attack: display: "攻击力"
lore_display: ["攻击力", "物理攻击"]
type: ATTACK
default: 0.0
suffix: ""
real_attack:
display: "真实伤害"
lore_display: ["真实伤害", "无视防御伤害"]
type: ATTACK
default: 0.0
suffix: ""
crit:
display: "暴击几率"
lore_display: ["暴击几率", "暴击率"]
type: OTHER
default: 0.0
max: 100.0
suffix: "%"
crit_rate:
display: "暴伤倍率"
lore_display: ["暴伤倍率", "暴击伤害倍率"]
type: OTHER
default: 1.5
suffix: "x"
# ========== 元素类 ==========
fire:
display: "燃烧几率" #概率造成燃烧5秒的燃烧
lore_display: ["燃烧几率", "点燃几率"]
type: OTHER
default: 0.0
max: 100.0
suffix: "%"
fire_damage:
display: "燃烧伤害" #增加燃烧伤害计算为每秒共计5秒
lore_display: ["燃烧伤害", "火焰伤害"]
type: OTHER
default: 0.0
suffix: ""
lightning:
display: "雷击几率" #概率对怪物周围造成闪电伤害
lore_display: ["雷击几率", "雷电几率"]
type: OTHER
default: 0.0
max: 100.0
suffix: "%"
lightning_damage:
display: "雷击伤害" #增加闪电伤害
lore_display: ["雷击伤害", "雷电伤害"]
type: OTHER
default: 0.0
suffix: ""
trauma_chance:
display: "创伤几率" #概率对敌人施加创伤记录接下来两秒内造成的伤害总和
lore_display: ["创伤几率", "撕裂几率"]
type: OTHER
default: 0.0
max: 100.0
suffix: "%"
trauma_rate:
display: "创伤倍率" #造成两秒内创伤总和的30%伤害
lore_display: ["创伤倍率", "撕裂倍率"]
type: OTHER
default: 0.3 #默认创伤倍率
suffix: "x"