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DNF手游 70版本机械 全搭配装备排名

基础信息收集

 已上面的面板为例, 可以看出我在有天空和光环的情况下的基础信息 (这里专门去掉武器装装扮, 避免0.05 的攻击加成)

  • 力智: 1808
  • 攻击: 1753
  • 暴击率: 13%
  • 暴击值: 487 
  • 属强:  100

暴击信息计算

这里需要计算出自己的职业的暴击转换系数

暴击值于暴击率的转换为  暴击值 / 暴击系数 = 暴击率

暴击率的提升在面板上会有展示比如以下这张图中

 非常清晰的说明了暴击率是33.9 其中 17.9 为 487 转换而来

则 暴击系数 为 27.2

487 / 17.9 = 27.20670391061453

 

 基础装备属性计算

  • 力智: 1808(基础) + 18(装扮) + 170(机械技能被动) + 346(65装备基础) + 440(40*6小词条 + 40*5大词条) + 84(上下衣附魔) +  400 (装备强化) ≈ 3500
  • 攻击: 3200 1753(基础) + 866(65武器) + 800(17~18武器) + 1000(突破10左右) + 30(辅助装备附魔) = 4449   这里统一按 3200 来算就行, 虽然有些模糊, 但是基本上不会差距太大(计算逻辑比较麻)
  • 暴击率: 3% + 13%(基础)  = 16%
  • 暴击值: 487 (基础) + 274(59*3 +78+19附魔) + 52(辅助装备词条)= 804 
  • 属强:  100(基础)  + 48(16*3卡片附魔) + 17(6级属强徽章) + 45(15*3 首饰词条) = 210
  • 技伤: 21%
  • 黄字: 15%(称号) + 5%(宝珠) = 20% 
  • 白字: 21%(赛利亚宠物) + 3%(雷龙套装)  = 24% 
  • 攻击系数: 5%

职业技能提升计算模型

技能每级别提升的百分比

百分比提升基本上按照一下的提升率作为基准

  • 70 : 8%
  • 65 : 7%
  • 50 : 10%
  • 45 : 4.5%
  • 40 : 3%
  • 35 : 3%
  • 30 : 3%
  • 25 : 2.8%
  • buff: 1.25% 全伤害

打桩测试技能占比

基于机械的真实打桩伤害占比来归纳出所有技能的总伤害占比

测试的时候需要一些注意点:

  1. 不需要点任何加成. 这不是为了测试伤害而是占比, 加成不会影响任何东西

  2. 这里不是为了测试伤害. 不需要你铆足劲去猛干. 甚至可以故意划水失误. 从而模拟真实的情况, 这是测试, 你模拟的越真实则越准确

  3. 最好测试两次, 分别为正常tp加点和无tp加点的情况, 因为tp的分配会影响技能伤害占比

  4. 测试时长为你的觉醒时间长度

打桩测试样例

因此我们这里可以简单的归纳出这样一个机械的技能伤害占比的映射, 注意这里我没有加新技能, 实际情况你可以自己调整

基于自己的实战情况进行简单的调整. 比如在知道某些技能实战必然打折的情况下自己处理一下. 注意不要超过百分百了.

  • 觉醒: 5%  ↑
  • 机场:  18%   ↑
  • 工厂: 9%   ↓
  • 空投: 15% ↑
  • 聚怪: 9%   ↑
  • 齿轮: 11%  
  • 定时: 10%  ↑
  • 78: 13%  ↑
  • 炮台: 7% ↓
  • 高达: 3% ↓

技能提升计算公式

技能伤害作为最底层的最终伤害. 是基础伤害的最基础组成部分,

不受到任何稀释 乘算. 全部乘算

  • 技能等级提升按照按照 等级提升系数 乘算 
  • 技能形态提升按照 形态提升系数 乘算
  • 技能伤害提升按照 伤害系数 乘算
  • 最终技能伤害按照所有系数乘算

麦加手枪案例说明

这里以 麦加手枪 为例:

 在前面已经知道了空投伤害占比为 15%

在考虑使用此装备的情况下必然会加大对空投的 tp 投入

因此这里以空投的伤害占比为 18% 为准

  • 掉落数量增加 20% ==> 形态系数 * 1.2
  • 掉落间隔 -15% ==> 形态系数 * 1.08 
  • 空投支援等级加2 ==> 等级提升系数 * 1.03

在没有使用此武器的情况下伤害的伤害系数为1计算公式如下

空投伤害占比 * 空投伤害提升系数 + (1 - 空投伤害占比) = 全伤害系数

0.2 * 1 + (1 - 0.2) = 1

空投在没提升的情况下换算成全伤害系数也是 1,  即没有提升

在使用了麦加手枪的情况下计算公式如下

空投伤害占比 * 空投伤害提升系数 + (1 - 空投伤害占比) = 全伤害系数

0.18 * 1.2 * 1.08 *  1.03**2 + (1 - 0.18) = 1.067486752

相当于全伤害提升 1.0676.7%

镇魂曲案例说明

镇魂曲属性词条

1. 25 - 45 等级技能 +3

2. 25-45, + 65 等级 50% 重置 , cd 为 对应重置技能的 1.5倍

3. cd - 10%

对这些属性抽象成对应的加成

 25 - 45 等级技能 +3

计算公式为

25级技能提升  齿轮:  0.11 * 1.026 **3 + (1-0.11) = 1.0088
30级技能提升  聚怪:  0.09 * 1.03 **3 + (1-0.09) = 1.0083
35级技能提升  空投:  0.15 * 1.03 **3 + (1-0.15) = 1.014
40级技能提升  工厂:  0.09 * 1.045 **3 + (1-0.09) = 1.0083
45级技能提升  机场:  0.18 * 1.045 **3 + (1-0.18) = 1.025
总和:
    1.0088 *  1.0083 * 1.014 *  1.0083  *  1.025 =  1.066

25-45, + 65 等级 50% 重置 , cd 为 对应重置技能的 1.5倍

计算公式为

25级技能占比  齿轮:  0.11
30级技能占比  聚怪:  0.09
35级技能占比  空投:  0.15
40级技能占比  工厂:  0.09
45级技能占比  机场:  0.18
65级技能占比  机场:  0.021  # 打桩测试的时候 65 的伤害已经均摊在所有的小技能中
加成技能的全部伤害占比 : 0.11 + 0.09 + 0.15 + 0.09 + 0.18 + 0.021 = 0.64
总和:
    0.64 * 1.5 + (1-0.64) = 1.32

cd - 10%

1 * 1.1 = 1.1

全部加成结果

1.066 * 1.32 * 1.1 = 1.5478

即. 镇魂曲这一堆加成的属性换算成最终伤害提升为 1.5478 倍 154.78%

装备组合数据收集整理

装备

这里只计算比较强力的装备

EQUIP_DB = {
    "鬼面(低蓝条增伤)": {"黄字": 0.32, "攻击系数": 0.62, "技伤": 1.15 * 1.13, "白字": 0.12},
    "冥火(高额火属白)": {"属强": 100, "技伤": 1.12 * 1.09, "属白": 0.3, "白字": 0.1, "攻击系数": 0.12},
    "坚定(减速高白字)": {"属强": 35, "白字": 0.50, "技伤": 1.26, "攻击系数": 0.17, "属白": 0.05, "黄字": 0.07, "力智系数": 0.1, "爆伤": 0.1, "暴击值": 100},
    "虚空(高蓝条增伤)": {"属强": 50, "攻击系数": 0.1, "力智系数": 0.1, "技伤": 1.1 * 1.27, "黄字": 0.3, "暴击值": 80, "爆伤": 0.15},
    "深海(均衡火属性)": {"属强": 65, "技伤": 1.15 * 1.07, "属白": 0.1, "攻击系数": 0.4, "暴击值": 100, "力智系数": 0.08, "其他暂定": 1.01125},
    "黑洞(瞎眼高技伤)": {"白字": 0.58, "技伤": 1.22 * 1.13, "暴击值": 100, "力智系数": 0.07, "黄字": 0.13, "攻击系数": 0.2},
    "安魂(随缘高技伤)": {"属强": 75, "攻击系数": 0.15, "cd": 10, "白字": 0.15, "技伤": 1.27, "其他暂定": 1.5478}
}

首饰

JEWELRY_DB = {
    "暗杀": {"技伤": 1.32, "黄字": 0.125, "暴击值": 130, "力智系数": 0.03, "爆伤": 0.125},
    "火套": {"属强": 39, "技伤": 1.11, "属白": 0.15, "爆伤": 0.14, "黄字": 0.09},
    "明星": {"属强": 36, "技伤": 1.11, "属白": 0.24},
    "精炼": {"技伤": 1.07 * 1.05 * 1.05, "黄字": 0.0, "暴击值": 130, "力智系数": 0.06, "白字": 0.23, "属强": 26}
}

武器

WEAPON_DB = {
    "麦加手枪": {"白字": 0.5, "其他暂定": 1.067},  # 空投 等级+2/数量+20%/间隔-15%
    "导航手枪": {"力智系数": 0.43, "其他暂定": 1.088},  # 改良+3, 78/定时/机场+3
    "巴顿手枪": {"力智系数": 0.15, "攻击系数": 0.42, "其他暂定": 1.0054},  # 79 +2
}

辅助

ASSIST_DB = {
    "牛角": {"攻击系数": 0.1, "力智系数": 0.1,  "爆伤": 0.08},
    "矿物": {"属白": 0.1, "技伤": 0.05},
    "怀表": {"属强": 15, "技伤": 0.05},
    "手套": {"攻击": 330},
    "面具": {"白字": 0.2},
    "羽毛": {"爆伤": 0.25, "其他暂定":  (0.18 * 1.09 + (1-0.18)) * 1.01},
}

基础属性

        # 基础力智
        self.base_power = power or 3500
        # 基础攻击
        self.base_attack = attack or 3200
        # 基础属强 
        self.base_attribute_strengthen = attribute_strengthen or 210
        # 基础黄字
        self.base_yellow = yellow or 0.15
        # 基础白字
        self.base_white = white or 0.24  
        # 基础减防
        self.base_reduce_defense = reduce_defense or 0
        # 基础技伤
        self.base_skill_damage = skill_damage or 0.21
        # 基础暴击率
        self.base_critical = critical or 0.16
        # 基础暴击值
        self.base_critical_value = critical_value or 804
        # 基础暴伤
        self.base_critical_damage = critical_damage or 1.5
        # 有宝珠的情况下多加黄字 0.05
        if has_pearl:
            self.base_white += 0.05

计算结果排名

一共有 508 种搭配, 这里只取前 100 个排名展示

此处安魂的技能加成 打了9折. 以模拟真实环境输出情况. 

C:\Users\DELL\AppData\Local\Programs\Python\Python39\python.exe C:/base_project/dnf/cal_dnf.py
基础讯息 ---  属强:210 |黄字:0.15 |白字:0.29 |力智:3500 |攻击:3200 |暴击率:0.16 |暴击值:804 |暴伤:1.5 |技伤:0.21 |减防:0 

 ---------------------------  排名信息 --------------------------- 

|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 1    | 冥火(高额火属白) + 火套 + 巴顿手枪 + 牛角 | 强度:1753868.11 | 属强:349.00 | 力智/攻击: 4375.00/100048.00 | 黄/白/技: 24% /39% /56% | 力智/攻击: 25% /64% | 属白(实际提升): 44% -> (116%) | 暴击/爆伤/暴击期望:46.00%/172.00%/1.33 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 2    | 安魂(随缘高技伤) + 火套 + 巴顿手枪 + 牛角 | 强度:1744525.91 | 属强:324.00 | 力智/攻击: 4375.00/101824.00 | 黄/白/技: 24% /43% /61% | 力智/攻击: 25% /67% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/172.00%/1.33 | 减防加成:0%  | 其他加成:43% 
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 3    | 鬼面(低蓝条增伤) + 火套 + 导航手枪 + 牛角 | 强度:1743741.59 | 属强:249.00 | 力智/攻击: 5355.00/126986.88 | 黄/白/技: 56% /41% /65% | 力智/攻击: 53% /72% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/172.00%/1.33 | 减防加成:0%  | 其他加成:8%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 4    | 坚定(减速高白字) + 火套 + 巴顿手枪 + 牛角 | 强度:1738232.01 | 属强:284.00 | 力智/攻击: 4725.00/110803.20 | 黄/白/技: 31% /79% /60% | 力智/攻击: 35% /69% | 属白(实际提升): 20% -> (45% ) | 暴击/爆伤/暴击期望:49.00%/182.00%/1.40 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 5    | 鬼面(低蓝条增伤) + 明星 + 导航手枪 + 牛角 | 强度:1723731.85 | 属强:246.00 | 力智/攻击: 5355.00/126986.88 | 黄/白/技: 47% /41% /65% | 力智/攻击: 53% /72% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:8%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 6    | 安魂(随缘高技伤) + 明星 + 巴顿手枪 + 牛角 | 强度:1717236.51 | 属强:321.00 | 力智/攻击: 4375.00/101824.00 | 黄/白/技: 15% /43% /61% | 力智/攻击: 25% /67% | 属白(实际提升): 24% -> (59% ) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:43% 
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 7    | 黑洞(瞎眼高技伤) + 火套 + 巴顿手枪 + 牛角 | 强度:1712751.20 | 属强:249.00 | 力智/攻击: 4620.00/110334.72 | 黄/白/技: 37% /86% /74% | 力智/攻击: 32% /72% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:49.00%/172.00%/1.35 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 8    | 安魂(随缘高技伤) + 火套 + 导航手枪 + 牛角 | 强度:1687904.53 | 属强:324.00 | 力智/攻击: 5355.00/93267.20  | 黄/白/技: 24% /43% /61% | 力智/攻击: 53% /25% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/172.00%/1.33 | 减防加成:0%  | 其他加成:51% 
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 9    | 坚定(减速高白字) + 暗杀 + 巴顿手枪 + 牛角 | 强度:1687420.03 | 属强:245.00 | 力智/攻击: 4830.00/113141.76 | 黄/白/技: 34% /79% /87% | 力智/攻击: 38% /69% | 属白(实际提升): 5%  -> (10% ) | 暴击/爆伤/暴击期望:54.00%/180.00%/1.43 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 10   | 冥火(高额火属白) + 暗杀 + 巴顿手枪 + 牛角 | 强度:1687364.35 | 属强:310.00 | 力智/攻击: 4480.00/102319.36 | 黄/白/技: 27% /39% /82% | 力智/攻击: 28% /64% | 属白(实际提升): 30% -> (72% ) | 暴击/爆伤/暴击期望:50.00%/171.00%/1.35 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 11   | 冥火(高额火属白) + 火套 + 导航手枪 + 牛角 | 强度:1687211.39 | 属强:349.00 | 力智/攻击: 5355.00/91114.88  | 黄/白/技: 24% /39% /56% | 力智/攻击: 53% /22% | 属白(实际提升): 44% -> (116%) | 暴击/爆伤/暴击期望:46.00%/172.00%/1.33 | 减防加成:0%  | 其他加成:8%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 12   | 鬼面(低蓝条增伤) + 火套 + 巴顿手枪 + 牛角 | 强度:1685378.40 | 属强:249.00 | 力智/攻击: 4375.00/129648.00 | 黄/白/技: 56% /41% /65% | 力智/攻击: 25% /114%| 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/172.00%/1.33 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 13   | 冥火(高额火属白) + 明星 + 巴顿手枪 + 牛角 | 强度:1676295.56 | 属强:346.00 | 力智/攻击: 4375.00/100048.00 | 黄/白/技: 15% /39% /56% | 力智/攻击: 25% /64% | 属白(实际提升): 54% -> (138%) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 14   | 鬼面(低蓝条增伤) + 火套 + 导航手枪 + 羽毛 | 强度:1675416.26 | 属强:249.00 | 力智/攻击: 5005.00/112330.88 | 黄/白/技: 56% /41% /65% | 力智/攻击: 43% /62% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/189.00%/1.41 | 减防加成:0%  | 其他加成:11% 
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 15   | 鬼面(低蓝条增伤) + 火套 + 导航手枪 + 面具 | 强度:1673642.52 | 属强:249.00 | 力智/攻击: 5005.00/112330.88 | 黄/白/技: 56% /61% /65% | 力智/攻击: 43% /62% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:8%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 16   | 黑洞(瞎眼高技伤) + 暗杀 + 巴顿手枪 + 牛角 | 强度:1670430.33 | 属强:210.00 | 力智/攻击: 4725.00/112713.60 | 黄/白/技: 40% /86% /102%| 力智/攻击: 35% /72% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:54.00%/171.00%/1.38 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 17   | 坚定(减速高白字) + 明星 + 巴顿手枪 + 牛角 | 强度:1667858.76 | 属强:281.00 | 力智/攻击: 4725.00/110803.20 | 黄/白/技: 22% /79% /60% | 力智/攻击: 35% /69% | 属白(实际提升): 28% -> (66% ) | 暴击/爆伤/暴击期望:49.00%/168.00%/1.33 | 减防加成:0%  | 其他加成:3%  
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| 18   | 坚定(减速高白字) + 火套 + 导航手枪 + 牛角 | 强度:1667296.27 | 属强:284.00 | 力智/攻击: 5705.00/100615.68 | 黄/白/技: 31% /79% /60% | 力智/攻击: 63% /27% | 属白(实际提升): 20% -> (45% ) | 暴击/爆伤/暴击期望:49.00%/182.00%/1.40 | 减防加成:0%  | 其他加成:8%  
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| 19   | 鬼面(低蓝条增伤) + 明星 + 巴顿手枪 + 牛角 | 强度:1666038.39 | 属强:246.00 | 力智/攻击: 4375.00/129648.00 | 黄/白/技: 47% /41% /65% | 力智/攻击: 25% /114%| 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:3%  
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| 20   | 安魂(随缘高技伤) + 明星 + 导航手枪 + 牛角 | 强度:1661500.85 | 属强:321.00 | 力智/攻击: 5355.00/93267.20  | 黄/白/技: 15% /43% /61% | 力智/攻击: 53% /25% | 属白(实际提升): 24% -> (59% ) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:51% 
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| 21   | 鬼面(低蓝条增伤) + 明星 + 导航手枪 + 羽毛 | 强度:1660788.45 | 属强:246.00 | 力智/攻击: 5005.00/112330.88 | 黄/白/技: 47% /41% /65% | 力智/攻击: 43% /62% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/175.00%/1.34 | 减防加成:0%  | 其他加成:11% 
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| 22   | 黑洞(瞎眼高技伤) + 火套 + 导航手枪 + 牛角 | 强度:1657575.65 | 属强:249.00 | 力智/攻击: 5600.00/101088.00 | 黄/白/技: 37% /86% /74% | 力智/攻击: 60% /30% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:49.00%/172.00%/1.35 | 减防加成:0%  | 其他加成:8%  
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| 23   | 冥火(高额火属白) + 火套 + 巴顿手枪 + 羽毛 | 强度:1656654.80 | 属强:349.00 | 力智/攻击: 4025.00/87004.80  | 黄/白/技: 24% /39% /56% | 力智/攻击: 15% /54% | 属白(实际提升): 44% -> (116%) | 暴击/爆伤/暴击期望:46.00%/189.00%/1.41 | 减防加成:0%  | 其他加成:5%  
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| 24   | 坚定(减速高白字) + 火套 + 巴顿手枪 + 羽毛 | 强度:1656369.64 | 属强:284.00 | 力智/攻击: 4375.00/97088.00  | 黄/白/技: 31% /79% /60% | 力智/攻击: 25% /59% | 属白(实际提升): 20% -> (45% ) | 暴击/爆伤/暴击期望:49.00%/199.00%/1.49 | 减防加成:0%  | 其他加成:5%  
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| 25   | 鬼面(低蓝条增伤) + 火套 + 导航手枪 + 手套 | 强度:1654894.49 | 属强:249.00 | 力智/攻击: 5005.00/123915.00 | 黄/白/技: 56% /41% /65% | 力智/攻击: 43% /62% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:8%  
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| 26   | 安魂(随缘高技伤) + 火套 + 巴顿手枪 + 羽毛 | 强度:1649638.05 | 属强:324.00 | 力智/攻击: 4025.00/88646.40  | 黄/白/技: 24% /43% /61% | 力智/攻击: 15% /56% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/189.00%/1.41 | 减防加成:0%  | 其他加成:47% 
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| 27   | 虚空(高蓝条增伤) + 明星 + 巴顿手枪 + 牛角 | 强度:1645154.91 | 属强:296.00 | 力智/攻击: 4725.00/106345.60 | 黄/白/技: 44% /28% /76% | 力智/攻击: 35% /62% | 属白(实际提升): 24% -> (56% ) | 暴击/爆伤/暴击期望:48.00%/173.00%/1.35 | 减防加成:0%  | 其他加成:3%  
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| 28   | 安魂(随缘高技伤) + 火套 + 巴顿手枪 + 面具 | 强度:1640239.66 | 属强:324.00 | 力智/攻击: 4025.00/88646.40  | 黄/白/技: 24% /63% /61% | 力智/攻击: 15% /56% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:43% 
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| 29   | 黑洞(瞎眼高技伤) + 明星 + 巴顿手枪 + 牛角 | 强度:1639116.54 | 属强:246.00 | 力智/攻击: 4620.00/110334.72 | 黄/白/技: 28% /86% /74% | 力智/攻击: 32% /72% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:49.00%/158.00%/1.29 | 减防加成:0%  | 其他加成:3%  
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| 30   | 虚空(高蓝条增伤) + 火套 + 巴顿手枪 + 牛角 | 强度:1637281.66 | 属强:299.00 | 力智/攻击: 4725.00/106345.60 | 黄/白/技: 54% /28% /76% | 力智/攻击: 35% /62% | 属白(实际提升): 15% -> (35% ) | 暴击/爆伤/暴击期望:48.00%/187.00%/1.42 | 减防加成:0%  | 其他加成:3%  
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| 31   | 冥火(高额火属白) + 火套 + 巴顿手枪 + 手套 | 强度:1636362.84 | 属强:349.00 | 力智/攻击: 4025.00/95977.17  | 黄/白/技: 24% /39% /56% | 力智/攻击: 15% /54% | 属白(实际提升): 44% -> (116%) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:3%  
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| 32   | 鬼面(低蓝条增伤) + 明星 + 导航手枪 + 面具 | 强度:1635252.90 | 属强:246.00 | 力智/攻击: 5005.00/112330.88 | 黄/白/技: 47% /61% /65% | 力智/攻击: 43% /62% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/150.00%/1.23 | 减防加成:0%  | 其他加成:8%  
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| 33   | 黑洞(瞎眼高技伤) + 火套 + 巴顿手枪 + 羽毛 | 强度:1634441.60 | 属强:249.00 | 力智/攻击: 4270.00/96619.52  | 黄/白/技: 37% /86% /74% | 力智/攻击: 22% /62% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:49.00%/189.00%/1.44 | 减防加成:0%  | 其他加成:5%  
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| 34   | 鬼面(低蓝条增伤) + 明星 + 导航手枪 + 手套 | 强度:1633578.75 | 属强:246.00 | 力智/攻击: 5005.00/123915.00 | 黄/白/技: 47% /41% /65% | 力智/攻击: 43% /62% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/150.00%/1.23 | 减防加成:0%  | 其他加成:8%  
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| 35   | 坚定(减速高白字) + 火套 + 巴顿手枪 + 手套 | 强度:1633030.01 | 属强:284.00 | 力智/攻击: 4375.00/107100.20 | 黄/白/技: 31% /79% /60% | 力智/攻击: 25% /59% | 属白(实际提升): 20% -> (45% ) | 暴击/爆伤/暴击期望:49.00%/174.00%/1.36 | 减防加成:0%  | 其他加成:3%  
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| 36   | 安魂(随缘高技伤) + 火套 + 巴顿手枪 + 手套 | 强度:1629432.03 | 属强:324.00 | 力智/攻击: 4025.00/97788.06  | 黄/白/技: 24% /43% /61% | 力智/攻击: 15% /56% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:43% 
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| 37   | 安魂(随缘高技伤) + 明星 + 巴顿手枪 + 羽毛 | 强度:1628341.01 | 属强:321.00 | 力智/攻击: 4025.00/88646.40  | 黄/白/技: 15% /43% /61% | 力智/攻击: 15% /56% | 属白(实际提升): 24% -> (59% ) | 暴击/爆伤/暴击期望:46.00%/175.00%/1.34 | 减防加成:0%  | 其他加成:47% 
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| 38   | 坚定(减速高白字) + 暗杀 + 巴顿手枪 + 羽毛 | 强度:1617102.84 | 属强:245.00 | 力智/攻击: 4480.00/99292.16  | 黄/白/技: 34% /79% /87% | 力智/攻击: 28% /59% | 属白(实际提升): 5%  -> (10% ) | 暴击/爆伤/暴击期望:54.00%/198.00%/1.53 | 减防加成:0%  | 其他加成:5%  
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| 39   | 冥火(高额火属白) + 暗杀 + 导航手枪 + 牛角 | 强度:1616934.85 | 属强:310.00 | 力智/攻击: 5460.00/92821.76  | 黄/白/技: 27% /39% /82% | 力智/攻击: 55% /22% | 属白(实际提升): 30% -> (72% ) | 暴击/爆伤/暴击期望:50.00%/171.00%/1.35 | 减防加成:0%  | 其他加成:8%  
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| 40   | 鬼面(低蓝条增伤) + 火套 + 巴顿手枪 + 羽毛 | 强度:1614820.55 | 属强:249.00 | 力智/攻击: 4025.00/114364.80 | 黄/白/技: 56% /41% /65% | 力智/攻击: 15% /104%| 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/189.00%/1.41 | 减防加成:0%  | 其他加成:5%  
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| 41   | 鬼面(低蓝条增伤) + 暗杀 + 导航手枪 + 牛角 | 强度:1613502.27 | 属强:210.00 | 力智/攻击: 5460.00/129365.76 | 黄/白/技: 59% /41% /92% | 力智/攻击: 55% /72% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/171.00%/1.35 | 减防加成:0%  | 其他加成:8%  
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| 42   | 鬼面(低蓝条增伤) + 火套 + 巴顿手枪 + 面具 | 强度:1613110.97 | 属强:249.00 | 力智/攻击: 4025.00/114364.80 | 黄/白/技: 56% /61% /65% | 力智/攻击: 15% /104%| 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:3%  
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| 43   | 坚定(减速高白字) + 暗杀 + 导航手枪 + 牛角 | 强度:1613052.36 | 属强:245.00 | 力智/攻击: 5810.00/102389.76 | 黄/白/技: 34% /79% /87% | 力智/攻击: 66% /27% | 属白(实际提升): 5%  -> (10% ) | 暴击/爆伤/暴击期望:54.00%/180.00%/1.43 | 减防加成:0%  | 其他加成:8%  
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| 44   | 冥火(高额火属白) + 明星 + 导航手枪 + 牛角 | 强度:1612587.03 | 属强:346.00 | 力智/攻击: 5355.00/91114.88  | 黄/白/技: 15% /39% /56% | 力智/攻击: 53% /22% | 属白(实际提升): 54% -> (138%) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:8%  
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| 45   | 鬼面(低蓝条增伤) + 精炼 + 导航手枪 + 牛角 | 强度:1612541.31 | 属强:236.00 | 力智/攻击: 5565.00/131744.64 | 黄/白/技: 47% /63% /74% | 力智/攻击: 59% /72% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/158.00%/1.29 | 减防加成:0%  | 其他加成:8%  
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| 46   | 鬼面(低蓝条增伤) + 火套 + 麦加手枪 + 牛角 | 强度:1612491.53 | 属强:249.00 | 力智/攻击: 3850.00/92889.60  | 黄/白/技: 56% /90% /65% | 力智/攻击: 10% /72% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/172.00%/1.33 | 减防加成:0%  | 其他加成:6%  
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| 47   | 坚定(减速高白字) + 火套 + 巴顿手枪 + 面具 | 强度:1612061.76 | 属强:284.00 | 力智/攻击: 4375.00/97088.00  | 黄/白/技: 31% /99% /60% | 力智/攻击: 25% /59% | 属白(实际提升): 20% -> (45% ) | 暴击/爆伤/暴击期望:49.00%/174.00%/1.36 | 减防加成:0%  | 其他加成:3%  
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| 48   | 黑洞(瞎眼高技伤) + 暗杀 + 导航手枪 + 牛角 | 强度:1610902.37 | 属强:210.00 | 力智/攻击: 5705.00/102902.40 | 黄/白/技: 40% /86% /102%| 力智/攻击: 63% /30% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:54.00%/171.00%/1.38 | 减防加成:0%  | 其他加成:8%  
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| 49   | 安魂(随缘高技伤) + 暗杀 + 巴顿手枪 + 牛角 | 强度:1609005.87 | 属强:285.00 | 力智/攻击: 4480.00/104135.68 | 黄/白/技: 27% /43% /88% | 力智/攻击: 28% /67% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/171.00%/1.35 | 减防加成:0%  | 其他加成:43% 
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| 50   | 黑洞(瞎眼高技伤) + 火套 + 巴顿手枪 + 手套 | 强度:1606441.09 | 属强:249.00 | 力智/攻击: 4270.00/106583.41 | 黄/白/技: 37% /86% /74% | 力智/攻击: 22% /62% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:49.00%/164.00%/1.31 | 减防加成:0%  | 其他加成:3%  
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| 51   | 冥火(高额火属白) + 暗杀 + 巴顿手枪 + 羽毛 | 强度:1604030.12 | 属强:310.00 | 力智/攻击: 4130.00/89141.76  | 黄/白/技: 27% /39% /82% | 力智/攻击: 18% /54% | 属白(实际提升): 30% -> (72% ) | 暴击/爆伤/暴击期望:50.00%/188.00%/1.44 | 减防加成:0%  | 其他加成:5%  
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| 52   | 黑洞(瞎眼高技伤) + 暗杀 + 巴顿手枪 + 羽毛 | 强度:1603732.14 | 属强:210.00 | 力智/攻击: 4375.00/98864.00  | 黄/白/技: 40% /86% /102%| 力智/攻击: 25% /62% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:54.00%/188.00%/1.47 | 减防加成:0%  | 其他加成:5%  
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| 53   | 安魂(随缘高技伤) + 明星 + 巴顿手枪 + 手套 | 强度:1601662.93 | 属强:321.00 | 力智/攻击: 4025.00/97788.06  | 黄/白/技: 15% /43% /61% | 力智/攻击: 15% /56% | 属白(实际提升): 24% -> (59% ) | 暴击/爆伤/暴击期望:46.00%/150.00%/1.23 | 减防加成:0%  | 其他加成:43% 
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| 54   | 坚定(减速高白字) + 精炼 + 巴顿手枪 + 牛角 | 强度:1600798.85 | 属强:271.00 | 力智/攻击: 4935.00/115480.32 | 黄/白/技: 22% /102%/69% | 力智/攻击: 41% /69% | 属白(实际提升): 5%  -> (11% ) | 暴击/爆伤/暴击期望:54.00%/168.00%/1.37 | 减防加成:0%  | 其他加成:3%  
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| 55   | 鬼面(低蓝条增伤) + 明星 + 巴顿手枪 + 羽毛 | 强度:1600721.80 | 属强:246.00 | 力智/攻击: 4025.00/114364.80 | 黄/白/技: 47% /41% /65% | 力智/攻击: 15% /104%| 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/175.00%/1.34 | 减防加成:0%  | 其他加成:5%  
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| 56   | 坚定(减速高白字) + 明星 + 导航手枪 + 牛角 | 强度:1599794.89 | 属强:281.00 | 力智/攻击: 5705.00/100615.68 | 黄/白/技: 22% /79% /60% | 力智/攻击: 63% /27% | 属白(实际提升): 28% -> (66% ) | 暴击/爆伤/暴击期望:49.00%/168.00%/1.33 | 减防加成:0%  | 其他加成:8%  
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| 57   | 冥火(高额火属白) + 火套 + 巴顿手枪 + 面具 | 强度:1599556.58 | 属强:349.00 | 力智/攻击: 4025.00/87004.80  | 黄/白/技: 24% /59% /56% | 力智/攻击: 15% /54% | 属白(实际提升): 44% -> (116%) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:3%  
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| 58   | 沉默(均衡略拉胯) + 火套 + 巴顿手枪 + 牛角 | 强度:1598444.67 | 属强:249.00 | 力智/攻击: 5425.00/121308.80 | 黄/白/技: 49% /55% /53% | 力智/攻击: 54% /62% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:57.00%/172.00%/1.41 | 减防加成:4%  | 其他加成:3%  
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| 59   | 鬼面(低蓝条增伤) + 火套 + 巴顿手枪 + 手套 | 强度:1595041.00 | 属强:249.00 | 力智/攻击: 4025.00/126158.67 | 黄/白/技: 56% /41% /65% | 力智/攻击: 15% /104%| 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:3%  
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| 60   | 安魂(随缘高技伤) + 明星 + 巴顿手枪 + 面具 | 强度:1594967.11 | 属强:321.00 | 力智/攻击: 4025.00/88646.40  | 黄/白/技: 15% /63% /61% | 力智/攻击: 15% /56% | 属白(实际提升): 24% -> (59% ) | 暴击/爆伤/暴击期望:46.00%/150.00%/1.23 | 减防加成:0%  | 其他加成:43% 
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| 61   | 坚定(减速高白字) + 明星 + 巴顿手枪 + 羽毛 | 强度:1593922.47 | 属强:281.00 | 力智/攻击: 4375.00/97088.00  | 黄/白/技: 22% /79% /60% | 力智/攻击: 25% /59% | 属白(实际提升): 28% -> (66% ) | 暴击/爆伤/暴击期望:49.00%/185.00%/1.42 | 减防加成:0%  | 其他加成:5%  
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| 62   | 黑洞(瞎眼高技伤) + 精炼 + 巴顿手枪 + 牛角 | 强度:1592396.53 | 属强:236.00 | 力智/攻击: 4830.00/115092.48 | 黄/白/技: 28% /109%/83% | 力智/攻击: 38% /72% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:54.00%/158.00%/1.31 | 减防加成:0%  | 其他加成:3%  
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| 63   | 黑洞(瞎眼高技伤) + 火套 + 巴顿手枪 + 面具 | 强度:1589269.82 | 属强:249.00 | 力智/攻击: 4270.00/96619.52  | 黄/白/技: 37% /107%/74% | 力智/攻击: 22% /62% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:49.00%/164.00%/1.31 | 减防加成:0%  | 其他加成:3%  
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| 64   | 坚定(减速高白字) + 暗杀 + 巴顿手枪 + 面具 | 强度:1587831.45 | 属强:245.00 | 力智/攻击: 4480.00/99292.16  | 黄/白/技: 34% /99% /87% | 力智/攻击: 28% /59% | 属白(实际提升): 5%  -> (10% ) | 暴击/爆伤/暴击期望:54.00%/173.00%/1.39 | 减防加成:0%  | 其他加成:3%  
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| 65   | 冥火(高额火属白) + 明星 + 巴顿手枪 + 羽毛 | 强度:1587777.70 | 属强:346.00 | 力智/攻击: 4025.00/87004.80  | 黄/白/技: 15% /39% /56% | 力智/攻击: 15% /54% | 属白(实际提升): 54% -> (138%) | 暴击/爆伤/暴击期望:46.00%/175.00%/1.34 | 减防加成:0%  | 其他加成:5%  
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| 66   | 冥火(高额火属白) + 精炼 + 巴顿手枪 + 牛角 | 强度:1587082.20 | 属强:336.00 | 力智/攻击: 4585.00/104590.72 | 黄/白/技: 15% /62% /65% | 力智/攻击: 31% /64% | 属白(实际提升): 30% -> (75% ) | 暴击/爆伤/暴击期望:50.00%/158.00%/1.29 | 减防加成:0%  | 其他加成:3%  
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| 67   | 安魂(随缘高技伤) + 火套 + 导航手枪 + 羽毛 | 强度:1586657.42 | 属强:324.00 | 力智/攻击: 5005.00/80716.80  | 黄/白/技: 24% /43% /61% | 力智/攻击: 43% /15% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/189.00%/1.41 | 减防加成:0%  | 其他加成:55% 
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| 68   | 黑洞(瞎眼高技伤) + 明星 + 导航手枪 + 牛角 | 强度:1586313.10 | 属强:246.00 | 力智/攻击: 5600.00/101088.00 | 黄/白/技: 28% /86% /74% | 力智/攻击: 60% /30% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:49.00%/158.00%/1.29 | 减防加成:0%  | 其他加成:8%  
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| 69   | 坚定(减速高白字) + 暗杀 + 巴顿手枪 + 手套 | 强度:1584416.02 | 属强:245.00 | 力智/攻击: 4480.00/109531.66 | 黄/白/技: 34% /79% /87% | 力智/攻击: 28% /59% | 属白(实际提升): 5%  -> (10% ) | 暴击/爆伤/暴击期望:54.00%/173.00%/1.39 | 减防加成:0%  | 其他加成:3%  
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| 70   | 鬼面(低蓝条增伤) + 暗杀 + 导航手枪 + 面具 | 强度:1583266.48 | 属强:210.00 | 力智/攻击: 5110.00/114575.36 | 黄/白/技: 59% /61% /92% | 力智/攻击: 46% /62% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/162.00%/1.31 | 减防加成:0%  | 其他加成:8%  
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| 71   | 冥火(高额火属白) + 火套 + 导航手枪 + 羽毛 | 强度:1582883.80 | 属强:349.00 | 力智/攻击: 5005.00/78698.88  | 黄/白/技: 24% /39% /56% | 力智/攻击: 43% /12% | 属白(实际提升): 44% -> (116%) | 暴击/爆伤/暴击期望:46.00%/189.00%/1.41 | 减防加成:0%  | 其他加成:11% 
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| 72   | 鬼面(低蓝条增伤) + 暗杀 + 麦加手枪 + 牛角 | 强度:1578516.95 | 属强:210.00 | 力智/攻击: 3955.00/95268.48  | 黄/白/技: 59% /90% /92% | 力智/攻击: 13% /72% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/171.00%/1.35 | 减防加成:0%  | 其他加成:6%  
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| 73   | 安魂(随缘高技伤) + 火套 + 导航手枪 + 面具 | 强度:1577617.86 | 属强:324.00 | 力智/攻击: 5005.00/80716.80  | 黄/白/技: 24% /63% /61% | 力智/攻击: 43% /15% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:51% 
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| 74   | 坚定(减速高白字) + 火套 + 导航手枪 + 羽毛 | 强度:1577352.63 | 属强:284.00 | 力智/攻击: 5355.00/87527.68  | 黄/白/技: 31% /79% /60% | 力智/攻击: 53% /17% | 属白(实际提升): 20% -> (45% ) | 暴击/爆伤/暴击期望:49.00%/199.00%/1.49 | 减防加成:0%  | 其他加成:11% 
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| 75   | 鬼面(低蓝条增伤) + 明星 + 巴顿手枪 + 面具 | 强度:1576109.81 | 属强:246.00 | 力智/攻击: 4025.00/114364.80 | 黄/白/技: 47% /61% /65% | 力智/攻击: 15% /104%| 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/150.00%/1.23 | 减防加成:0%  | 其他加成:3%  
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| 76   | 鬼面(低蓝条增伤) + 明星 + 巴顿手枪 + 手套 | 强度:1574496.21 | 属强:246.00 | 力智/攻击: 4025.00/126158.67 | 黄/白/技: 47% /41% /65% | 力智/攻击: 15% /104%| 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/150.00%/1.23 | 减防加成:0%  | 其他加成:3%  
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| 77   | 冥火(高额火属白) + 暗杀 + 巴顿手枪 + 手套 | 强度:1573485.60 | 属强:310.00 | 力智/攻击: 4130.00/98334.50  | 黄/白/技: 27% /39% /82% | 力智/攻击: 18% /54% | 属白(实际提升): 30% -> (72% ) | 暴击/爆伤/暴击期望:50.00%/162.00%/1.31 | 减防加成:0%  | 其他加成:3%  
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| 78   | 黑洞(瞎眼高技伤) + 火套 + 导航手枪 + 羽毛 | 强度:1572457.35 | 属强:249.00 | 力智/攻击: 5250.00/88000.00  | 黄/白/技: 37% /86% /74% | 力智/攻击: 50% /20% | 属白(实际提升): 15% -> (31% ) | 暴击/爆伤/暴击期望:49.00%/189.00%/1.44 | 减防加成:0%  | 其他加成:11% 
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| 79   | 黑洞(瞎眼高技伤) + 暗杀 + 巴顿手枪 + 面具 | 强度:1571162.72 | 属强:210.00 | 力智/攻击: 4375.00/98864.00  | 黄/白/技: 40% /107%/102%| 力智/攻击: 25% /62% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:54.00%/162.00%/1.34 | 减防加成:0%  | 其他加成:3%  
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| 80   | 鬼面(低蓝条增伤) + 精炼 + 巴顿手枪 + 牛角 | 强度:1570495.82 | 属强:236.00 | 力智/攻击: 4585.00/135534.72 | 黄/白/技: 47% /63% /74% | 力智/攻击: 31% /114%| 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/158.00%/1.29 | 减防加成:0%  | 其他加成:3%  
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| 81   | 黑洞(瞎眼高技伤) + 明星 + 巴顿手枪 + 羽毛 | 强度:1569047.44 | 属强:246.00 | 力智/攻击: 4270.00/96619.52  | 黄/白/技: 28% /86% /74% | 力智/攻击: 22% /62% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:49.00%/175.00%/1.37 | 减防加成:0%  | 其他加成:5%  
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| 82   | 安魂(随缘高技伤) + 火套 + 导航手枪 + 手套 | 强度:1567222.84 | 属强:324.00 | 力智/攻击: 5005.00/89040.72  | 黄/白/技: 24% /43% /61% | 力智/攻击: 43% /15% | 属白(实际提升): 15% -> (37% ) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:51% 
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| 83   | 安魂(随缘高技伤) + 明星 + 导航手枪 + 羽毛 | 强度:1566173.48 | 属强:321.00 | 力智/攻击: 5005.00/80716.80  | 黄/白/技: 15% /43% /61% | 力智/攻击: 43% /15% | 属白(实际提升): 24% -> (59% ) | 暴击/爆伤/暴击期望:46.00%/175.00%/1.34 | 减防加成:0%  | 其他加成:55% 
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| 84   | 黑暗(减抗均衡套) + 明星 + 巴顿手枪 + 牛角 | 强度:1565945.48 | 属强:361.00 | 力智/攻击: 4375.00/95848.50  | 黄/白/技: 50% /28% /54% | 力智/攻击: 25% /52% | 属白(实际提升): 28% -> (76% ) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:3%  
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| 85   | 黑洞(瞎眼高技伤) + 暗杀 + 巴顿手枪 + 手套 | 强度:1565731.02 | 属强:210.00 | 力智/攻击: 4375.00/109059.35 | 黄/白/技: 40% /86% /102%| 力智/攻击: 25% /62% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:54.00%/162.00%/1.34 | 减防加成:0%  | 其他加成:3%  
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| 86   | 鬼面(低蓝条增伤) + 暗杀 + 巴顿手枪 + 牛角 | 强度:1565574.68 | 属强:210.00 | 力智/攻击: 4480.00/132591.36 | 黄/白/技: 59% /41% /92% | 力智/攻击: 28% /114%| 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/171.00%/1.35 | 减防加成:0%  | 其他加成:3%  
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| 87   | 虚空(高蓝条增伤) + 明星 + 巴顿手枪 + 羽毛 | 强度:1565532.20 | 属强:296.00 | 力智/攻击: 4375.00/92944.00  | 黄/白/技: 44% /28% /76% | 力智/攻击: 25% /52% | 属白(实际提升): 24% -> (56% ) | 暴击/爆伤/暴击期望:48.00%/190.00%/1.44 | 减防加成:0%  | 其他加成:5%  
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| 88   | 鬼面(低蓝条增伤) + 精炼 + 导航手枪 + 羽毛 | 强度:1564687.74 | 属强:236.00 | 力智/攻击: 5215.00/116819.84 | 黄/白/技: 47% /63% /74% | 力智/攻击: 49% /62% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/175.00%/1.38 | 减防加成:0%  | 其他加成:11% 
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| 89   | 坚定(减速高白字) + 明星 + 巴顿手枪 + 手套 | 强度:1564583.32 | 属强:281.00 | 力智/攻击: 4375.00/107100.20 | 黄/白/技: 22% /79% /60% | 力智/攻击: 25% /59% | 属白(实际提升): 28% -> (66% ) | 暴击/爆伤/暴击期望:49.00%/160.00%/1.30 | 减防加成:0%  | 其他加成:3%  
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| 90   | 冥火(高额火属白) + 火套 + 导航手枪 + 手套 | 强度:1563495.43 | 属强:349.00 | 力智/攻击: 5005.00/86814.70  | 黄/白/技: 24% /39% /56% | 力智/攻击: 43% /12% | 属白(实际提升): 44% -> (116%) | 暴击/爆伤/暴击期望:46.00%/164.00%/1.29 | 减防加成:0%  | 其他加成:8%  
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| 91   | 安魂(随缘高技伤) + 精炼 + 巴顿手枪 + 牛角 | 强度:1562077.01 | 属强:311.00 | 力智/攻击: 4585.00/106447.36 | 黄/白/技: 15% /67% /70% | 力智/攻击: 31% /67% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/158.00%/1.29 | 减防加成:0%  | 其他加成:43% 
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| 92   | 冥火(高额火属白) + 明星 + 巴顿手枪 + 手套 | 强度:1561764.18 | 属强:346.00 | 力智/攻击: 4025.00/95977.17  | 黄/白/技: 15% /39% /56% | 力智/攻击: 15% /54% | 属白(实际提升): 54% -> (138%) | 暴击/爆伤/暴击期望:46.00%/150.00%/1.23 | 减防加成:0%  | 其他加成:3%  
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| 93   | 冥火(高额火属白) + 暗杀 + 巴顿手枪 + 面具 | 强度:1561417.45 | 属强:310.00 | 力智/攻击: 4130.00/89141.76  | 黄/白/技: 27% /59% /82% | 力智/攻击: 18% /54% | 属白(实际提升): 30% -> (72% ) | 暴击/爆伤/暴击期望:50.00%/162.00%/1.31 | 减防加成:0%  | 其他加成:3%  
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| 94   | 虚空(高蓝条增伤) + 火套 + 巴顿手枪 + 面具 | 强度:1561283.00 | 属强:299.00 | 力智/攻击: 4375.00/92944.00  | 黄/白/技: 54% /49% /76% | 力智/攻击: 25% /52% | 属白(实际提升): 15% -> (35% ) | 暴击/爆伤/暴击期望:48.00%/179.00%/1.38 | 减防加成:0%  | 其他加成:3%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 95   | 鬼面(低蓝条增伤) + 暗杀 + 导航手枪 + 羽毛 | 强度:1559271.45 | 属强:210.00 | 力智/攻击: 5110.00/114575.36 | 黄/白/技: 59% /41% /92% | 力智/攻击: 46% /62% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/188.00%/1.44 | 减防加成:0%  | 其他加成:11% 
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 96   | 鬼面(低蓝条增伤) + 明星 + 麦加手枪 + 牛角 | 强度:1558849.33 | 属强:246.00 | 力智/攻击: 3850.00/92889.60  | 黄/白/技: 47% /90% /65% | 力智/攻击: 10% /72% | 属白(实际提升): 24% -> (50% ) | 暴击/爆伤/暴击期望:46.00%/158.00%/1.26 | 减防加成:0%  | 其他加成:6%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 97   | 虚空(高蓝条增伤) + 明星 + 导航手枪 + 牛角 | 强度:1556971.60 | 属强:296.00 | 力智/攻击: 5705.00/95280.00  | 黄/白/技: 44% /28% /76% | 力智/攻击: 63% /20% | 属白(实际提升): 24% -> (56% ) | 暴击/爆伤/暴击期望:48.00%/173.00%/1.35 | 减防加成:0%  | 其他加成:8%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 98   | 坚定(减速高白字) + 火套 + 导航手枪 + 手套 | 强度:1555126.41 | 属强:284.00 | 力智/攻击: 5355.00/96553.97  | 黄/白/技: 31% /79% /60% | 力智/攻击: 53% /17% | 属白(实际提升): 20% -> (45% ) | 暴击/爆伤/暴击期望:49.00%/174.00%/1.36 | 减防加成:0%  | 其他加成:8%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 99   | 鬼面(低蓝条增伤) + 精炼 + 导航手枪 + 面具 | 强度:1554271.35 | 属强:236.00 | 力智/攻击: 5215.00/116819.84 | 黄/白/技: 47% /84% /74% | 力智/攻击: 49% /62% | 属白(实际提升): 0%  -> (0%  ) | 暴击/爆伤/暴击期望:50.00%/150.00%/1.25 | 减防加成:0%  | 其他加成:8%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 100  | 虚空(高蓝条增伤) + 火套 + 巴顿手枪 + 羽毛 | 强度:1553775.68 | 属强:299.00 | 力智/攻击: 4375.00/92944.00  | 黄/白/技: 54% /28% /76% | 力智/攻击: 25% /52% | 属白(实际提升): 15% -> (35% ) | 暴击/爆伤/暴击期望:48.00%/204.00%/1.50 | 减防加成:0%  | 其他加成:5%  
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

进程已结束,退出代码0

  

  

结论省流版

辅助选择

  牛角 无争议. 其次 羽毛,  面具, 手套 . 主要看搭配

首饰选择

  火套  > 明星  其他不考虑

装备搭配 

  前四套之间的差距很极小,  第五六齐了也可以用,. 在其他就算了吧 

  1. 冥火(高额火属白) + 火套 + 巴顿手枪 + 牛角  强度:1753868.11  总排名 1

  2. 安魂(随缘高技伤) + 火套 + 巴顿手枪 + 牛角  强度:1744525.91  总排名 2

  3. 鬼面(低蓝条增伤) + 火套 + 导航手枪 + 牛角  强度:1743741.59  总排名 3

  4. 坚定(减速高白字) + 火套 + 巴顿手枪 + 牛角  强度:1738232.01  总排名 4 

  5. 黑洞(瞎眼高技伤) + 火套 + 巴顿手枪 + 牛角  强度:1712751.20  总排名 7

  6. 虚空(高蓝条增伤) + 明星 + 巴顿手枪 + 牛角  强度:1645154.91  总排名 27

  7. 沉默(均衡略拉胯) + 火套 + 巴顿手枪 + 牛角  强度:1569486.66  总排名 58

推荐选择

各有各的特点, 看自己喜欢,

快乐的话选安魂, 但是有可能吃临场发挥, 以及血统

稳定选坚定,冥火

高伤选鬼面,

想体验瞎子选黑洞

想稳定或者已经刷了虚空的那就虚空吧, 强度也勉强还行

附录

# 装备数据库
"""
    技能每级别提升的百分比
      70 : 8%
      65 : 7%
      50 : 10%
      45 : 4.5%
      40 : 3%
      35 : 3%
      30 : 3%
      25 : 2.6%
      buff: 1.25% 全伤害

    对于非量化的伤害提升作为最终系数乘算, 以 "其他暂定" 方式记录
    以下为装备的其他暂定计算逻辑演示

        1. 安魂
            cd -10 ==> 1.1
            25-45技能 +3(每集算作0.03整体提升) ==> 1.09
            25-45 所有技能的伤害按照占比 50%  ==> 0.5
            1.5cd左右 50%概率重置, 即放两次技能必然可以放得出第三次技能, 两个单位时间内可以放出三倍伤害. 即一单位时间内1.5倍伤害 ==> 1.5
            其他暂定计算公式:
                技能提升:
                    25级技能提升  齿轮:  0.11 * 1.026 **3 + (1-0.11) = 1.0088
                    30级技能提升  聚怪:  0.09 * 1.03 **3 + (1-0.09) = 1.0083
                    35级技能提升  空投:  0.15 * 1.03 **3 + (1-0.15) = 1.014
                    40级技能提升  工厂:  0.09 * 1.045 **3 + (1-0.09) = 1.0083
                    45级技能提升  机场:  0.18 * 1.045 **3 + (1-0.18) = 1.025
                    总和:
                        1.0088 *  1.0083 * 1.014 *  1.0083  *  1.025 =  1.066
                重置提升:
                    25级技能占比  齿轮:  0.11
                    30级技能占比  聚怪:  0.09
                    35级技能占比  空投:  0.15
                    40级技能占比  工厂:  0.09
                    45级技能占比  机场:  0.18
                    65级技能占比  机场:  0.021  # 打桩测试的时候 65 的伤害已经均摊在所有的小技能中
                    加成技能的全部伤害占比 : 0.11 + 0.09 + 0.15 + 0.09 + 0.18 + 0.021 = 0.64
                    总和:
                        0.64 * 1.5 + (1-0.64) = 1.32
                cd 提升:
                    1 * 1.1 = 1.1
                全部提升:
                    1.066 * 1.32 * 1.1 = 1.5478

        2. 坠落
            v10技能 +4 ==> 被动伤害提升全伤害  (每级 0.0125) ==> 0.105
            lv25技能 +2==> 占比 0.08 提升 1.05 ==> 0.08 * 1.05 + (1-0.08)
            其他暂定计算公式:  ((0.08 * 1.05 + (1-0.08)) * 1.05) / 1 = 1.0542

        3. 深海
            lv45技能 +1(每级算作0.025整体提升) ==> 占比 0.25 提升 1.045
            其他暂定计算公式:  (0.25 * 1.045 + (1-0.25)) / 1 =  1.01125
"""
EQUIP_DB = {
    "鬼面": {"黄字": 0.32, "攻击系数": 0.62, "技伤": 1.15 * 1.13, "白字": 0.12},
    "冥火": {"属强": 100, "技伤": 1.12 * 1.09, "属白": 0.3, "白字": 0.1, "攻击系数": 0.12},
    "坚定": {"属强": 35, "白字": 0.50, "技伤": 1.26, "攻击系数": 0.17,  "黄字": 0.07, "力智系数": 0.1, "爆伤": 0.1,
           "暴击值": 100},
    "虚空": {"属强": 50, "攻击系数": 0.1, "力智系数": 0.1, "技伤": 1.1 * 1.27, "黄字": 0.3, "暴击值": 80, "爆伤": 0.15},
    "色龙": {"力智系数": 0.30, "攻击系数": 0.10, "白字": 0.26, "技伤": 1.19, "黄字": 0.25, "暴击值": 300, "减防": 0.048},
    "黑洞": {"白字": 0.58, "技伤": 1.22 * 1.13, "暴击值": 100, "力智系数": 0.07, "黄字": 0.13, "攻击系数": 0.2},
    "安魂": {"属强": 75, "攻击系数": 0.15, "cd": 10, "白字": 0.15, "技伤": 1.27, "其他暂定": 1.5478 * 0.85},

    "黑暗": {"属强": 115, "黄字": 0.35, "技伤": 1.1 * 1.09, "攻击": 100, "属白": 0.05},
    "幽魂": {"属强": 120, "黄字": 0.05, "爆伤": 0.2, "技伤": 1.1 * 1.05, "属白": 0.2, "暴击值": 70, "力智": 50, "攻击": 50},
    "深海": {"属强": 65, "技伤": 1.15 * 1.07, "属白": 0.1, "攻击系数": 0.4, "暴击值": 100, "力智系数": 0.08, "其他暂定": 1.01125},
    "坠落": {"属强": 50, "黄字": 0.18, "技伤": 1.12 * 1.14, "属白": 0.1, "暴击值": 200, "白字": 0.1, "其他暂定": 1.0542},
    "天狼": {"爆伤": 0.12, "力智": 132, "白字": 0.25, "技伤": 1.28, "减防": 0.248, "攻击系数": 0.06, "力智系数": 0.06, "黄字": 0.06},
    "恶魔": {"力智系数": 0.34, "攻击系数": 0.24, "技伤": 1.15 * 1.13, "白字": 0.4},
    "纯粹": {"属强": 110, "攻击": 50, "力智系数": 0.02, "属白": 0.1, "减防": 0.074, "暴击值": 80},
}
# 首饰数据库
JEWELRY_DB = {
    "暗杀": {"技伤": 1.32, "黄字": 0.125, "暴击值": 130, "力智系数": 0.03, "爆伤": 0.125},
    "火套": {"属强": 39, "技伤": 1.11, "属白": 0.15, "爆伤": 0.14, "黄字": 0.09},
    "明星": {"属强": 36, "技伤": 1.11, "属白": 0.24},
    "精炼": {"技伤": 1.07 * 1.05 * 1.05, "黄字": 0.0, "暴击值": 130, "力智系数": 0.06, "白字": 0.23, "属强": 26}
}
# 武器数据库
WEAPON_DB = {
    "吞灵左轮": {"黄字": 0.4, "攻击系数": 0.13},
    "夕阳左轮": {"黄字": 0.45, "其他暂定": 0.1 * 1.4 * 1.3 + (1 - 0.1)},  # 爆头 多射两发/30攻击
    "终结左轮": {"暴击值": 150, "攻击系数": 0.55, "其他暂定": 0.15 * 1.2 + (1 - 0.15), "爆伤": 0.05},  # 移射1.2, 死左 +2 算作 0.05 爆伤

    "麦加手枪": {"白字": 0.5, "其他暂定": 1.067},  # 空投 等级+2/数量+20%/间隔-15%
    "导航手枪": {"力智系数": 0.43, "其他暂定": 1.088},  # 改良+3, 78/定时/机场+3
    "巴顿手枪": {"力智系数": 0.15, "攻击系数": 0.42, "其他暂定": 1.03},  # 65 +2

    "战神步枪": {"力智系数": 0.3, "暴击值": 200, "黄字": 0.18},
    "九龙步枪": {"属强": 24, "属白": 0.3},
    "僵尸步枪": {"属强": 14, "黄字": 0.13, "属白": 0.15, "其他暂定": 0.6 * 1.1 + (1 - 0.6)},  # 爆炎+3

    "铁甲手炮": {"黄字": 0.5, "其他加成": 0.2 * 1.25 * 1.2 * 1.06 + (1 - 0.2)},  # 反坦克  25伤害/cd-1/等级+2
    "破甲手炮": {"黄字": 0.2, "攻击系数": 0.4, "减防": (0.074 + 0.108) / 2 / 2},  # 减防折中计算, 持续时间只有一半再 / 2
    "时空手炮": {"属强": 12, "属白": 0.27, "其他暂定": 0.3 * 1.135 + (1 - 0.3)},  # 压缩 +3

    "暗白手弩": {"属白": 0.3},  # 手弩走无限, 对银弹,破甲相当于0加成
    "苍穹手弩": {"力智系数": 0.55, "其他暂定": (0.15 * 1.06 + (1 - 0.15)) * (1 + 0.0125 * 2)},  # 核心被动技能 +2 算 1.05, 汽油弹+2
    "撒旦手弩": {"白字": 0.54, "其他暂定": 1 + 0.0125 * 2},  # 两个核心 +2

    "怨恨短剑": {"力智系数": 0.35, "减防": 0.124},
    "百魔短剑": {"攻击系数": 0.15, "白字": 0.3, "其他暂定": 0.25 * 1.2 + (1 - 0.25)},  # lv50+2
    "剑王短剑": {"力智系数": 0.25, "攻击系数": 0.35, "其他暂定": 0.2 * 1.03 + (1 - 0.2)},  # 波动+1

    "九龙太刀": {"力智系数": 0.15, "黄字": 0.45, "其他暂定": 0.4 * 1.1 + (1 - 0.4)},  # 加了一堆技能, 加成按 10% 来算
    "十斩太刀": {"黄字": 0.25 * 0.9, "白字": 0.35},  # 20s 中 12s 流血增伤黄字 25, 考虑抗性金符文后按照 18/20 来测算
    "十闪太刀": {"黄字": 0.5, "其他暂定": 0.2 * 1.3 + (1 - 0.2)},  # 猛龙+30%

    "心脏钝器": {"白字": 0.4, "黄字": 0.2},  # 100/80/60/40/20 hp 下 加伤 0/10/20/30/40. 按照平均20来算
    "矮黄钝器": {"力智系数": 0.2, "攻击系数": 0.27, "力智": 120},
    "地狱钝器": {"爆伤": 0.43},  # 你在逗我, 貌似翻译有问题还是就这样

    "恶魔巨剑": {"力智系数": 0.2, "攻击系数": 0.35, "其他暂定": 1.025},  # 核心 +2
    "地灵巨剑": {"黄字": 0.25, "攻击系数": 0.38},
    "罪恶巨剑": {"黄字": 0.30 * 0.9, "力智": 50, "其他暂定": 0.15 * 1.05 + (1 - 0.15)},  # 5s 出血 3s 的30黄, 考虑抗性金符文后按照 0.9 来测算, 抓头+2

    "火焰光剑": {"白子": 0.25 * 0.9, "攻击系数": 0.43},  # 10s 灼烧 7s 的25白, 考虑抗性金符文后按照 0.9 来测算
    "冰龙光剑": {"属强": 20, "属白": 0.2, "其他暂定": 0.15 * 1.06 * 1.5 + (1 - 0.15)},  # 猛龙+2/形态+1
    "寒霜光剑": {"黄字": 0.3 * 0.5, "攻击系数": 0.3, "其他暂定": 0.15 * 1.25 + (1 - 0.15)},  # 感电 30,  拔刀 25%重置算作 1.25 提升

    "灵魂土剑": {"白字": 0.2, "黄字": 0.25, "属强": 20},
    "象征土剑": {"白字": 0.3, "黄字": 0.25},
    "岩石土剑": {"黄字": 0.63},

    "齿轮风刀": {"黄字": 0.45, "攻击系数": 0.13},
    "普斯风刀": {"白字": 0.4, "攻击系数": 0.15},
    "骑士风刀": {"白字": 0.3, "属强": 25, "攻击系数": 0.1},

    "邪恶手套": {"黄字": 0.2, "属强": 35, "其他暂定": 1.05},  # 光刃+2 算 1.05 好了
    "碎骨手套": {"力智": 60, "属白": 0.28, "其他暂定": 0.15 * 1.3 * 1.1 * 1.3 + (1 - 0.15)},  # 分身 +30伤害/-10cd/数量+2
    "异魔手套": {"暴击值": 150, "爆伤": 0.35, "黄字": 0.25},  # 分身 +30伤害/-10cd/数量+2

    "冰冻臂铠": {"属白": 0.3},
    "暴躁臂铠": {"减防": (0.077 + 0.108) / 2, "黄字": 0.2, "攻击系数": 0.4},  # 减防按照中间值来算
    "大地臂铠": {"力智": 100, "属强": 25, "黄字": 0.22, "白字": 0.20},

    "遗迹爪子": {"属强": 15, "属白": 0.26},

    "遗迹拳套": {"黄字": 0.35, "其他暂定": 1.05},  # 1-70 +1
    "狂龙拳套": {"攻击系数": 0.5, "其他暂定": 1.15},  # 一堆乱七八糟直接按照全伤害+15得了
    "狂野拳套": {"黄字": 0.45, "攻击系数": 0.13},

    "飞龙棍子": {"黄字": 0.45, "白字": 0.1},  # 龙加成 10白字 算作全程触发好了
    "狂风棍子": {"黄字": 0.3, "白字": 0.3},
    "蹀血棍子": {"力智系数": 0.33, "力智": 100},

    "纯白长矛": {"属强": 15, "黄字": 0.2, "属白": 0.17},
    "书记长矛": {"暴击值": 200, "爆伤": 0.14, "黄字": 0.3, "其他暂定": 1.025},  # 核心技能 +2
    "地狱长矛": {"属强": 14, "白字": 0.55},

    "地狱棍棒": {"黄字": 0.55, "其他暂定": 0.15 * 1.06 + (1 - 0.15)},  # 碎霸 +2
    "达克棍棒": {"白字": 0.6},
    "终极棍棒": {"力智系数": 0.28, "攻击系数": 0.15, "其他暂定": 0.8 * 1.08 + (1 - 0.8)},  # 一堆技能加成,按照0.8 占比下的 1.08 加成

    "冰龙魔杖": {"属白": 0.25, "属强": 30},
    "灵兔魔杖": {"力智系数": 0.3, "攻击系数": 0.2, "属强": 23},
    "白猫魔杖": {"属白": 0.2, "黄字": 0.35, "属强": 12},

    "黄金法杖": {"爆伤": 0.28, "属白": 0.25, "属强": 15, "其他暂定": 0.12 * 1.026 + (1 - 0.12)},  # 小技能+1
    "灾难法杖": {"属强": 17, "属白": 0.18, "其他暂定": 0.23 * 1.2 * 1.3 * 1.07 * 1.3 + (1 - 0.23)},  # 5s 7s 20s 技能 +3 +20伤害 + 形态
    "威力法杖": {"力智": 50, "黄字": 0.25, "白字": 0.27},

    "危机扫把": {"力智": 120, "黄字": 0.55},
    "战神扫把": {"攻击": 70, "属强": 20, "白字": 0.2, "减防": 0.048, "力智系数": 0.03},
    "魔术扫把": {"黄字": 0.25, "攻击系数": 0.3, "其他暂定": 0.03 * 1.075 + (1 - 0.03)},  # 小技能 +3

    "亡者十字": {"白字": 0.4, "攻击系数": 0.14, "其他暂定": (0.08 * 1.06 + (1 - 0.08)) * 1.0375},  # 光复 +2, buff + 3
    "戴罪十字": {"白字": 0.4, "攻击系数": 0.12, "其他暂定": (0.08 * 1.06 + (1 - 0.08)) * 1.025},  # 锤子 +2, buff + 2
    "信念十字": {"黄字": 0.2, "减防": 0.124, "其他暂定": 1.025},  # buff + 3

    "瘟疫念珠": {"黄字": 0.43, "攻击系数": 0.15, "其他暂定": 0.08 * 1.06 + (1 - 0.08)},  # 20s技能 + 2
    "米兰念珠": {"暴击值": 50, "属强": 20, "黄字": 0.2, "攻击系数": 0.25, "其他暂定": 0.08 * 1.06 + (1 - 0.08)},  # 20s技能 + 2
    "逐龙念珠": {"属白": 0.22, "力智系数": 0.15, "其他暂定": 0.3 * 1.12 + (1 - 0.3)},  # 40s技能 + 3

    "暗影图腾": {"属白": 0.2, "暴击值": 150, "黄字": 0.2, "属强": 32},
    "五行图腾": {"白字": 0.08, "属白": 0.3, "其他暂定": 0.2 * 1.045 + (1 - 0.2)},  # 小技能 +1/2 按照 0.03 * 1.5 提升来算
    "触须图腾": {"白字": 0.2, "黄字": 0.37},

    "牛头镰刀": {"白字": 0.15, "力智系数": 0.50},
    "领域镰刀": {"暴伤": 0.3, "黄字": 0.3, "其他暂定": 1.025},  # 被动buff + 2
    "死神镰刀": {"黄字": 0.3, "白字": 0.4},

    "牛头战斧": {"力智系数": 0.43, "攻击系数": 0.15},
    "狮王战斧": {"攻击系数": 0.69},
    "狮王战斧": {"攻击系数": 0.59},
    "巫塔战斧": {"黄字": 0.38, "白字": 0.16},
}
# 辅助左槽数据库, 突破攻擊按照 100 來算
ASSIST_DB = {
    "牛角": {"攻击系数": 0.1, "力智系数": 0.1, "爆伤": 0.08},
    "黑洞": {"属白": 0.1, "技伤": 1.05},
    "怀表": {"黄字": 0.07, "其他暂定": (0.95 * 1.05 + (1 - 0.95)) * 1.02, "攻击": 100},
    "手套": {"攻击": 430, "其他暂定": 1.02},
    "面具": {"白字": 0.2, "其他暂定": 1.02, "攻击": 100},
    "羽毛": {"爆伤": 0.25, "其他暂定": (0.11 * 1.09 + (1 - 0.11)) * 1.02, "攻击": 100},
}


class CalDnf(object):

    def __init__(self, profession="默认", has_pearl=True):

        profession_map = {
            "默认": {},
            "团长": {"暴击率": 0.075, "暴伤": 0.223},
            "机械": {"力智": 170, "技伤": 0.13},
            "娘漫": {"暴伤": 0.3, "技伤": 0.09, "暴击率": 0.056, "属强": 10},
            "大枪": {"暴击率": 0.098, "暴伤": 0.178},
            "井盖": {"技伤": 0.13, "暴伤": 0.32},
        }
        # 基础力智
        self.base_power = 3500 + profession_map[profession].get("力智", 0)
        # 基础攻击
        self.base_attack = 3200 + profession_map[profession].get("攻击", 0)
        # 基础属强
        self.base_attribute_strengthen = 210 + profession_map[profession].get("属强", 0)
        # 基础黄字
        self.base_yellow = 0.15
        # 基础白字
        self.base_white = 0.24
        # 基础减防
        self.base_reduce_defense = profession_map[profession].get("属强", 0)
        # 基础技伤
        self.base_skill_damage = 0.21 + profession_map[profession].get("技伤", 0)
        # 基础暴击率
        self.base_critical = 0.16 + profession_map[profession].get("暴击率", 0)
        # 基础暴击值
        self.base_critical_value = 804 + profession_map[profession].get("暴击值", 0)
        # 基础暴伤
        self.base_critical_damage = 1.5 + profession_map[profession].get("暴伤", 0)
        # 有宝珠的情况下多加黄字 0.05
        if has_pearl:
            self.base_white += 0.05

        # 最终测算结果
        self.result = []

    def cal_compose(self, c_weapon=None):
        for equip, equip_info in EQUIP_DB.items():
            for jewelry, jewelry_info in JEWELRY_DB.items():
                # 火套不会跟光以及暗的套装搭配. 直接忽略
                if jewelry == "火套":
                    if equip in ["幽魂(高额暗属白)", "纯粹(光强辅助套)"]:
                        continue
                for weapon, weapon_info in WEAPON_DB.items():
                    if c_weapon and c_weapon not in weapon:
                        continue
                    for assist, assist_info in ASSIST_DB.items():
                        power = 0
                        attack = 0
                        power_rate = 0
                        attack_rate = 0
                        yellow = 0
                        white = 0
                        attribute_strengthen = 0
                        attribute_strengthen_yellow_rate = 0
                        attribute_strengthen_white_rate = 0
                        reduce_defense = 0
                        critical = 0
                        critical_value = 0
                        critical_damage = 0
                        skill_damage = 1
                        other = 1

                        for each in [equip_info, jewelry_info, weapon_info, assist_info]:
                            power += each.get("力智", 0)
                            attack += each.get("攻击", 0)
                            power_rate += each.get("力智系数", 0)
                            attack_rate += each.get("攻击系数", 0)
                            yellow += each.get("黄字", 0)
                            white += each.get("白字", 0)
                            attribute_strengthen += each.get("属强", 0)
                            attribute_strengthen_white_rate += each.get("属白", 0)
                            attribute_strengthen_yellow_rate += each.get("属黄", 0)
                            reduce_defense += each.get("减防", 0)
                            critical += each.get("暴击率", 0)
                            critical_value += each.get("暴击值", 0)
                            critical_damage += each.get("爆伤", 0)
                            if each.get("技伤"):
                                skill_damage *= each.get("技伤")  # 装备间乘算
                            if each.get("其他暂定"):
                                other *= each.get("其他暂定")  # 其他加成乘算

                        self.result.append(self.cal_main(power, attack, power_rate, attack_rate,
                                                         attribute_strengthen, yellow,
                                                         attribute_strengthen_yellow_rate, white,
                                                         attribute_strengthen_white_rate,
                                                         reduce_defense, skill_damage,
                                                         critical, critical_value, critical_damage,
                                                         other, f"{equip}-{jewelry}-{weapon}-{assist}"))

    @staticmethod
    def show_num(num, length=5):
        show_v = "%.2f" % float(num)
        while len(show_v) < length:
            show_v += " "
        return show_v

    @staticmethod
    def show_rate_num(num):
        show_v = f"{int(float(num) * 100)}%"
        while len(show_v) < 4:
            show_v += " "
        return show_v

    def cal_main(self, power, attack, power_rate, attack_rate, attribute_strengthen, yellow,
                 attribute_strengthen_yellow_rate, white, attribute_strengthen_white_rate, reduce_defense,
                 skill_damage, critical, critical_value, critical_damage, other, show_name):
        # ----------------- 面板信息 -----------------
        # 面板力智 =  基础力智 + 装备力智[+] * 装备力智百分比[+]
        panel_power = (self.base_power + power) * (1 + power_rate)
        # 面板攻击 = (基础攻击 + 装备攻击值[+]) * (1 + 装备攻击百分比[+] + 武器装扮) * (1 + 最终力智 / 250)
        panel_attack = (self.base_attack + attack) * (1 + attack_rate + 0.05) * (1 + panel_power / 250)
        # 面板暴击值 = 基础暴击值 + 装备暴击值[+]
        panel_critical_value = self.base_critical_value + critical_value
        # 暴击率 = 基础暴击率 + 装备暴击率[+] + 面板暴击值 / 25.3 / 100
        panel_critical = self.base_critical + critical + panel_critical_value / 27.24 / 100
        # 暴击伤害 = 基础暴击伤害 + 装备暴击伤害[+]
        panel_critical_damage = self.base_critical_damage + critical_damage  # 暴击伤害
        # 属强 = 基础属强 + 装备属强[+]
        panel_attribute_strengthen = self.base_attribute_strengthen + attribute_strengthen  # 属强
        # ----------------- 加成系数 -----------------
        # 力智提升
        fin_power_rate = (1 + (self.base_power + power) * (1 + power_rate) / 250) / (1 + (self.base_power / 250))
        # 攻击提升
        fin_attack_rate = (self.base_attack + attack) * (1 + attack_rate) / self.base_attack
        # 黄字提升 = 基础黄字 + 装备黄字[+]
        yellow_rate = self.base_yellow + yellow
        # 白字提升 = 基础白字 + 装备白字[+]
        white_rate = self.base_white + white
        # 属强提升 = (1 + 属强 / 220)
        # attribute_strengthen_rate = (1 + panel_attribute_strengthen / 220)
        attribute_strengthen_rate = panel_attribute_strengthen * 0.0045 + 1.05
        # 属黄提升  = 面板属黄 * 属强提升系数
        attribute_strengthen_yellow_rate *= attribute_strengthen_rate
        # 属白提升 = 面板属白 * 属强提升系数
        fin_attribute_strengthen_white_rate = attribute_strengthen_white_rate * attribute_strengthen_rate
        # 技伤 = 基础技伤 + 装备技伤[*]
        skill_damage_rate = self.base_skill_damage + skill_damage
        # 减防 = 基础减防 + 装备减防[+]
        reduce_defense_rate = self.base_reduce_defense + reduce_defense
        # 其他伤害加成 = 装备其他暂定伤害加成[*]
        other = other
        #  ----------------- 暂存常数系数 -----------------
        # 暴击期望 = 暴击率 * 暴击伤害 + ( 1 - 暴击率 )
        critical_desire = panel_critical * panel_critical_damage + (1 - panel_critical)
        # 最终黄字 = 1 + 属黄提升 + 黄字提升
        yellow = 1 + attribute_strengthen_yellow_rate + yellow_rate
        # 最终白字 = 1 + 属白提升  + 白字提升
        fin_white = 1 + fin_attribute_strengthen_white_rate + white_rate
        # 最终强度 = 面板攻击 * 黄提升 * 白提升 * 暴击期望提升 * 属强提升 * 技伤提升 * 其他提升
        fin_strength = panel_attack * yellow * fin_white * critical_desire * attribute_strengthen_rate * other * \
                       skill_damage_rate
        # 强度系数 = 力智提升 * 攻击提升 * 黄提升 * 白提升 * 暴击期望提升 * 属强提升 * 技伤提升 * 其他提升
        strength_rate = fin_power_rate * fin_attack_rate * yellow * fin_white * critical_desire * \
                        attribute_strengthen_rate * other * skill_damage_rate
        return {
            "组合": show_name,
            "力智": self.show_num(panel_power, 5),
            "攻击": self.show_num(panel_attack, 10),
            "属强": self.show_num(panel_attribute_strengthen),
            "暴击": self.show_num(panel_critical),
            "暴伤": self.show_num(panel_critical_damage),
            "暴击期望": self.show_num(critical_desire),

            "力智系数": self.show_rate_num(power_rate),
            "攻击系数": self.show_rate_num(attack_rate),
            "黄字": self.show_rate_num(yellow_rate),
            "白字": self.show_rate_num(white_rate),
            "属白(实际提升)": f" {self.show_rate_num(attribute_strengthen_white_rate)}->"
                        f" ({self.show_rate_num(fin_attribute_strengthen_white_rate)})",
            "技伤": self.show_rate_num(skill_damage_rate - 1),  # 乘算都是 1.x 起步, 所以去掉 1 的基础系数
            "其他加成": self.show_rate_num(other - 1),  # 乘算都是 1.x 起步, 所以去掉 1 的基础系数
            "减防加成": self.show_rate_num(reduce_defense_rate),
            "强度": self.show_num(fin_strength, 11),
            "强度系数": self.show_num(strength_rate, 3),
        }

    def run(self, c_weapon=None):
        self.cal_compose(c_weapon)
        print(f"基础讯息 ---  属强:{self.base_attribute_strengthen} "
              f"|黄字:{self.base_yellow} "
              f"|白字:{self.base_white} "
              f"|力智:{self.base_power} "
              f"|攻击:{self.base_attack} "
              f"|暴击率:{self.base_critical} "
              f"|暴击值:{self.base_critical_value} "
              f"|暴伤:{self.base_critical_damage} "
              f"|技伤:{self.base_skill_damage} "
              f"|减防:{self.base_reduce_defense} \n")

        print(" ---------------------------  排名信息 --------------------------- \n")
        c = 1
        print("|" + "-" * 236)

        res_list = sorted(self.result, key=lambda x: float(x["强度系数"]), reverse=True)[:100]
        for i in res_list:
            show_c = str(c)
            while len(show_c) != 4:
                show_c += " "
            print(f"| {show_c} "
                  f"| {i['组合']} "
                  # f"| 强度:{i['强度']}"
                  f"| 强度系数:{i['强度系数']}"
                  f"| 属强:{i['属强']} "
                  f"| 力智/面板: {i['力智']}/{i['攻击']}"
                  f"| 黄/白/技: {i['黄字']}/{i['白字']}/{i['技伤']}"
                  f"| 力智/攻击: {i['力智系数']}/{i['攻击系数']}"
                  f"| 属白(实际提升):{i['属白(实际提升)']} "
                  f"| 暴击期望(爆率|爆伤): {int(float(i['暴击期望']) * 100)}% ({self.show_num(float(i['暴击']) * 100)}%|{self.show_num(float(i['暴伤']) * 100)}%)"
                  f"| 减防:{i['减防加成']}"
                  f"| 其他:{i['其他加成']}")
            print("|" + "-" * 236)
            c += 1


if __name__ == '__main__':
    cal = CalDnf("机械")
    # cal = CalDnf("娘漫")
    # cal = CalDnf("大枪")
    # cal = CalDnf("井盖")
    # cal = CalDnf("团长")
    # cal.run("战斧")
    # cal.run("左轮")
    cal.run("手枪")
    # cal.run("风刀")
    # cal.run("手弩")
    # cal.run("步枪")
    # cal.run("战斧")

    # cal.run("短剑")
    # cal.run("手炮")
    # cal.run("巨剑")
    # cal.run("魔杖")
    # cal.run("法杖")
    # cal.run("手弩")
    # cal.run("扫把")
    # cal.run()

 可交互的本地运行版本代码

import streamlit as st

# 装备
EQUIP_DB = {
    "鬼面": {"黄字": 0.32, "攻击系数": 0.62, "技伤": 1.15 * 1.13, "白字": 0.12},
    "冥火": {"属强": 100, "技伤": 1.12 * 1.09, "属白": 0.3, "白字": 0.1, "攻击系数": 0.12},
    "坚定": {"属强": 35, "白字": 0.50, "技伤": 1.26, "攻击系数": 0.17, "黄字": 0.07, "力智系数": 0.1, "爆伤": 0.1,
             "暴击值": 100},
    "虚空": {"属强": 50, "攻击系数": 0.1, "力智系数": 0.1, "技伤": 1.1 * 1.27, "黄字": 0.3, "暴击值": 80, "爆伤": 0.15},
    "色龙": {"力智系数": 0.30, "攻击系数": 0.10, "白字": 0.26, "技伤": 1.19, "黄字": 0.25, "暴击值": 300,
             "减防": 0.048},
    "黑洞": {"白字": 0.58, "技伤": 1.22 * 1.13, "暴击值": 100, "力智系数": 0.07, "黄字": 0.13, "攻击系数": 0.2},
    "安魂": {"属强": 75, "攻击系数": 0.15, "cd": 10, "白字": 0.15, "技伤": 1.27, "其他暂定": 1.5478 * 0.85},

    "黑暗": {"属强": 115, "黄字": 0.35, "技伤": 1.1 * 1.09, "攻击": 100, "属白": 0.05},
    "幽魂": {"属强": 120, "黄字": 0.05, "爆伤": 0.2, "技伤": 1.1 * 1.05, "属白": 0.2, "暴击值": 70, "力智": 50,
             "攻击": 50},
    "深海": {"属强": 65, "技伤": 1.15 * 1.07, "属白": 0.1, "攻击系数": 0.4, "暴击值": 100, "力智系数": 0.08,
             "其他暂定": 1.01125},
    "坠落": {"属强": 50, "黄字": 0.18, "技伤": 1.12 * 1.14, "属白": 0.1, "暴击值": 200, "白字": 0.1,
             "其他暂定": 1.0542},
    "天狼": {"爆伤": 0.12, "力智": 132, "白字": 0.25, "技伤": 1.28, "减防": 0.248, "攻击系数": 0.06, "力智系数": 0.06,
             "黄字": 0.06},
    "恶魔": {"力智系数": 0.34, "攻击系数": 0.24, "技伤": 1.15 * 1.13, "白字": 0.4},
    "纯粹": {"属强": 110, "攻击": 50, "力智系数": 0.02, "属白": 0.1, "减防": 0.074, "暴击值": 80},
}
# 首饰数据库
JEWELRY_DB = {
    "暗杀": {"技伤": 1.32, "黄字": 0.125, "暴击值": 130, "力智系数": 0.03, "爆伤": 0.125},
    "火套": {"属强": 39, "技伤": 1.11, "属白": 0.15, "爆伤": 0.14, "黄字": 0.09},
    "明星": {"属强": 36, "技伤": 1.11, "属白": 0.24},
    "精炼": {"技伤": 1.07 * 1.05 * 1.05, "黄字": 0.0, "暴击值": 130, "力智系数": 0.06, "白字": 0.23, "属强": 26}
}
# 武器数据库
WEAPON_DB = {
    "吞灵左轮": {"黄字": 0.4, "攻击系数": 0.13},
    "夕阳左轮": {"黄字": 0.45, "其他暂定": 0.1 * 1.4 * 1.3 + (1 - 0.1)},  # 爆头 多射两发/30攻击
    "终结左轮": {"暴击值": 150, "攻击系数": 0.55, "其他暂定": 0.15 * 1.2 + (1 - 0.15), "爆伤": 0.05},
    # 移射1.2, 死左 +2 算作 0.05 爆伤

    "麦加手枪": {"白字": 0.5, "其他暂定": 1.067},  # 空投 等级+2/数量+20%/间隔-15%
    "导航手枪": {"力智系数": 0.43, "其他暂定": 1.088},  # 改良+3, 78/定时/机场+3
    "巴顿手枪": {"力智系数": 0.15, "攻击系数": 0.42, "其他暂定": 1.03},  # 65 +2

    "战神步枪": {"力智系数": 0.3, "暴击值": 200, "黄字": 0.18},
    "九龙步枪": {"属强": 24, "属白": 0.3},
    "僵尸步枪": {"属强": 14, "黄字": 0.13, "属白": 0.15, "其他暂定": 0.6 * 1.1 + (1 - 0.6)},  # 爆炎+3

    "铁甲手炮": {"黄字": 0.5, "其他加成": 0.2 * 1.25 * 1.2 * 1.06 + (1 - 0.2)},  # 反坦克  25伤害/cd-1/等级+2
    "破甲手炮": {"黄字": 0.2, "攻击系数": 0.4, "减防": (0.074 + 0.108) / 2 / 2},  # 减防折中计算, 持续时间只有一半再 / 2
    "时空手炮": {"属强": 12, "属白": 0.27, "其他暂定": 0.3 * 1.135 + (1 - 0.3)},  # 压缩 +3

    "暗白手弩": {"属白": 0.3},  # 手弩走无限, 对银弹,破甲相当于0加成
    "苍穹手弩": {"力智系数": 0.55, "其他暂定": (0.15 * 1.06 + (1 - 0.15)) * (1 + 0.0125 * 2)},
    # 核心被动技能 +2 算 1.05, 汽油弹+2
    "撒旦手弩": {"白字": 0.54, "其他暂定": 1 + 0.0125 * 2},  # 两个核心 +2

    "怨恨短剑": {"力智系数": 0.35, "减防": 0.124},
    "百魔短剑": {"攻击系数": 0.15, "白字": 0.3, "其他暂定": 0.25 * 1.2 + (1 - 0.25)},  # lv50+2
    "剑王短剑": {"力智系数": 0.25, "攻击系数": 0.35, "其他暂定": 0.2 * 1.03 + (1 - 0.2)},  # 波动+1

    "九龙太刀": {"力智系数": 0.15, "黄字": 0.45, "其他暂定": 0.4 * 1.1 + (1 - 0.4)},  # 加了一堆技能, 加成按 10% 来算
    "十斩太刀": {"黄字": 0.25 * 0.9, "白字": 0.35},  # 20s 中 12s 流血增伤黄字 25, 考虑抗性金符文后按照 18/20 来测算
    "十闪太刀": {"黄字": 0.5, "其他暂定": 0.2 * 1.3 + (1 - 0.2)},  # 猛龙+30%

    "心脏钝器": {"白字": 0.4, "黄字": 0.2},  # 100/80/60/40/20 hp 下 加伤 0/10/20/30/40. 按照平均20来算
    "矮黄钝器": {"力智系数": 0.2, "攻击系数": 0.27, "力智": 120},
    "地狱钝器": {"爆伤": 0.43},  # 你在逗我, 貌似翻译有问题还是就这样

    "恶魔巨剑": {"力智系数": 0.2, "攻击系数": 0.35, "其他暂定": 1.025},  # 核心 +2
    "地灵巨剑": {"黄字": 0.25, "攻击系数": 0.38},
    "罪恶巨剑": {"黄字": 0.30 * 0.9, "力智": 50, "其他暂定": 0.15 * 1.05 + (1 - 0.15)},
    # 5s 出血 3s 的30黄, 考虑抗性金符文后按照 0.9 来测算, 抓头+2

    "火焰光剑": {"白子": 0.25 * 0.9, "攻击系数": 0.43},  # 10s 灼烧 7s 的25白, 考虑抗性金符文后按照 0.9 来测算
    "冰龙光剑": {"属强": 20, "属白": 0.2, "其他暂定": 0.15 * 1.06 * 1.5 + (1 - 0.15)},  # 猛龙+2/形态+1
    "寒霜光剑": {"黄字": 0.3 * 0.5, "攻击系数": 0.3, "其他暂定": 0.15 * 1.25 + (1 - 0.15)},
    # 感电 30,  拔刀 25%重置算作 1.25 提升

    "灵魂土剑": {"白字": 0.2, "黄字": 0.25, "属强": 20},
    "象征土剑": {"白字": 0.3, "黄字": 0.25},
    "岩石土剑": {"黄字": 0.63},

    "齿轮风刀": {"黄字": 0.45, "攻击系数": 0.13},
    "普斯风刀": {"白字": 0.4, "攻击系数": 0.15},
    "骑士风刀": {"白字": 0.3, "属强": 25, "攻击系数": 0.1},

    "邪恶手套": {"黄字": 0.2, "属强": 35, "其他暂定": 1.05},  # 光刃+2 算 1.05 好了
    "碎骨手套": {"力智": 60, "属白": 0.28, "其他暂定": 0.15 * 1.3 * 1.1 * 1.3 + (1 - 0.15)},  # 分身 +30伤害/-10cd/数量+2
    "异魔手套": {"暴击值": 150, "爆伤": 0.35, "黄字": 0.25},  # 分身 +30伤害/-10cd/数量+2

    "冰冻臂铠": {"属白": 0.3},
    "暴躁臂铠": {"减防": (0.077 + 0.108) / 2, "黄字": 0.2, "攻击系数": 0.4},  # 减防按照中间值来算
    "大地臂铠": {"力智": 100, "属强": 25, "黄字": 0.22, "白字": 0.20},

    "遗迹爪子": {"属强": 15, "属白": 0.26},

    "遗迹拳套": {"黄字": 0.35, "其他暂定": 1.05},  # 1-70 +1
    "狂龙拳套": {"攻击系数": 0.5, "其他暂定": 1.15},  # 一堆乱七八糟直接按照全伤害+15得了
    "狂野拳套": {"黄字": 0.45, "攻击系数": 0.13},

    "飞龙棍子": {"黄字": 0.45, "白字": 0.1},  # 龙加成 10白字 算作全程触发好了
    "狂风棍子": {"黄字": 0.3, "白字": 0.3},
    "蹀血棍子": {"力智系数": 0.33, "力智": 100},

    "纯白长矛": {"属强": 15, "黄字": 0.2, "属白": 0.17},
    "书记长矛": {"暴击值": 200, "爆伤": 0.14, "黄字": 0.3, "其他暂定": 1.025},  # 核心技能 +2
    "地狱长矛": {"属强": 14, "白字": 0.55},

    "地狱棍棒": {"黄字": 0.55, "其他暂定": 0.15 * 1.06 + (1 - 0.15)},  # 碎霸 +2
    "达克棍棒": {"白字": 0.6},
    "终极棍棒": {"力智系数": 0.28, "攻击系数": 0.15, "其他暂定": 0.8 * 1.08 + (1 - 0.8)},  # 一堆技能加成,按照0.8 占比下的 1.08 加成

    "冰龙魔杖": {"属白": 0.25, "属强": 30},
    "灵兔魔杖": {"力智系数": 0.3, "攻击系数": 0.2, "属强": 23},
    "白猫魔杖": {"属白": 0.2, "黄字": 0.35, "属强": 12},

    "黄金法杖": {"爆伤": 0.28, "属白": 0.25, "属强": 15, "其他暂定": 0.12 * 1.026 + (1 - 0.12)},  # 小技能+1
    "灾难法杖": {"属强": 17, "属白": 0.18, "其他暂定": 0.23 * 1.2 * 1.3 * 1.07 * 1.3 + (1 - 0.23)},
    # 5s 7s 20s 技能 +3 +20伤害 + 形态
    "威力法杖": {"力智": 50, "黄字": 0.25, "白字": 0.27},

    "危机扫把": {"力智": 120, "黄字": 0.55},
    "战神扫把": {"攻击": 70, "属强": 20, "白字": 0.2, "减防": 0.048, "力智系数": 0.03},
    "魔术扫把": {"黄字": 0.25, "攻击系数": 0.3, "其他暂定": 0.03 * 1.075 + (1 - 0.03)},  # 小技能 +3

    "亡者十字": {"白字": 0.4, "攻击系数": 0.14, "其他暂定": (0.08 * 1.06 + (1 - 0.08)) * 1.0375},  # 光复 +2, buff + 3
    "戴罪十字": {"白字": 0.4, "攻击系数": 0.12, "其他暂定": (0.08 * 1.06 + (1 - 0.08)) * 1.025},  # 锤子 +2, buff + 2
    "信念十字": {"黄字": 0.2, "减防": 0.124, "其他暂定": 1.025},  # buff + 3

    "瘟疫念珠": {"黄字": 0.43, "攻击系数": 0.15, "其他暂定": 0.08 * 1.06 + (1 - 0.08)},  # 20s技能 + 2
    "米兰念珠": {"暴击值": 50, "属强": 20, "黄字": 0.2, "攻击系数": 0.25, "其他暂定": 0.08 * 1.06 + (1 - 0.08)},
    # 20s技能 + 2
    "逐龙念珠": {"属白": 0.22, "力智系数": 0.15, "其他暂定": 0.3 * 1.12 + (1 - 0.3)},  # 40s技能 + 3

    "暗影图腾": {"属白": 0.2, "暴击值": 150, "黄字": 0.2, "属强": 32},
    "五行图腾": {"白字": 0.08, "属白": 0.3, "其他暂定": 0.2 * 1.045 + (1 - 0.2)},  # 小技能 +1/2 按照 0.03 * 1.5 提升来算
    "触须图腾": {"白字": 0.2, "黄字": 0.37},

    "牛头镰刀": {"白字": 0.15, "力智系数": 0.50},
    "领域镰刀": {"暴伤": 0.3, "黄字": 0.3, "其他暂定": 1.025},  # 被动buff + 2
    "死神镰刀": {"黄字": 0.3, "白字": 0.4},

    "牛头战斧": {"力智系数": 0.43, "攻击系数": 0.15},
    "狮王战斧": {"攻击系数": 0.69},
    "狮王战斧": {"攻击系数": 0.59},
    "巫塔战斧": {"黄字": 0.38, "白字": 0.16},
}
# 辅助左槽数据库, 突破攻擊按照 100 來算
ASSIST_DB = {
    "牛角": {"攻击系数": 0.1, "力智系数": 0.1, "爆伤": 0.08},
    "黑洞": {"属白": 0.1, "技伤": 1.05},
    "怀表": {"黄字": 0.07, "其他暂定": (0.95 * 1.05 + (1 - 0.95)) * 1.02, "攻击": 100},
    "手套": {"攻击": 430, "其他暂定": 1.02},
    "面具": {"白字": 0.2, "其他暂定": 1.02, "攻击": 100},
    "羽毛": {"爆伤": 0.25, "其他暂定": (0.11 * 1.09 + (1 - 0.11)) * 1.02, "攻击": 100},
}


class Home():

    def __init__(self):
        # 最终测算结果
        self.result = []
        self.color = "indigo"
        # 基础力智
        self.base_power = 0
        # 基础攻击
        self.base_attack = 0
        # 基础属强
        self.base_attribute_strengthen = 0
        # 基础黄字
        self.base_yellow = 0
        # 基础白字
        self.base_white = 0
        # 基础减防
        self.base_reduce_defense = 0
        # 基础技伤
        self.base_skill_damage = 0
        # 基础暴击率
        self.base_critical = 0
        # 基础暴击值
        self.base_critical_value = 0
        # 基础暴伤
        self.base_critical_damage = 0
        st.set_page_config(
            page_title='页面标题',
            page_icon='☆☆☆',
            layout='wide',
            initial_sidebar_state='expanded'
        )

    def cal_compose(self, c_weapon=None):
        for equip, equip_info in EQUIP_DB.items():
            for jewelry, jewelry_info in JEWELRY_DB.items():
                # 火套不会跟光以及暗的套装搭配. 直接忽略
                if jewelry == "火套":
                    if equip in ["幽魂(高额暗属白)", "纯粹(光强辅助套)"]:
                        continue
                for weapon, weapon_info in WEAPON_DB.items():
                    if c_weapon and c_weapon not in weapon:
                        continue
                    for assist, assist_info in ASSIST_DB.items():
                        power = 0
                        attack = 0
                        power_rate = 0
                        attack_rate = 0
                        yellow = 0
                        white = 0
                        attribute_strengthen = 0
                        attribute_strengthen_yellow_rate = 0
                        attribute_strengthen_white_rate = 0
                        reduce_defense = 0
                        critical = 0
                        critical_value = 0
                        critical_damage = 0
                        skill_damage = 1
                        other = 1

                        for each in [equip_info, jewelry_info, weapon_info, assist_info]:
                            power += each.get("力智", 0)
                            attack += each.get("攻击", 0)
                            power_rate += each.get("力智系数", 0)
                            attack_rate += each.get("攻击系数", 0)
                            yellow += each.get("黄字", 0)
                            white += each.get("白字", 0)
                            attribute_strengthen += each.get("属强", 0)
                            attribute_strengthen_white_rate += each.get("属白", 0)
                            attribute_strengthen_yellow_rate += each.get("属黄", 0)
                            reduce_defense += each.get("减防", 0)
                            critical += each.get("暴击率", 0)
                            critical_value += each.get("暴击值", 0)
                            critical_damage += each.get("爆伤", 0)
                            if each.get("技伤"):
                                skill_damage *= each.get("技伤")  # 装备间乘算
                            if each.get("其他暂定"):
                                other *= each.get("其他暂定")  # 其他加成乘算

                        self.result.append(self.cal_main(power, attack, power_rate, attack_rate,
                                                         attribute_strengthen, yellow,
                                                         attribute_strengthen_yellow_rate, white,
                                                         attribute_strengthen_white_rate,
                                                         reduce_defense, skill_damage,
                                                         critical, critical_value, critical_damage,
                                                         other, equip, jewelry, weapon, assist))

    def cal_main(self, power, attack, power_rate, attack_rate, attribute_strengthen, yellow,
                 attribute_strengthen_yellow_rate, white, attribute_strengthen_white_rate, reduce_defense,
                 skill_damage, critical, critical_value, critical_damage, other,
                 equip, jewelry, weapon, assist):
        # ----------------- 面板信息 -----------------
        # 面板力智 =  基础力智 + 装备力智[+] * 装备力智百分比[+]
        panel_power = (self.base_power + power) * (1 + power_rate)
        # 面板攻击 = (基础攻击 + 装备攻击值[+]) * (1 + 装备攻击百分比[+] + 武器装扮) * (1 + 最终力智 / 250)
        panel_attack = (self.base_attack + attack) * (1 + attack_rate + 0.05) * (1 + panel_power / 250)
        # 面板暴击值 = 基础暴击值 + 装备暴击值[+]
        panel_critical_value = self.base_critical_value + critical_value
        # 暴击率 = 基础暴击率 + 装备暴击率[+] + 面板暴击值 / 25.3 / 100
        panel_critical = self.base_critical + critical + panel_critical_value / 27.24 / 100
        # 暴击伤害 = 基础暴击伤害 + 装备暴击伤害[+]
        panel_critical_damage = self.base_critical_damage + critical_damage  # 暴击伤害
        # 属强 = 基础属强 + 装备属强[+]
        panel_attribute_strengthen = self.base_attribute_strengthen + attribute_strengthen  # 属强
        # ----------------- 加成系数 -----------------
        # 力智提升
        fin_power_rate = (1 + (self.base_power + power) * (1 + power_rate) / 250) / (1 + (self.base_power / 250))
        # 攻击提升
        fin_attack_rate = (self.base_attack + attack) * (1 + attack_rate) / self.base_attack
        # 黄字提升 = 基础黄字 + 装备黄字[+]
        yellow_rate = self.base_yellow + yellow
        # 白字提升 = 基础白字 + 装备白字[+]
        white_rate = self.base_white + white
        # 属强提升 = (1 + 属强 / 220)
        # attribute_strengthen_rate = (1 + panel_attribute_strengthen / 220)
        attribute_strengthen_rate = panel_attribute_strengthen * 0.0045 + 1.05
        # 属黄提升  = 面板属黄 * 属强提升系数
        attribute_strengthen_yellow_rate *= attribute_strengthen_rate
        # 属白提升 = 面板属白 * 属强提升系数
        fin_attribute_strengthen_white_rate = attribute_strengthen_white_rate * attribute_strengthen_rate
        # 技伤 = 基础技伤 + 装备技伤[*]
        skill_damage_rate = self.base_skill_damage + skill_damage
        # 减防 = 基础减防 + 装备减防[+]
        reduce_defense_rate = self.base_reduce_defense + reduce_defense
        # 其他伤害加成 = 装备其他暂定伤害加成[*]
        other = other
        #  ----------------- 暂存常数系数 -----------------
        # 暴击期望 = 暴击率 * 暴击伤害 + ( 1 - 暴击率 )
        critical_desire = panel_critical * panel_critical_damage + (1 - panel_critical)
        # 最终黄字 = 1 + 属黄提升 + 黄字提升
        yellow = 1 + attribute_strengthen_yellow_rate + yellow_rate
        # 最终白字 = 1 + 属白提升  + 白字提升
        fin_white = 1 + fin_attribute_strengthen_white_rate + white_rate
        # 最终强度 = 面板攻击 * 黄提升 * 白提升 * 暴击期望提升 * 属强提升 * 技伤提升 * 其他提升
        fin_strength = panel_attack * yellow * fin_white * critical_desire * attribute_strengthen_rate * other * \
                       skill_damage_rate
        # 强度系数 = 力智提升 * 攻击提升 * 黄提升 * 白提升 * 暴击期望提升 * 属强提升 * 技伤提升 * 其他提升
        strength_rate = fin_power_rate * fin_attack_rate * yellow * fin_white * critical_desire * \
                        attribute_strengthen_rate * other * skill_damage_rate
        return {
            "装备": equip,
            "首饰": jewelry,
            "武器": weapon,
            "辅助": assist,
            "力智": panel_power,
            "攻击": panel_attack,
            "属强": panel_attribute_strengthen,
            "暴击": panel_critical,
            "暴伤": panel_critical_damage,
            "暴击期望": critical_desire,

            "力智系数": power_rate,
            "攻击系数": attack_rate,
            "黄字": yellow_rate,
            "白字": white_rate,
            "属白": attribute_strengthen_white_rate,
            "属白提升": fin_attribute_strengthen_white_rate,
            "技伤": skill_damage_rate - 1,
            "其他加成": other - 1,
            "减防加成": reduce_defense_rate,
            "强度值": fin_strength,
            "强度系数": strength_rate,
        }

    def start(self):
        st.title("装备测试")
        profession_map = {
            "团长": {"暴击率": 0.075, "暴伤": 0.223},
            "机械": {"力智": 170, "技伤": 0.13},
            "娘漫": {"暴伤": 0.3, "技伤": 0.09, "暴击率": 0.056, "属强": 10},
            "大枪": {"暴击率": 0.098, "暴伤": 0.178},
            "井盖": {"技伤": 0.13, "暴伤": 0.32},
        }
        cols = st.columns([1, 1,  9])
        with cols[0]:
            profession = st.selectbox("职业", profession_map.keys(), placeholder="职业", help="职业")
            base_power = st.number_input("基础力智", value=3500)
            base_attack = st.number_input("基础攻击", value=3200)
            base_attribute_strengthen = st.number_input("基础属强", value=210)
            base_yellow = st.number_input("基础黄字", value=15)
            base_white = st.number_input("基础黄字", value=24)
        with cols[1]:
            base_reduce_defense = st.number_input("基础减防", value=0)
            base_skill_damage = st.number_input("基础技伤", value=21)
            base_critical = st.number_input("基础暴击率", value=16)
            base_critical_value = st.number_input("基础暴击值", value=804)
            base_critical_damage = st.number_input("基础暴伤", value=150)

            self.base_power = base_power + profession_map[profession].get("力智", 0)
            self.base_attack = base_attack + profession_map[profession].get("攻击", 0)
            self.base_attribute_strengthen = base_attribute_strengthen + profession_map[profession].get("属强", 0)
            self.base_yellow = base_yellow / 100
            self.base_white = base_white / 24
            self.base_reduce_defense = base_reduce_defense / 100 + profession_map[profession].get("减防", 0)
            self.base_skill_damage = base_skill_damage / 100 + profession_map[profession].get("技伤", 0)
            self.base_critical = base_critical / 100 + profession_map[profession].get("暴击率", 0)
            self.base_critical_value = base_critical_value + profession_map[profession].get("暴击值", 0)
            self.base_critical_damage = base_critical_damage / 100 + profession_map[profession].get("暴伤", 0)
        with cols[2]:
            self.cal_compose()
            st.dataframe(self.result)

if __name__ == '__main__':
    Home().start()

 

posted @ 2023-08-10 11:50  羊驼之歌  阅读(2901)  评论(12编辑  收藏  举报