number" class="layui-input form-control" id="a1" value="0" oninput="btn()"/>
%
|
--- | --- |
<input type="number" class="layui-input form-control" id="a2" value="0" oninput="btn()"/>
%
|
--- |
原防御抗性 | 减防 | 减防后防御抗性 |
<input type="number" class="layui-input form-control" id="c1" value="0" oninput="btn_k()"/>
%
|
<input type="number" class="layui-input form-control" id="c2" value="0" oninput="btn_k()"/>
%
|
80级的木桩 | 试玩区噩梦BOSS梦魇难度 | ||||
9.04% | 0.00% | 3.99% | 71.30% | 0.00% | 68.00% |
--- | 24.00% | --- | 88.80% | ||
幻痛囚笼高级区地狱BOSS | 幻痛囚笼终极区地狱BOSS | ||||
60.00% | 0.00% | 46.00% | 60.00% | 27.00% | 46.00% |
--- | 65.00% | --- | 65.90% |
</body>
<script type="text/javascript">
var input = document.getElementsByName('1'); function btn_k() { var c1 = document.getElementById('c1').value / 100; //原防御抗性 var c2 = document.getElementById('c2').value / 100; //减防
if (c1 != 0 && c2 != 0) { var kx = document.getElementById('K');//减防后防御抗性 var sum1 = (c1 / (1 - c1) * (1 - c2)) / (1 + (c1 / (1 - c1) * (1 - c2))); console.log(sum1) kx.innerHTML = (sum1 * 100).toFixed(2) + "%"; }
}
function btn() { var type; for (var i = 0; i < input.length; i++) { if (input[i].checked) { type = input[i].value; } } var a = document.getElementById('a').value; //角色攻击力 var b = document.getElementById('b').value / 100; //技能倍率 var c = document.getElementById('c').value / 100; //攻击力加成 var d = document.getElementById('d').value / 100; //额外伤害加成 var e = document.getElementById('e').value / 100; //额外伤害减免
var a1 = document.getElementById('a1').value / 100; //元素伤害加成 var a2 = document.getElementById('a2').value / 100; //元素抗性
var b1 = document.getElementById('b1').value / 100; //物理伤害加成 var b2 = document.getElementById('b2').value / 100; //暴击伤害加成 var b3 = document.getElementById('b3').value / 100; //防御抗性 var b4 = document.getElementById('b4').value / 100; //物理伤害抗性
var wnu = document.getElementById('WNminUp');//不暴击 最大伤害 var wyu = document.getElementById('WYmaxUp');//暴击 最大伤害 var wnd = document.getElementById('WNminDown');//不暴击 最小伤害 var wyd = document.getElementById('WYmaxDown');//暴击 最小伤害 var ys = document.getElementById('Y');//元素伤害计算
wnu.innerHTML = null; wyu.innerHTML = null; wnd.innerHTML = null; wyd.innerHTML = null; ys.innerHTML = null;
var sum = a * b * (1 + c) * (1 + d) * (1 - e); //基础伤害 var wk = b3 * (1 - b4) / [1 - (b3 * b4)]; //实际物抗计算
if (type == 1) { var WNminUp = sum * (1 + b1) * (1 + b2) * (1 - b3) * (1 - b4) * 1.05; //不暴击 最大伤害 var WYmaxUp = WNminUp * 2; //暴击 最大伤害 var WNminDown = sum * (1 + b1) * (1 + b2) * (1 - b3) * (1 - b4) * 0.95; //不暴击 最小伤害 var WYmaxDown = WNminDown * 2; //暴击 最小伤害
wnu.innerHTML = Math.round(WNminUp); wyu.innerHTML = Math.round(WYmaxUp); wnd.innerHTML = Math.round(WNminDown); wyd.innerHTML = Math.round(WYmaxDown); } if (type != 1) { var YSsum = sum * (1 + a1) * (1 - a2); //元素伤害计算,如需计算弱点词缀则将弱点词缀百分比加在a3之后,加法 ys.innerHTML = Math.round(YSsum); } }
</script>