refactor: 统一全量buff数值为百分比口径
本次变更对齐了所有buff和技能的数值结算规则: 1. 新增项目规范明确buff数值统一使用百分比/百分点结算 2. 修改技能描述配置、属性计算逻辑,将固定数值加成改为百分比计算 3. 调整buff配置的修改类型为PercentAdd,同步更新buff说明文本 4. 重构属性计算逻辑,区分百分比加成和固定加成的处理方式 5. 更新战力计算逻辑适配新的百分比口径规则
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@@ -88,8 +88,8 @@ export const BuffList: Record<number, BuffConfig> = {
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7001: {
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id: 7001, name: "攻击强化", icon: "Stat_Attack_03",
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category: BuffCategory.Buff, duration: 10, max_stack: 0,
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modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: 5 }],
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info: "攻击力 +5,持续 10 秒",
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modifiers: [{ attr: Attrs.ap, op: ModOp.PercentAdd, value: 5 }],
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info: "攻击力提升 5%,持续 10 秒",
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},
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// 易伤(灼热火球附加;受到伤害时附加固定值,可被易伤抗性百分比减免)
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// 注:modifiers.attr 用 hp 仅为占位以通过 aggregateTimedMods 结构校验,实际易伤值由 HeroAtkSystem 按 VULNERABLE_BUFF_ID 直接汇总
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@@ -124,8 +124,8 @@ export const BuffList: Record<number, BuffConfig> = {
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7006: {
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id: 7006, name: "减攻", icon: "Stat_Attack_01",
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category: BuffCategory.Debuff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: -10 }],
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info: "攻击力降低 10 点,持续 5 秒",
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modifiers: [{ attr: Attrs.ap, op: ModOp.PercentAdd, value: -10 }],
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info: "攻击力降低 10%,持续 5 秒",
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},
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// 出血(每层使目标被暴击率 +1%,微量伤害 DoT;暴击率加成由 HeroAtkSystem 按 BLEED_BUFF_ID 层数结算)
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7007: {
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@@ -134,12 +134,12 @@ export const BuffList: Record<number, BuffConfig> = {
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tick: { interval: 0.5, damage_or_heal: -1, scale_by_ap_pct: 0 },
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info: "微量出血,每层使自身被暴击率提升 1%,可叠加,持续 5 秒",
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},
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// 占卜师战前攻击强化(基础档:+30/5s;高阶通过 buff_value/buff_duration 覆写成长)
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// 占卜师战前攻击强化(基础档:+30%/5s;高阶通过 buff_value/buff_duration 覆写成长)
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7111: {
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id: 7111, name: "战前强攻", icon: "Stat_Attack_03",
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category: BuffCategory.Buff, duration: 5, max_stack: 0,
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modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: 30 }],
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info: "攻击力 +30,持续 5 秒",
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modifiers: [{ attr: Attrs.ap, op: ModOp.PercentAdd, value: 30 }],
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info: "攻击力提升 30%,持续 5 秒",
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},
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// ==================== 玩家计时性强化(药水/技能用,默认 5s) ====================
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@@ -161,77 +161,77 @@ export const BuffList: Record<number, BuffConfig> = {
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7012: {
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id: 7012, name: "暴击爆发", icon: "Stat_CriticalChance_02",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.critical, op: ModOp.Flat, value: 30 }],
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modifiers: [{ attr: Attrs.critical, op: ModOp.PercentAdd, value: 30 }],
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info: "暴击率提升 30%,持续 5 秒",
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},
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// 击退距离强化(限时)
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7013: {
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id: 7013, name: "击退爆发", icon: "Stat_Stun_01",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.knockback_chance, op: ModOp.Flat, value: 30 }],
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info: "击退距离提升 30,持续 5 秒",
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modifiers: [{ attr: Attrs.knockback_chance, op: ModOp.PercentAdd, value: 30 }],
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info: "击退距离提升 30%,持续 5 秒",
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},
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// 穿透强化(限时)
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7014: {
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id: 7014, name: "穿透爆发", icon: "Stat_Tripleshot",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.puncture_chance, op: ModOp.Flat, value: 30 }],
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modifiers: [{ attr: Attrs.puncture_chance, op: ModOp.PercentAdd, value: 30 }],
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info: "穿透概率提升 30%,持续 5 秒",
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},
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// 攻速强化(限时,走 getEffectiveSkillCd 计时修饰)
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7015: {
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id: 7015, name: "攻速爆发", icon: "Stat_AttackSpeed_02",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.speed, op: ModOp.Flat, value: 40 }],
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modifiers: [{ attr: Attrs.speed, op: ModOp.PercentAdd, value: 40 }],
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info: "攻击速度提升 40%,持续 5 秒",
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},
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// 风怒强化(限时,按概率百分点)
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7016: {
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id: 7016, name: "风怒爆发", icon: "Stat_CriticalComboChance",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.wfuny, op: ModOp.Flat, value: 20 }],
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modifiers: [{ attr: Attrs.wfuny, op: ModOp.PercentAdd, value: 20 }],
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info: "风怒概率提升 20%,持续 5 秒",
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},
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// 击晕概率强化(限时)
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7017: {
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id: 7017, name: "击晕爆发", icon: "Stat_Stun_01",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.stun_chance, op: ModOp.Flat, value: 30 }],
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modifiers: [{ attr: Attrs.stun_chance, op: ModOp.PercentAdd, value: 30 }],
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info: "击晕概率提升 30%,持续 5 秒",
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},
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// 击晕抗性强化(限时)
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7018: {
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id: 7018, name: "击晕抗性", icon: "Stat_Armor_01",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.stun_res, op: ModOp.Flat, value: 50 }],
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modifiers: [{ attr: Attrs.stun_res, op: ModOp.PercentAdd, value: 50 }],
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info: "击晕抗性提升 50%,持续 5 秒",
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},
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// 冰冻抗性强化(限时)
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7019: {
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id: 7019, name: "冰冻抗性", icon: "Stat_Freeze",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.freeze_res, op: ModOp.Flat, value: 50 }],
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modifiers: [{ attr: Attrs.freeze_res, op: ModOp.PercentAdd, value: 50 }],
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info: "冰冻抗性提升 50%,持续 5 秒",
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},
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// 暴伤强化(限时)
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7020: {
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id: 7020, name: "暴伤爆发", icon: "Stat_Critical_01",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.critical_damage, op: ModOp.Flat, value: 30 }],
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modifiers: [{ attr: Attrs.critical_damage, op: ModOp.PercentAdd, value: 30 }],
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info: "暴击伤害提升 30%,持续 5 秒",
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},
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// 冰冻概率强化(限时)
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7021: {
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id: 7021, name: "冰冻概率爆发", icon: "Stat_Freeze",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.freeze_chance, op: ModOp.Flat, value: 5 }],
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modifiers: [{ attr: Attrs.freeze_chance, op: ModOp.PercentAdd, value: 5 }],
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info: "冰冻概率提升 5%,持续 5 秒",
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},
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// 穿透伤害强化(限时)
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7022: {
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id: 7022, name: "穿透伤害爆发", icon: "Stat_Tripleshot",
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category: BuffCategory.Buff, duration: 5, max_stack: 1,
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modifiers: [{ attr: Attrs.puncture_dmg_bonus, op: ModOp.Flat, value: 30 }],
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modifiers: [{ attr: Attrs.puncture_dmg_bonus, op: ModOp.PercentAdd, value: 30 }],
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info: "穿透后伤害提升 30%,持续 5 秒",
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},
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};
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