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July 8 Typhon
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xulai1001 committed Jul 7, 2023
1 parent 69b06f1 commit b384231
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2 changes: 1 addition & 1 deletion _data/config.yml
Original file line number Diff line number Diff line change
Expand Up @@ -36,4 +36,4 @@ css:

modules:
- /assets/js/common.js
- /resources/akdata.js?ver=230610
- /resources/akdata.js?ver=230708
5 changes: 4 additions & 1 deletion _docs/character_ranking.js
Original file line number Diff line number Diff line change
Expand Up @@ -130,8 +130,11 @@ function load() {
charId,
skillId: skill.skillId,
skillLevel: skillLevel-1,
options: { cond: true, buff: true, crit: true, equip: true },
options: { cond: true, buff: true, crit: false, equip: true },
};
if (AKDATA.Data.dps_options.char[charId].includes("crit"))
char.options.crit = true;

let dps = AKDATA.attributes.calculateDps(char);
if ( !dps ) return;
if ( dps.skill.hps == 0 || !dps.skill.hps ) return;
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24 changes: 13 additions & 11 deletions _docs/dps.js
Original file line number Diff line number Diff line change
Expand Up @@ -91,32 +91,34 @@ function load() {
<tr class="dps__row-potentialrank"> <th>潜能</th> </tr>
<tr class="dps__row-favor"> <th>信赖</th> </tr>
<tr class="dps__row-equip"> <th>模组 (精二生效)</th> </tr>
<tr class="dps__row-skill"> <th>技能</th> </tr>
<tr class="dps__row-option"> <th>选项</th> </tr>
</tbody>
<tbody>
<tr class="dps__row-s_dps"> <th><font color="blue"><span>技能DPS</span></font><i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right" title="技能总伤害 / 持续时间(包括罚站时间)"></i></th></tr>
<tr class="dps__row-n_dps"> <th>普攻</th> </tr>
<tr class="dps__row-g_dps"> <th>平均</th> </tr>
<tr class="dps__row-s_damage"> <th>技能总伤害 <i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right" title="单次伤害 x 命中数"></i></th> </tr>
<tr class="dps__row-skill"> <th><font color="blue">技能</font></th> </tr>
<tr class="dps__row-s_atk"> <th>技能攻击力 <i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right" title="角色攻击力(计算技能倍数)"></i></th> </tr>
<tr class="dps__row-results"> <th><font color="blue">计算过程(用于验算)</font></th> </tr>
<tr class="dps__row-note"> <th>注记</th> </tr>
</tbody>
<tbody>
<tr class="dps__row-period">
<th>技能周期
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-html="true" data-placement="right"
title="普攻时间 + 技能持续时间 [ + 眩晕时间 ]"></i>
</th></tr>
title="普攻时间 + 技能持续时间 [ + 眩晕时间 ]"></i>
</th>
</tr>
<tr class="dps__row-s_damage"> <th>技能总伤害 <i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right" title="单次伤害 x 命中数"></i></th> </tr>
<tr class="dps__row-s_dps"> <th><font color="blue"><span>技能DPS</span></font><i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right" title="技能总伤害 / 持续时间(包括罚站时间)"></i></th></tr>
<tr class="dps__row-n_dps"> <th>普攻</th> </tr>
<tr class="dps__row-g_dps"> <th>平均</th> </tr>
<tr class="dps__row-s_att"> <th>技能攻击间隔</th> </tr>
<tr class="dps__row-n_att"> <th>普攻攻击间隔</th> </tr>
<tr class="dps__row-note"> <th>注记</th> </tr>
</tbody>
<tbody>
<tr class="dps__row-s_diff"> <th>技能总伤害 提升% <i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right" title="和【第一列】结果相比的提升比例 +/-%"></i></th> </tr>
<tr class="dps__row-g_diff"> <th>平均DPS 提升% <i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right" title="和【第一列】结果相比的提升比例 +/-%"></i></th> </tr>
</tbody>
<tbody class="">
<tr class="dps__row-damagepool"> <th>伤害表<i class="fas fa-info-circle pull-right" data-toggle="tooltip" title="详细的伤害表格"></i></th></tr>
<tr class="dps__row-anim"> <th>动画帧数</th></tr>
<tr class="dps__row-results"> <th><font color="blue">计算过程(用于验算)</font></th> </tr>
<tr class="dps__row-prts"> <th><font color="blue">PRTS干员页面</font></th> </tr>
<!-- <tr class="dps__row-explain"> <th>算法解释(筹备中)</th></tr> -->
</tbody>
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20 changes: 9 additions & 11 deletions _docs/mastery.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ const DefaultAttribute = {
skillLevel: 9, // 0-9,
equip: false,
equipLevel: 1,
options: { cond: true, crit: true, stack: true, warmup: true, charge: true, equip: true, far: true, block: true }
options: { cond: true, stack: true, warmup: true, charge: true, equip: true, far: true, block: true }
};
const DefaultEnemy = { def: 0, magicResistance: 0, count: 1, hp: 0 };

Expand Down Expand Up @@ -491,7 +491,7 @@ function load() {

window.vue_app.hash_args = window.location.hash.replace("#", "").split("/");
let args = window.vue_app.hash_args;
console.log("args:", args);
//console.log("args:", args);
if (args[0]) {
window.vue_app.charId = args[0]; window.vue_app.changeChar();
}
Expand Down Expand Up @@ -536,6 +536,8 @@ function buildChar(charId, skillId, recipe) {
|| checkSpecs(charId, "token", "mastery"))
char.options.token = true;
else char.options.token = false;
if (_opts.includes("crit"))
char.options.crit = true;

// 模组
let edb = AKDATA.Data.uniequip_table["equipDict"];
Expand Down Expand Up @@ -608,6 +610,7 @@ function calculate(charId) {
Object.assign(ch.options, masterySpecs.options);
}
ch.dps = AKDATA.attributes.calculateDps(ch, enemy, raidBuff);
// console.log(ch, ch.dps.skill.dps);
if (ch.options.token && !extraNotes.includes("召唤物")) {
extraNotes.push("召唤物");
}
Expand Down Expand Up @@ -751,8 +754,9 @@ function buildChartView(resultView, key) {
else
entry.push(value.toFixed(1));
last[skill] = value;
if (stg == window.vue_app.stageKeys[window.vue_app.pivotStageId])
if (stg == window.vue_app.stageKeys[window.vue_app.pivotStageId]) {
pivots.push(value);
}
}
columns.push(entry);
groups.push(stg);
Expand Down Expand Up @@ -924,12 +928,6 @@ function calcSubClass(x, prof) {
}
});
let pats = patterns.slice(0, view.length);
/*
if (s>0) {
view.push(["其他", (s*100).toFixed(2)]);
groups.push("其他");
pats.push("#cccccc");
}*/

return {
rate, view, groups, pats
Expand Down Expand Up @@ -1145,7 +1143,7 @@ function plotPivotCompare(chartView) {
// 处理chartView基于pivot的平移
// pivotStageId == 0时不进行平移
if (window.vue_app.pivotStageId > 0) {
console.log(window.vue_app.resultView);
//console.log(window.vue_app.resultView);
let part = window.vue_app.pivotStageId - 1;
for (let col=1; col<=3; ++col) {
let pivot = chartView.pivots[col-1];
Expand Down Expand Up @@ -1184,7 +1182,7 @@ function plotPivotCompare(chartView) {
]
};
//console.log(dataset);
console.log(chartView);
//console.log(chartView);

let seriesTemplate = {
type: 'bar',
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2 changes: 1 addition & 1 deletion _docs/plot.js
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ const ProfessionNames = {
};

const EnemySeries = {
"def": [...Array(26).keys()].map(x => x * 100),
"def": [...Array(32).keys()].map(x => x * 100),
"magicResistance": [...Array(11).keys()].map(x => x * 10),
"count": [1,2,3,4,5,6,7,8,9,10]
};
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26 changes: 26 additions & 0 deletions _docs/whatsnew.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,32 @@ category: 帮助与支持
icon: cloud-upload
layout: text-page
---
## 23.07.07
- [update] 提丰、寒檀;投锋、提丰、寒檀、傀影、赫拉格模组
- [note] 提丰的说明

仅第一次伤害按照触发第二天赋(暴击)计算;
不勾选【穿防叠层修正】时,所有攻击的第一天赋都按满层计算;
勾选时会减去按满层计算时,叠层期间多算的伤害,且首次伤害(触发第二天赋)固定按照一层穿防计算。

- [note] 补充抬手数据:早露、卡夫卡、寒檀、提丰
- [dps] 调整了结果展示顺序
- [dps] 调整了边缘计算逻辑,但结果精度还需要提高。

技能没有抬手数据时会参照普攻的抬手数据进行计算。
计算过程的【边缘计算】中增加了【连击结束判定】估算,目前只对【能天使】有效,其他数据还在收集中
(需要收集连击时间间隔,和技能结束是否影响加成的数据)
暂时没有根据该结果修正总伤和命中次数的计划

- [dps] 增加了1级模组覆盖天赋的判断,具体是否有问题还在观察
- [plot] 图表防御力范围调整至3200
- [mastery] 调整了专精计算过程中,暴击Tag的设置;具体影响还要观察
- [fix] 补充了部分页面(物品、基建)对新数据格式的枚举值的适配。
- [fix] 修正【卡夫卡】的边缘计算,现在攻击次数正确了
- [bug] 已知问题:缪尔赛思复制的Buff应为基础属性,并和后续Buff乘算
- [todo] 界面相关Issue之后再行解决
- [todo] 准备加入【元素伤害】相关内容

## 23.06.09-17
- [update] 圣约送葬人,空构,隐现;怪杰、工匠、瑕光、焰尾模组
- [dps] 优化了可变伤害类技能的计算过程中,伤害表格的显示
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12 changes: 6 additions & 6 deletions resources/akdata.js
Original file line number Diff line number Diff line change
Expand Up @@ -9,11 +9,11 @@ const useCache = true;
const cacheBeginTime = new Date(2019, 12, 10).getTime();

window.AKDATA = {
akdata: "230610", // jsdelivr tag version
akdata: "230708", // jsdelivr tag version

Data: {},

new_op: [ "char_1032_excu2", "char_498_inside", "char_4015_spuria"],
new_op: [ "char_2012_typhon", "char_341_sntlla" ],
todo_list: [],

professionNames: {
Expand Down Expand Up @@ -173,15 +173,15 @@ window.AKDATA = {
if (type == "FURN") {
let data = AKDATA.Data.building_data.customData.furnitures[id];
text = data.name;
rarity = data.rarity;
rarity = AKDATA.checkEnum('rarity', data.rarity);
} else if (type == "CHAR") {
let data = AKDATA.Data.item_table.items['p_' + id];
text = data.name.replace('的信物', '');
rarity = data.rarity;
rarity = AKDATA.checkEnum('rarity', data.rarity);
} else {
let data = AKDATA.Data.item_table.items[id];
text = data.name;
rarity = data.rarity;
rarity = AKDATA.checkEnum('rarity', data.rarity);
if (id == "30145" || id == "30155") rarity = "crystal";
}
let s = createBadge('item', text, rarity);
Expand Down Expand Up @@ -224,7 +224,7 @@ window.AKDATA = {
let charPools = {"新干员": [], "同分支干员": []};
AKDATA.new_op.forEach(x => {
let d = AKDATA.Data.character_table[x];
charPools["新干员"].push({"name": d.name, "id": x, "rarity": AKDATA.checkEnum("rarity", d.rarity)});
charPools["新干员"].push({"name": d.name, "id": x, "rarity": checkRarity(d.rarity)});
});

Object.entries(AKDATA.Data.character_table).forEach( ([charId, charData]) => {
Expand Down
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