Bۻ4qb6ҫ_bEr_#)p"Y?xy_{cob J،?IG]P8X)X+WʕA#Blٮ=k^JT4+=z]}mL!&ho?g?`?U?DK?LF?d??p8?3?,?%? ?8?L?, ?><>\>|>>> >4><>>>\>T>>>>|>@o>b>N>PH>9>">>p>x>=(= ==Լ=P=(= =X=v=f=d_=LW=dL=d;=T3=\)== ==$<<<X<<< <<ĕ<<o<|a<|P<E<$7<p'<T< <;;;;;;<;;ԡ;t;y;n;S;LI;:;1;$;;; ;P;`::::`:`: :z:l:a:W:0B:-:X ::X :99 9P98999t999lr9\j9S9I9<9@0999t9l88H88@88q8`c88\8P8XB80688P877t7L707<7D7\7t77 y7b7XQ7C797%7077766666ب666D6To6c6XR6xD60:6.6 6|66X555555555 r5d5\5G5?5@,5 5 5584X44p4444v4m4\4HS4D4x844p4`3333x33t3y3o33Dl|08tZ8SB1tDxgQF8 Xoad?((,zg|] S@D)l  , d  \v e D&\ TtdfPYD)x  4Xh$Ly=<;9<7H6853X210,0l/.-,*|(%$##!T(`00 4 ,  dT@,`|(td$d <tplXLd,8xpijв\| <,tX ,X4@~}|{zTyxvtxs@r e8dDc a8`^[YWUpSRP8OhMLJ`IGpFD\CB@?=<H:H8653`2@1/,.l,*(L'X%#H"0!h Dl4Hp  $<X4(DX,x\ @L@@dTTȪԦ0<8xԛ4d0t\ВTԍTP}|{{0z\yxwvuusrqpoHnlmxltk,jhgfPe|dhcax`_^]\@[YXWVUTR0QON@MLJIxHTG0F@ETD(CA?=<,:L8l6420\/-$,(+0*)'&X%@$(#"!Dxdl d0 x  \048Tx@ (TD\lLd8PPȿtԹ$Ьxtԑ(̉HTh~|zHywusrrponnDmlxkhjhihhgfedccDba``_^@]p\d[XZdYpXWVV@UlTSRQQPO0N(M L0K@JDIHHXGhF|EDCBA@@8?>=<0;98776504D3 20/.-,*)L'%#l!D0   p8$W  sktok_xdmac3Fw#tI,< sktok_xdmac3 落雪防护c部署后存在期间内保护自身身后的所有单位不受雪崩影响,遭遇雪崩后退场 sktok_xdmac3 sktok_xdmac3ԤX  sktok_xdmac2bxA,< sktok_xdmac2 积雪固定T部署后存在期间内自身所在禁区不会触发雪崩,一段时间后退场 sktok_xdmac2 sktok_xdmac2Y  sktok_xdmac1ry@@,< sktok_xdmac1 雪崩触发B部署后短时间内大量增加自身所在禁区的雪崩预警$?intervalܦ@sp sktok_xdmac1 sktok_xdmac1Z h sktok_xdice1,@$4<P&P sktok_xdice1雪崩对禁区内所有敌人造成真实伤害并<@ba.vup>特大力地推动;\n对禁区内所有我方单位造成真实伤害并<@ba.vup>推动一格,若<@ba.vup>无法推动则造成更多真实伤害并晕眩;\n<@ba.rem>推动方向为圣女像所指朝向ШL?sp_ratioF@$4<PQ sktok_xdice1雪崩对禁区内所有敌人造成真实伤害并<@ba.vup>特大力地推动;\n对禁区内所有我方单位造成真实伤害并<@ba.vup>推动一格,若<@ba.vup>无法推动则造成更多真实伤害并晕眩;\n<@ba.rem>推动方向为圣女像所指朝向`L?sp_ratio@ 08LH sktok_xdice1雪崩对禁区内所有敌人造成真实伤害并<@ba.vup>特大力地推动;\n对禁区内所有我方单位造成真实伤害并<@ba.vup>推动一格,若<@ba.vup>无法推动则造成更多真实伤害并晕眩;\n<@ba.rem>推动方向为圣女像所指朝向L?sp_ratiob@$4<PT sktok_xdice1雪崩对禁区内所有敌人造成真实伤害并<@ba.vup>特大力地推动;\n对禁区内所有我方单位造成真实伤害并<@ba.vup>推动一格,若<@ba.vup>无法推动则造成更多真实伤害并晕眩;\n<@ba.rem>推动方向为圣女像所指朝向|L?sp_ratio sktok_xdice1 sktok_xdice1a  sktok_xdplatN(< sktok_xdplat伊斯贝塔高台 D branch_idl#tIduration sktok_xdplat sktok_xdplat( sktok_acblzd:$4E sktok_empty谢拉格寒风I每隔一定时间对全场敌人造成一定时间的<$ba.cold>寒冷 sktok_acblzd sktok_acchal_1 $4<|{?0-1sktok_acchal_1教鞭?拖拽至场上使用后,选择一项悬赏任务进行挑战sktok_acchal_1tsktok_accopy_1 $4<|?1-1sktok_accopy_1画卷W拖拽至场上使用后,获得范围内的干员(包括精锐状态和装备!)sktok_accopy_1l4sktok_acdisney_1 $8L}?0-1sktok_acdisney_1“神秘顾客”拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家sktok_acdisney_18 sktok_achplatJ 0<` sktok_achplat 射击台!可将高台干员部署于其上 sktok_achplat sktok_accrate$bJ 阻隔工事e改变敌人的行进路线\n<@ba.rem>如果阻隔工事阻挡了敌人,敌人会破坏此工事 sktok_accratelsktok_aclasert@(8RKsktok_aclasert“双眼皮”根据当前层数最高的盟约获得强化:每层盟约层数使自身攻击速度+1,攻击额外附带造成0.1%<$ba.fragile>脆弱,持续2秒(至多300层)T,ff?max_damage_scaleصCmax_attack_speedo:damage_scale_per_stack$?attack_speed_per_stacksktok_aclasert`ػsktok_acarm109_2408H?sktok_common_acarm信标 装备时,目标干员和本装备销毁并自动选取1位在场相应盟约人数最多的队友,下个休整期向其<@ba.vup>发送1个同品质的同名干员\n<@ba.acrem>若无符合条件者则返还该干员\n<@ba.acrem>无法装备给自选干员sktok_acarm109_2sktok_acarm109_1608HD?sktok_common_acarm信标 装备时,目标干员和本装备销毁并自动选取1位在场相应盟约人数最多的队友,下个休整期向其<@ba.vup>发送1个同品质的同名干员\n<@ba.acrem>若无符合条件者则返还该干员\n<@ba.acrem>无法装备给自选干员sktok_acarm109_18sktok_acarm103_2B80@P?sktok_common_acarm 黄沙罗盘 初始技力+40;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时携带“萨尔贡浓茶”, 每次开启技能时为全部【萨尔贡】干员回复5点技力sktok_acarm103_2xsktok_acarm103_190@P?sktok_common_acarm 黄沙罗盘 初始技力+25;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时携带“萨尔贡浓茶”, 每次开启技能时为全部【萨尔贡】干员回复3点技力sktok_acarm103_10sktok_acarm102_2;0Dd?sktok_common_acarm耶拉冈德之泪R法术抗性+50;若携带者为【谢拉格】盟约干员,该干员击倒敌人时使周围一定范围内的其它敌人受到2秒<$ba.cold>寒冷\n<@ba.acrem>若该【谢拉格】盟约干员同时携带“谢拉格不融冰”,击倒敌人时使周围一定范围内的其它敌人额外受到一次2秒<$ba.cold>寒冷sktok_acarm102_20sktok_acarm102_1=0Dd?sktok_common_acarm耶拉冈德之泪R法术抗性+30;若携带者为【谢拉格】盟约干员,该干员击倒敌人时使周围一定范围内的其它敌人受到2秒<$ba.cold>寒冷\n<@ba.acrem>若该【谢拉格】盟约干员同时携带“谢拉格不融冰”,击倒敌人时使周围一定范围内的其它敌人额外受到一次2秒<$ba.cold>寒冷sktok_acarm102_10sktok_acarm079_2?0@hd?sktok_common_acarm 蒸汽之心%攻击速度+60;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时携带“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)sktok_acarm079_2xsktok_acarm079_1A0@h4?sktok_common_acarm 蒸汽之心%攻击速度+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时携带“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)sktok_acarm079_1Hsktok_acarm078_2RC0@?sktok_common_acarm海沟实验体g受到的伤害-300点;若携带者为【阿戈尔】盟约干员,该干员触发【阿戈尔】盟约<@ba.vup>吞噬效果的范围改为周围四格,并让【阿戈尔】盟约获得对应层数\n<@ba.acrem>若该【阿戈尔】盟约干员同时携带“阿戈尔重刃”,<@ba.vup>吞噬周围四格干员时额外获得其等量生命值sktok_acarm078_2Xsktok_acarm078_1bE0@?sktok_common_acarm海沟实验体g受到的伤害-180点;若携带者为【阿戈尔】盟约干员,该干员触发【阿戈尔】盟约<@ba.vup>吞噬效果的范围改为周围四格,并让【阿戈尔】盟约获得对应层数\n<@ba.acrem>若该【阿戈尔】盟约干员同时携带“阿戈尔重刃”,<@ba.vup>吞噬周围四格干员时额外获得其等量生命值sktok_acarm078_1hsktok_acarm077_2rG0@L$?sktok_common_acarm 天师古鼎 生命值+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时携带“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)sktok_acarm077_2sktok_acarm077_1&I0@Lؖ?sktok_common_acarm 天师古鼎 生命值+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时携带“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)sktok_acarm077_1Xsktok_acarm076_2J0@l?sktok_common_acarm 铳骑之威*攻击力+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时携带“拉特兰桥夹”,子弹伤害改为300%攻击力sktok_acarm076_2,sktok_acarm076_1L0@l`?sktok_common_acarm 铳骑之威*攻击力+35%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时携带“拉特兰桥夹”,子弹伤害改为300%攻击力sktok_acarm076_1xsktok_acarm075_2N0@4?sktok_common_acarm 寻呼模块`装备时销毁,立即特殊刷新一次商店,仅出现与该干员有相同盟约的干员sktok_acarm075_2 sktok_acarm075_1O0@@?sktok_common_acarm 寻呼模块`装备时销毁,立即特殊刷新一次商店,仅出现与该干员有相同盟约的干员sktok_acarm075_1sktok_acarm074_2P0DL?sktok_common_acarm商业包装方案O每出售6名干员,额外获得一个此装备携带者的初始同名干员sktok_acarm074_2sktok_acarm074_1Q0DH?sktok_common_acarm商业包装方案O每出售8名干员,额外获得一个此装备携带者的初始同名干员sktok_acarm074_1sktok_acarm073_2R0@D?sktok_common_acarm变形同构体携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏sktok_acarm073_2Dsktok_acarm073_1S0@x?sktok_common_acarm变形同构体携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏sktok_acarm073_1xsktok_acarm072_2T0@?sktok_common_acarm 突变细胞<战斗结束后,装备者替换为高一阶的随机干员sktok_acarm072_2`sktok_acarm072_1U0@?sktok_common_acarm 突变细胞<战斗结束后,装备者替换为高一阶的随机干员sktok_acarm072_1Hsktok_acarm071_2V0@|?sktok_common_acarm 博士投影?任意干员可装备,立即使该干员晋升为精锐干员sktok_acarm071_20sktok_acarm071_1W0@d?sktok_common_acarm 博士投影Z任意干员可装备,下个回合开始时销毁,并使该干员晋升为精锐干员sktok_acarm071_14sktok_acarm070_2X0@ph?sktok_common_acarm人事部文档.装备时销毁,最大可部署人数变为9sktok_acarm070_2 sktok_acarm070_1Y0@p@?sktok_common_acarm人事部文档.装备时销毁,最大可部署人数变为9sktok_acarm070_1\sktok_acarm069_2fZ0@?sktok_common_acarm 拟态物质装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员sktok_acarm069_2sktok_acarm069_1[0@H?sktok_common_acarm 拟态物质装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员sktok_acarm069_1Dsktok_acarm068_2\0<|x?sktok_common_acarmM3茧甲=战斗阶段被击倒时立刻复活(一场战斗仅2次)sktok_acarm068_2(sktok_acarm068_1]0<|\?sktok_common_acarmM3茧甲=战斗阶段被击倒时立刻复活(一场战斗仅1次)sktok_acarm068_1 sktok_acarm067_2^0@@?sktok_common_acarm双模机械臂l攻击力+20%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害sktok_acarm067_2$sktok_acarm067_1_0@X?sktok_common_acarm双模机械臂l攻击力+10%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害sktok_acarm067_1<sktok_acarm066_2`0@lp?sktok_common_acarm 幸运硬币+装备时销毁,并随机获得2~12资金sktok_acarm066_2sktok_acarm066_1a0@lD?sktok_common_acarm 幸运硬币*装备时销毁,并随机获得1~6资金sktok_acarm066_1\sktok_acarm065_2fb0@t?sktok_common_acarm 休眠子裔3每攻击1个目标,回复自身4%最大生命值sktok_acarm065_28sktok_acarm065_1Bc0@t?sktok_common_acarm 休眠子裔3每攻击1个目标,回复自身2%最大生命值sktok_acarm065_1sktok_acarm064_2d0@б?sktok_common_acarm 突袭手雷F每次部署后的12秒内,攻击时使目标<$ba.stun>晕眩2秒sktok_acarm064_2sktok_acarm064_1e0@?sktok_common_acarm 突袭手雷E每次部署后的8秒内,攻击时使目标<$ba.stun>晕眩2秒sktok_acarm064_1|sktok_acarm063_2e0@?sktok_common_acarm精准狙击镜=攻击距离自身3格及以上的目标时,伤害提高40%sktok_acarm063_2dsktok_acarm063_1f0@?sktok_common_acarm精准狙击镜=攻击距离自身3格及以上的目标时,伤害提高25%sktok_acarm063_1Lsktok_acarm062_2g0D?sktok_common_acarm谢拉格不融冰>攻击时有30%概率对目标施加1秒的<$ba.cold>寒冷sktok_acarm062_28sktok_acarm062_1h0Dl?sktok_common_acarm谢拉格不融冰>攻击时有18%概率对目标施加1秒的<$ba.cold>寒冷sktok_acarm062_1$sktok_acarm061_2i0@X?sktok_common_acarm护盾无人机M治疗时有15%概率使目标获得1层<$ba.shield>护盾(最多1层)sktok_acarm061_2sktok_acarm061_1j0@P?sktok_common_acarm护盾无人机M治疗时有10%概率使目标获得1层<$ba.shield>护盾(最多1层)sktok_acarm061_1sktok_acarm060_2k0<H?sktok_common_acarm 防暴盾E阻挡敌人时,受到来自非自身阻挡单位的伤害降低70%sktok_acarm060_2xsktok_acarm060_1l0<4?sktok_common_acarm 防暴盾E阻挡敌人时,受到来自非自身阻挡单位的伤害降低40%sktok_acarm060_1dsktok_acarm059_2nm0@ ?sktok_common_acarm 浓缩嗅盐X生命值大于50%时,免疫<$ba.stun>晕眩、<$ba.frozen>冻结等特殊状态sktok_acarm059_2hsktok_acarm059_1rn0@$?sktok_common_acarm 浓缩嗅盐X生命值大于80%时,免疫<$ba.stun>晕眩、<$ba.frozen>冻结等特殊状态sktok_acarm059_1lsktok_acarm058_2vo0@(?sktok_common_acarm 催泪瓦斯=攻击时有5%概率使目标获得一层<$ba.palsy>麻痹sktok_acarm058_2Tsktok_acarm058_1^p0@?sktok_common_acarm 催泪瓦斯=攻击时有3%概率使目标获得一层<$ba.palsy>麻痹sktok_acarm058_1<sktok_acarm057_2Fq0@?sktok_common_acarm拉特兰桥夹H子弹类技能首次剩余一发子弹时有70%概率恢复40%的子弹sktok_acarm057_20sktok_acarm057_1:r0@?sktok_common_acarm拉特兰桥夹H子弹类技能首次剩余一发子弹时有40%概率恢复40%的子弹sktok_acarm057_1$sktok_acarm056_2.s0@d?sktok_common_acarm不屈弹射器#再部署时间-50%,生命值-30%sktok_acarm056_2xsktok_acarm056_1s0@d?sktok_common_acarm不屈弹射器#再部署时间-30%,生命值-30%sktok_acarm056_1Dsktok_acarm055_2t0<hx?sktok_common_acarm 伪装服+部署后50秒内获得<$ba.camou>迷彩sktok_acarm055_2sktok_acarm055_1u0<hH?sktok_common_acarm 伪装服+部署后25秒内获得<$ba.camou>迷彩sktok_acarm055_1\sktok_acarm054_2fv0<d?sktok_common_acarm 蜂鸣器%更容易受到攻击,生命值+30%sktok_acarm054_2(sktok_acarm054_12w0<T?sktok_common_acarm 蜂鸣器更容易受到攻击sktok_acarm054_1lsktok_acarm053_2w0@d?sktok_common_acarm激光发射器!攻击无视目标40%法术抗性sktok_acarm053_28sktok_acarm053_1x0@dl?sktok_common_acarm激光发射器!攻击无视目标25%法术抗性sktok_acarm053_1|sktok_acarm052_2y0@8?sktok_common_acarm有限加速器F每次攻击或治疗后,本场战斗中攻击速度+2,最高60层sktok_acarm052_2lsktok_acarm052_1vz0@(?sktok_common_acarm有限加速器F每次攻击或治疗后,本场战斗中攻击速度+1,最高60层sktok_acarm052_1\sktok_acarm051_2f{0@?sktok_common_acarm迅捷作战粮\部署时,获得6点技力;每有一个同盟约的其他干员,额外获得6点技力sktok_acarm051_2dsktok_acarm051_1n|0@ ?sktok_common_acarm迅捷作战粮\部署时,获得3点技力;每有一个同盟约的其他干员,额外获得3点技力sktok_acarm051_1lsktok_acarm050_2v}0@d(?sktok_common_acarm萨尔贡浓茶!技力自然回复速度+0.25/秒sktok_acarm050_28sktok_acarm050_1B~0@d?sktok_common_acarm萨尔贡浓茶!技力自然回复速度+0.15/秒sktok_acarm050_1sktok_acarm049_20@?sktok_common_acarm歌利亚头盔P生命值+60%;部署时若身前一格没有其他干员,生命值额外+40%sktok_acarm049_2sktok_acarm049_1 0@?sktok_common_acarm歌利亚头盔P生命值+35%;部署时若身前一格没有其他干员,生命值额外+25%sktok_acarm049_1sktok_acarm048_20@P?sktok_common_acarm 口袋法阵法术抗性+35sktok_acarm048_2<sktok_acarm048_10@Pp?sktok_common_acarm 口袋法阵法术抗性+20sktok_acarm048_1l sktok_acarm047_2v0@P(?sktok_common_acarm 坚守盾牌 防御力+60%sktok_acarm047_2$ sktok_acarm047_1.0@P?sktok_common_acarm 坚守盾牌 防御力+35%sktok_acarm047_1d sktok_acarm046_20@`?sktok_common_acarm阿戈尔重刃攻击力+60%,攻击速度-10sktok_acarm046_2, sktok_acarm046_10@``?sktok_common_acarm阿戈尔重刃攻击力+35%,攻击速度-10sktok_acarm046_1l sktok_acarm045_2v0D(?sktok_common_acarm战栗维式重锤e攻击力+40%;若携带者是地面干员则攻击时有8%概率使目标<$ba.tremble>战栗2秒sktok_acarm045_2 sktok_acarm045_10D<?sktok_common_acarm战栗维式重锤e攻击力+25%;若携带者是地面干员则攻击时有8%概率使目标<$ba.tremble>战栗2秒sktok_acarm045_1 sktok_acarm044_20DdP?sktok_common_acarm加速维式重锤攻击力+40%;攻击速度+30sktok_acarm044_2 `sktok_acarm044_1j0Dd?sktok_common_acarm加速维式重锤攻击力+25%;攻击速度+30sktok_acarm044_1 ,sktok_acarm043_260D?sktok_common_acarm坚固维式重锤L攻击力+40%;首次受到致命伤害时生命值不低于1,持续15秒sktok_acarm043_2 (sktok_acarm043_120D?sktok_common_acarm坚固维式重锤L攻击力+25%;首次受到致命伤害时生命值不低于1,持续15秒sktok_acarm043_1 $sktok_acarm042_2.0D?sktok_common_acarm灼燃维式重锤]攻击力+40%;造成法术伤害附带相当于10%伤害的<$ba.dt.burning2>灼燃损伤sktok_acarm042_2 0sktok_acarm042_1:0D?sktok_common_acarm灼燃维式重锤]攻击力+25%;造成法术伤害附带相当于10%伤害的<$ba.dt.burning2>灼燃损伤sktok_acarm042_1<sktok_acarm041_2F0@P?sktok_common_acarm 维式重锤 攻击力+20%sktok_acarm041_2|sktok_acarm041_10@P?sktok_common_acarm 维式重锤 攻击力+10%sktok_acarm041_14sktok_acarm040_20@h?sktok_common_acarm 炎国短刀I每开启一次技能,获得8%的攻击力加成(最多叠加10次)sktok_acarm040_2(sktok_acarm040_10@\?sktok_common_acarm 炎国短刀I每开启一次技能,获得5%的攻击力加成(最多叠加10次)sktok_acarm040_1 sktok_murtre ,<p? sktok_empty 浮动搭载0未被摧毁时,提供<@ba.vup>200点分数 sktok_murtre$d sktok_murmagj ,<? sktok_empty 磁吸信标可以部署干员至上方,会把<红宝石飞翼>、<蓝宝石飞翼>、<钻石飞翼>和<沉水物资箱><@ba.vup>较大力地拖拽至自身所在位置 sktok_murmag, sktok_murbas ,<X? sktok_empty 多向拼接可以部署干员至上方 sktok_murbas \ sktok_murjetb 0@t? sktok_murjet 加力推进0根据受到的伤害<@ba.vup>推动漂流艇< ?fx_timeDfx_2HCfx_1 sktok_murjet  sktok_muulct@ B 0D? sktok_muulct全都是虚像!部署后<@ba.vup>40秒内,全场处于异常状态下的敌人受到的物理和法术伤害提升<@ba.vup>40%,且每隔10秒使攻击范围内的所有敌人<$ba.stun>晕眩<@ba.vup>5秒x33? damage_scale sktok_muulct  sktok_rgcssm>BC$4@ sktok_rgcssm 古雕伥V消耗20点部署费用,使古雕伥把嘴闭上一段时间,并停止吐出敌人|D&enemy_1303_mhshep_2attack@enemy_keybenemy_1303_mhshep_2 enemy_key$Atalent@intervalD?cntstunlAcost sktok_rgcssm sktok_rgcssm$ sktok_lhside:@(,<L?x-1 sktok_lhside 信号增幅开启技能时,范围内除自身外每有一个生产模块,使范围内所有友方干员攻击力+2%,生命值+2%,持续30秒(不可叠加)D(A buff_duration ף<max_hp0 ף<atk sktok_lhsideX0  sktok_lhbot A(,8@R1-1 sktok_lhbot探矿部署后可以攻击,造成法术伤害;部署在【富集矿区】上时,会在【富集矿区】进行钻探,技能结束后使其变为【源石矿场】 sktok_lhbot" sktok_lhvlg*(,8H(#?x-4 sktok_lhvlg 作战规划开启技能会使技能范围内一个随机敌人攻击力与最大生命值+50%,并在周围四格生成一个新的【先遣侦测器】;被标记的敌人被击倒后,掉落一件<@ba.drop>低级战术插件hL((@max_generationequip_1keyh?max_hp?atk sktok_lhvlg$ sktok_lhupgd2?(,<L?0-1 sktok_lhupgd 强化验收n开启技能后,生成<@ba.enemy>强力的敌人,击败此敌人会升级一件已穿戴的战术插件\46Circle_2 branch_idb0.5|0.5prob,#enemy_6002_trswlf|enemy_1045_hammer enemy_key sktok_lhupgdl % sktok_lhtownJ$4DP!7? sktok_lhtown 安防巡逻场上每个【先遣侦测器】或其他【侦测中心】使自身每5秒获得1点技力;开启技能后,生成一个<@ba.enemy>护障(击败获得<@ba.drop>狙击进阶信物和<@ba.drop>特种进阶信物)或者<@ba.enemy>赞助无人机(击败获得<@ba.drop>狙击进阶信物,<@ba.drop>特种进阶信物和一个<@ba.drop>插件补给点)h("@max_summon_cnt&enemy_1105_tyokaisummon2.enemy_keybenemy_1355_mrflysummon1.enemy_key,#?cnt sktok_lhtownT#( sktok_lhswer$(8@T"0-1 sktok_lhswer来客技力不自然回复,敌人经过时回复技力;开启技能时,生成一只<@ba.enemy>磐蟹(击败获得<@ba.drop>特种进阶信物和<@ba.drop>重装进阶信物)X($@max_summon_cntBCircle_2 branch_idnenemy_1016_diaman enemy_key sktok_lhswerD%H* sktok_lhshopO@ 08$D$  sktok_lhshop铸造技力不自然回复,每当获得新战术插件时,获得技力;开启技能后,获得一件<@ba.drop>中级战术插件或<@ba.drop>高级战术插件,每开启技能两次后获得一个<@ba.drop>插件强化点d8B trap_lhshopdrop_trap_poolrequip_2 battle_item('?count_gain_trapH'@count_trigger_gain_trapp'?count_gain_equip sktok_lhshop' - sktok_lhrift6$(8@&0-1 sktok_lhrift来客技力不自然回复,敌人经过时回复技力;开启技能时,生成一个<@ba.enemy>吸气乱动机(击败获得随机类型的两种<@ba.drop>精英进阶信物)X()@max_summon_cntCircle_2 branch_idenemy_18003_lhkarb enemy_key sktok_lhrift)  / sktok_lhport",0@P4,#?0-1 sktok_lhport 长途运输场上有其他通过【河流】联通的【装卸机】时,生成运输汽艇,前往其他可以抵达的【装卸机】;运输汽艇抵达目的地时,根据距离获得所有类型的<@ba.drop>精英进阶信物X((+?max_summon_cntCircle_2 branch_idenemy_18001_lhship enemy_key sktok_lhport+41 sktok_lhpltF(,8H,,?x-5 sktok_lhplt 污染传播生成时,在周围生成<@ba.enemy>辐能源石虫;开启技能时,在周围的空闲地块生成<@ba.enemy>源石晶簇;生成的第二代<@ba.enemy>源石晶簇将不再生成新的<@ba.enemy>源石晶簇(@-@max_generation x-5range_id sktok_lhplt-` 3 sktok_lhpad2"X$4<x. ? sktok_lhpad2丰收j自然回复技力,敌人经过时扣除技力;开启技能时,获得大量<@ba.drop>培训手册8 trap_drop_pad2 extra_pool:trap_drop_pad2 default_pool sktok_lhpad2/X4 sktok_lhpadY$08/ ? sktok_lhpad采摘j自然回复技力,敌人经过时扣除技力;开启技能时,获得少量<@ba.drop>培训手册8~ trap_drop_pad extra_pool trap_drop_pad default_pool sktok_lhpad05 sktok_lhhe @(,8@d1?x-5 sktok_lhhe灌溉仅可部署在地图边缘格或其他【河流】周围四格。周围其他【地形】的效果提高。周围四格有地面时,会灌溉土壤,形成【沃土】并在技能开启时生成<@ba.enemy>潜水员(击败获得<@ba.drop>狙击进阶信物和<@ba.drop>特种进阶信物)或<@ba.enemy>码头水手(击败获得<@ba.drop>近卫进阶信物和<@ba.drop>先锋进阶信物)P,>0.5|0.5prob2@max_summon_cntCircle_2 branch_id x-5range_id,#enemy_1160_hvyslr|enemy_1158_divman enemy_key sktok_lhhe3,9 sktok_lhflwrB^@ 0<<2 sktok_lhflwr 打人树技力不自然回复,仅攻击生命值小于自身攻击力的非领袖敌人,击倒敌人时获得技力;开启技能销毁自身,并生成<@ba.enemy>树盾(击败获得<@ba.drop>重装进阶信物和<@ba.drop>医疗进阶信物)X4Circle_2 branch_id|5?max_summon_cntenemy_10069_ftlsj enemy_key sktok_lhflwr5\; sktok_lhfarmr@(,<L62?x-5 sktok_lhfarm 回收利用5场上有感染生物倒下时回复技力。若感染生物倒下时位于自身攻击范围内,技力回复加倍。开启技能时,获得少量<@ba.drop>培训手册和<@ba.drop>策略信标,且在周围生成数个<@ba.enemy>源石虫·β(击败后获得微量<@ba.drop>培训手册)\8Ftrap_drop_farmresource8@max_summon_cntCircle_2 branch_id x-5range_idenemy_1007_slime_3 enemy_key sktok_lhfarm84> sktok_lhfacpJ@(,<L92?x-5 sktok_lhfacp超负荷运转=场上有感染生物倒下时回复技力。若感染生物倒下时位于自身攻击范围内,技力回复加倍。开启技能时,获得中量<@ba.drop>培训手册和少量<@ba.drop>封装矿核,且在周围生成数个<@ba.enemy>高能源石虫(击败后获得少量<@ba.drop>培训手册)x\8*trap_drop_facpresource:@max_summon_cnt;?probCircle_2 branch_id x-5range_idenemy_1021_bslime enemy_key sktok_lhfacp;t0A sktok_lhfacB@(,8H@<?x-1 sktok_lhfac 污染处理开启技能摧毁自身以及范围内的所有【源石晶簇】,使所在格变为【源石矿场】,并在周围四格生成数个<@ba.enemy>矿脉守卫(击败获得<@ba.drop>近卫进阶信物和<@ba.drop>先锋进阶信物)\8 trap_drop_facresource=@max_summon_cnt"Circle_2 branch_idN x-5range_idrenemy_7002_veingd enemy_key sktok_lhfacD>C sktok_lheqp?(,8H(??0-1 sktok_lheqp 补给签收开启技能后,生成一个<@ba.enemy>不可阻挡也不会攻击的敌人,击败此敌人会掉落一件<@ba.drop>高级战术插件`0equip_3 battle_itemCircle_2 branch_idJ0.5|0.5probn,!enemy_1285_sgwlf|enemy_7019_thief enemy_key sktok_lheqpP@E sktok_lhdoor@(,<L8A?0-1 sktok_lhdoor 空间跳跃K将自身所在格的一个敌人传送至最近的可达我方干员位置 sktok_lhdoorTAF sktok_lhcolb@$(8DhX@ x-5 sktok_lhcolb 读书会#技力不自然回复,获得生产模块时回复技力;开启技能时,在周围地面生成<@ba.enemy>护盾高阶术师(击败获得<@ba.drop>术师进阶信物和<@ba.drop>辅助进阶信物),掉落<@ba.drop>技巧手册并有概率掉落<@ba.drop>生产模块T(,C@max_summon_cnt lv_1 battle_item trap_drop_col2resource Circle_2 branch_idB enemy_1036_amraoe enemy_keyv  x-5range_id sktok_lhcolb高阶术师(击败获得<@ba.drop>术师进阶信物和<@ba.drop>辅助进阶信物),并掉落少量<@ba.drop>技巧手册\(E@max_summon_cntv  trap_drop_colresource Circle_2 branch_id enemy_1018_aoemag enemy_key x-5range_id sktok_lhcolF@L sktok_lhcampcV8$(8@E0-1 sktok_lhcampc来客技力不自然回复,敌人经过时回复技力;开启技能时,生成一只<@ba.enemy>苔生兽(击败获得<@ba.drop>近卫进阶信物和<@ba.drop>先锋进阶信物)X((H@max_summon_cntCircle_2 branch_idenemy_7005_xbbull enemy_key sktok_lhcampcH4N sktok_lhcampbJ:$(8@G0-1 sktok_lhcampb来客技力不自然回复,敌人经过时回复技力;开启技能时,生成一个<@ba.enemy>重装防御者(击败获得<@ba.drop>重装进阶信物和<@ba.drop>医疗进阶信物)X($J@max_summon_cntCircle_2 branch_idenemy_1006_shield enemy_key sktok_lhcampbJ0P sktok_lhcampaF<$(8@I0-1 sktok_lhcampa来客技力不自然回复,敌人经过时回复技力;开启技能时,生成一个<@ba.enemy>狙击步兵(击败获得<@ba.drop>狙击进阶信物和<@ba.drop>特种进阶信物)X(L@max_summon_cntCircle_2 branch_idenemy_1047_sagent enemy_key sktok_lhcampaL(R sktok_lhcamp>>$(8@K0-1 sktok_lhcamp来客技力不自然回复,敌人经过时回复技力;开启技能时,生成一个<@ba.enemy>拾荒者(击败后获得<@ba.drop>培训手册)X(M@max_summon_cnt~Circle_2 branch_idenemy_1030_wteeth enemy_key sktok_lhcampN4S sktok_lhblod@$(8@ Mx-4 sktok_lhblod血溃技力不自然回复,周期性对我方单位造成伤害,累计造成一定伤害后回复技力;开启技能时,在周围地面生成<@ba.enemy>血珀,掉落少量<@ba.drop>技巧手册,并销毁自身h8ztrap_drop_blodresourceCircle_2 branch_id x-4range_idenemy_1367_dseed enemy_key sktok_lhblodPLHV sktok_lhbatZB$(4D0Ox-4 sktok_lhbat 血之遗赠技力不自然回复,攻击范围内有敌人倒下时获得1点技力;开启技能后,生成一只<@ba.enemy>大君之触(击败后获得少量<@ba.drop>培训手册)或者获得一件<@ba.drop>低级战术插件pT0equip_1 battle_itemR@max_summon_cntR?prob6Circle_2 branch_idbenemy_1220_dzoms enemy_key sktok_lhbat4SX sktok_lharenD(,<HT?0-1 sktok_lharen 开打!F开启技能后,随机生成<@ba.enemy>呼啸骑士团学徒,<@ba.enemy>无名独立骑士,<@ba.enemy>持盾独立骑士,<@ba.enemy>沸血骑士团学徒中的一位(根据击败的敌人获得<@ba.drop>精英进阶信物)。此敌人被击倒后使本【冲突围栏】上的干员攻击力提高3%p@(,U@max_summon_cntLU<atkCircle_2 branch_id0.25|0.25|0.25|0.25prob.PGenemy_1099_nbkght|enemy_1101_plkght|enemy_1102_sdkght|enemy_1103_wdkght enemy_key sktok_lharen8V  sktok_spawnpʀ$4D W? sktok_spawnp 协同指令F激活后,切换在此集结的矿工游击队的出击/待命指令t@ mcreep_routetalent@branch_idhW@@talent@max_mcreep_near_countWpAtalent@intervalNtalent@action_indexW@talent@max_mcreep_count sktok_spawnp sktok_spawnp(X,  sktok_mjcsdw 0@|0W sktok_mjcsdw破茧倒计时9可以阻挡月光。一段时间后敌人会破茧而出tT8  enemy_mjcsdw branch_idLY?show_fxdYaD sp_warningYL?damage_resistanceY?sp_moonY?intervalY?spB- 0@TX sktok_mjcsdw破茧倒计时可以阻挡月光tT8! enemy_mjcsdw branch_idZ?show_fxZaD sp_warningZL?damage_resistance[?sp_moon[?interval4[?sp sktok_mjcsdw sktok_mjcsdwp[D  sktok_pckzhn  $0,*?x-7 “斩”N部署后对范围内所有单位造成物理伤害并斩断“某种天命” sktok_pckzhn sktok_pckzhn\a sktok_boxmac8,< +? sktok_boxmac 天命迸发|\8$ boxnma_route branch_id\]? talent@right|]? talent@left]? talent@down]? talent@up]@ talent@force]=talent@hp_ratio^HB born_duration sktok_boxmacD^c sktok_boxnma9,<,? sktok_boxnma 天命迸发|\8^& boxnma_route branch_id_? talent@right<_? talent@leftX_? talent@downt_? talent@up_@ talent@force_=talent@hp_ratio_HB born_duration sktok_boxnma`4|e sktok_pckstp(8Hp,c? sktok_pckstp 天命来袭'开启时不断召唤“某种天命”d4jattack@summon_delay_rushtimea@attack@summon_delay_normalcost sktok_pckstpTah( D sktok_dyldlz4 0</? sktok_dyldlz 聚宝斋部署后,会轮流吸取场上每位干员的部分随机属性(生命值,攻击力,防御力)并强制撤退;并使下一名部署在聚宝斋上的干员获得这些吸取的基础属性 sktok_dyldlz sktok_dyldlzb< sktok_dydfst_5j$4<c?sktok_dydfst_5斥洪W明烛台上的干员更容易受到攻击,且受到的物理和法术伤害增加50%$c? taunt_levelc? damage_scale sktok_dydfstsktok_dydfst_50d `sktok_dydfst_4Ž$4<e?sktok_dydfst_4赴陨_对明烛台上的干员造成600点法术伤害,每有4点源石锭,额外造成1次伤害dH$4e>intervalPe@each_gold_timepe?timeseD damage_value sktok_dydfstsktok_dydfst_4eP ,sktok_dydfst_3b$4<f?sktok_dydfst_3蔑震o每隔一段时间,对明烛台上的干员劈下落雷,对该干员造成其100%攻击力的物理伤害$f? atk_scalef? atk_ratio sktok_dydfstsktok_dydfst_3hp_ratio sktok_dydfstsktok_dydfst_2h sktok_dydfst_1B$4<i?sktok_dydfst_1谤天每隔一段时间,对明烛台上的干员劈下落雷,对目标及目标周围四格的我方单位造成1000点法术伤害。落雷每劈下一次,下一次造成的伤害会增加25%$j? atk_scale,j>addition_scale sktok_dydfstsktok_dydfst_1tjo sktok_dysbox=(8XZ sktok_dysbox极诱人珍宝击破额外获得10源石锭2enemy_2106_dyremy enemy_key sktok_dysboxhkp sktok_dyrboxvq$`J 刺人珍宝:反弹部分受到的伤害,击破额外获得5源石锭 sktok_dyrbox(lq sktok_dynbox6r$D  诱人珍宝击破额外获得2源石锭 sktok_dynboxl tsktok_rgdysm_1^C$4<sktok_rgdysm_1雕伥S消耗20点部署费用,使雕伥把嘴闭上一段时间,并停止吐出敌人t\<:5enemy_2101_dyspll enemy_keym?intervaln?cntstun@nAcost sktok_rgdysmsktok_rgdysm_1nT" |sktok_hlnpcb_13 A,0@Hq<<?x-2sktok_hlnpcb_1苏醒x为范围内友方单位持续恢复技力和<$ba.addbullet>补弹;为美梦中的友方单位快速恢复清醒度L,o@attack@sleeper_spo? attack@spo?attack@recover_count sktok_hlnpcbsktok_hlnpcb_1{interval}秒激发电流对经过的敌人造成<@ba.vup>{attack@value}点法术伤害,并使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(q?attack@sluggishqzC attack@valueq33@interval sktok_dqelecrxwsktok_dqcrsbowc(,<Lr?1-1sktok_dqcrsbow 清债程序[向前方连续射出3颗子弹,每颗子弹对碰到的第一个单位造成物理伤害s? atk_scalesktok_dqcrsbow0sxsktok_dqballisd(,<Lt?1-1sktok_dqballis 发射弩箭K向前方射出一支弩箭,对碰到的第一个单位造成物理伤害 t? atk_scalesktok_dqballisPt4y sktok_dqoree(,8D0u?x-1 sktok_dqore 脉冲波向四周喷发脉冲波,对周围所有我方与敌方单位造成<@ba.vup>{value}真实伤害。并使特殊敌人获得强化。tuCvalue sktok_dqoreup) t sktok_mptxs_1Ju A 08v ? sktok_mptxs_1挥砍 sktok_mptxs sktok_mptxs_1Lv * sktok_mpweak_1:A(,<DL8w?x-4sktok_mpweak_1弱化被PRTS激活时会降低周围干员<@ba.vdown>50%的防御力和法术抗性,持续<@ba.vdown>20秒;\n我方可消耗<@ba.vup>{cost}点部署费用激活来降低周围敌人<@ba.vup>50%的防御力和法术抗性,持续<@ba.vup>30秒。(wA duration_prtsx Acost sktok_mpweaksktok_mpweak_1\x}sktok_ftshad_1x 08最大生命值提升\n升至2/3级时额外提升双方干员的攻击力/技力回复速度 sktok_mufrbs sktok_mufrbs$~01   sktok_mufrst? 4D(}dsktok_multi_upgrade混凝土路障修建完成后变为可以阻挡敌人的路障\n升级提升生命值;且升至3级时,若被摧毁则会爆炸伤害周围敌人 sktok_mufrst sktok_mufrstp8D3  sktok_mufrwl? 4Dt~dsktok_multi_upgrade液压式高台修建完成后可部署远程干员并且改变敌人路线\n升级提升生命值,且升至3级时使在此部署的干员攻击速度+50 sktok_mufrwl sktok_mufrwlĀ4  sktok_mufrbkV? 4Ddsktok_multi_upgrade临时休息舱s修建至1/2/3级时,<@ba.vup>可部署数量增加至1/2/3\n且3级时额外使干员再部署时间减少20% sktok_mufrbk sktok_mufrbk5  sktok_mufrfm? 4Ddsktok_multi_upgrade建筑工具间d修建至1/2/3级时,使每个波次开始时获得的<@ba.vup>设施建筑工提升至1/2/3名 sktok_mufrtm sktok_mufrfm(6 sktok_mufrprn_1% 0@x-2sktok_mufrprn_1 救命啊!W击杀周围看守的敌人时,可以解救被困的<@ba.vup>高级设施建筑工X,K x-2range_idK x-2attack@range_idKtrap_202_muworkgattack@token_key taunt_levelЄ? attack@cnt sktok_mufrprnsktok_mufrprn_1<8 sktok_muulco_1X(8sktok_muulco_1 加油哦!f部署后<@ba.vup>{buff_duration}秒内,使双方所有在场干员攻击力<@ba.vup>+{atk:0%}( A buff_duration0L>atk sktok_muulcosktok_muulco_1lP@: ,sktok_muulcl_1!A,<R?sktok_muulcl_1都给我喝!a部署后持续向双方干员随机喷射汽水瓶,砸到的干员获得<@ba.vup>3点技力,p@@attack@max_target@@ attack@sp sktok_muulclsktok_muulcl_1؇; sktok_muulrg_1f[(<sktok_muulrg_1咪嗷嗷嗷嗷!部署后<@ba.vup>{buff_duration}秒内,使双方在场干员的防御力和法术抗性<@ba.vdown>降低至0,但攻击速度<@ba.vup>+{attack_speed}`L(B attack_speedmagic_resistancedefl A buff_duration sktok_muulrgsktok_muulrg_1d= @sktok_muulas_1B](8 sktok_muulas_1看!烟花!部署后对所有敌人造成<@ba.vup>{damage}点伤害,并将双方再部署中的干员<@ba.vup>再部署时间减少至0,f!remaining_respawn_time;Edamage sktok_muulassktok_muulas_14H? $sktok_muulwr_1^(<"sktok_muulwr_1请穿上护具!h部署后<@ba.vup>{shield_duration}秒内,使双方在场干员获得<@ba.vup>{dynamic}点屏障(8Ashield_durationXEdynamic sktok_muulwrsktok_muulwr_1h sktok_arctoll&@$4<|? sktok_arctoll记分技能开启后,根据场上的纯白水汽数量进行计分;记分过程中,每个水汽所得分数会随着水汽的数量递增\n<@ba.rem>可充能2次$؍BintervalBcnt sktok_arctoll sktok_arcsum3a@(8`% sktok_arcsum3 叮铃铃!'部署后随机召唤一批特殊敌人BV extra_enemy_3 branch_id sktok_arcsum3 sktok_arcsum2b@(8`% sktok_arcsum2 叮铃铃!'部署后随机召唤一批精英敌人:W extra_enemy_2 branch_id sktok_arcsum2  sktok_arcsum1c@(8`& sktok_arcsum1 叮铃铃!'部署后随机召唤一批普通敌人2X extra_enemy_1 branch_id sktok_arcsum1| sktok_arcsoda3$(8Hp_?x-5 sktok_arcsoda 充分摇匀'被击破时在周围产生纯白水汽>Y x-5range_id sktok_arcsoda| sktok_archook$4<? sktok_archook发射c技能开启后,向当前方向发射一个钩子,将钩子碰到的第一个敌人拉到面前t\@ 0Aforce0A move_speedL,Bangled?cwx%Cmax_cntpAmin_cntAprojectile_speed̓33>projectile_range sktok_archook | sktok_arcgrg(8D(? sktok_arcgrg 启航!`消耗<@ba.vup>{cost}点部署费用,向自身部署方向发射一辆“两栖号”船车@@cost sktok_arcgrg,sktok_arcgacha(8HT ?sktok_arcgacha 扭动机关f得分额外回复技力;技能开启后,随机抽取一个额外道具\n<@ba.rem>可充能3次4@Escalesktok_arcgacha`؛ sktok_arcexpdi@(8XF- sktok_arcexpd 帮个小忙部署后增加一个部署位 ?value sktok_arcexpd8 sktok_cnnon*$0D? sktok_cnnon吃盐坨子吧!向前方发射炮弹造成物理溅射伤害,可以将周围1名重量小于等于<@ba.vup>3的地面敌人传送至爆炸中心 sktok_cnnon`L4L , sktok_giatow`(,<PXjAx-5 sktok_giatow法术传输协议每次攻击对一名敌方单位造成<@ba.vup>{talent@tower_t_4[magic_attack].atk_scale:0%}生命上限的法术伤害;每{talent@tower_t_5[heal][persistent].interval}秒恢复一名友方单位<@ba.vup>{attack@tower_heal[target].hp_ratio:0%}生命值|<(L>"attack@tower_heal[target].hp_ratio\@+talent@tower_t_5[heal][persistent].interval=(talent@tower_t_4[magic_attack].atk_scaleԚ?talent_range_flagR$(8LTęx-5 sktok_giatow法术传输协议每次攻击对一名敌方单位造成<@ba.vup>{talent@tower_t_4[magic_attack].atk_scale:0%}生命上限的法术伤害;每{talent@tower_t_5[heal][persistent].interval}秒恢复一名友方单位<@ba.vup>{attack@tower_heal[target].hp_ratio:0%}生命值|<|L>"attack@tower_heal[target].hp_ratio@+talent@tower_t_5[heal][persistent].interval=(talent@tower_t_4[magic_attack].atk_scale(?talent_range_flag(,<PXFKx-5 sktok_giatow法术传输协议每次攻击对一名敌方单位造成<@ba.vup>{talent@tower_t_4[magic_attack].atk_scale:0%}生命上限的法术伤害;每{talent@tower_t_5[heal][persistent].interval}秒恢复一名友方单位<@ba.vup>{attack@tower_heal[target].hp_ratio:0%}生命值|<ԞL>"attack@tower_heal[target].hp_ratio@+talent@tower_t_5[heal][persistent].intervalD=(talent@tower_t_4[magic_attack].atk_scale?talent_range_flag sktok_tower sktok_giatowȟ@sktok_giacan_1VA 0DȞ(sktok_giacan_1应急摧毁协议技能开启后可以被攻击,每次生命值降为<@ba.vup>0时,对“高亢群歌”造成相当于自身最大生命值<@ba.vup>1.2倍的真实伤害,并重新回复满生命,持续时间无限8?modesktok_giacan_1dܦsktok_acspell017_1\0Dm?sktok_acspell017_1晋升调配特许I拖拽至场上使用后,可免费招募一名<@ba.vup>6阶的干员 0DPn?sktok_acspell017_1晋升调配特许I拖拽至场上使用后,可免费招募一名<@ba.vup>5阶的干员F!0Dn?sktok_acspell017_1晋升调配特许I拖拽至场上使用后,可免费招募一名<@ba.vup>4阶的干员!0Do?sktok_acspell017_1晋升调配特许I拖拽至场上使用后,可免费招募一名<@ba.vup>3阶的干员"0DHp?sktok_acspell017_1晋升调配特许I拖拽至场上使用后,可免费招募一名<@ba.vup>2阶的干员sktok_acspell017_1 sktok_acshopfr_10@Dq?sktok_acshopfr_1 补给留存H冻结当前补给栏位中的所有干员和道具,直至下一回合sktok_acshopfr_1|sktok_acshopre_10@1名干员攻击力<@ba.vup>+30%并获得迷彩,回合结束时销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell016_1 sktok_acspell015_1(0@u?sktok_acspell015_1法术:血税拖拽至场上使用后,将我方生命值变为1,获得<@ba.vup>10资金,每局游戏仅生效一次,使用后销毁sktok_acspell015_1X4sktok_acspell014_1>)0@v?sktok_acspell014_1法术:全力拖拽至场上使用后,下场战斗结束前,场上所有<@ba.vup>1-4阶的干员攻击力和防御力<@ba.vup>+30%,回合结束时销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell014_144sktok_acspell012_1 $8Hlx?x-4sktok_acspell012_1法术:迟缓拖拽至场上使用后,攻击范围内的敌人移动速度<@ba.vup>-50%,回合结束时销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell012_1<sktok_acspell011_1 ,0@y?sktok_acspell011_1法术:提升拖拽至场上使用后,场上所有干员攻击力、防御力、最大生命值<@ba.vup>+10%,回合结束时销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell011_1,\sktok_acspell010_1f-0@{?sktok_acspell010_1法术:同行拖拽至场上使用后,随机获得<@ba.vup>1名拥有人数最多<@ba.vup>职业的干员,干员阶级不高于当前补给等级,使用后销毁sktok_acspell010_10Lsktok_acspell009_1.0@d|?sktok_acspell009_1法术:熟人拖拽至场上使用后,随机获得<@ba.vup>1名拥有人数最多<@ba.vup>阵营所属的干员(不包含协防阵营),干员阶级不高于当前补给等级,使用后销毁sktok_acspell009_1Psktok_acspell008_100@}?sktok_acspell008_1法术:屏障拖拽至场上使用后,战斗开始时所有干员获得可吸收相当于自身最大生命<@ba.vup>25%的屏障,回合结束时销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell008_1 sktok_acspell007_1 $8HD?1-1sktok_acspell007_1法术:榜样x拖拽至场上使用后,立即将攻击范围内1名干员随机更换为<@ba.vup>+1阶的干员,使用后销毁sktok_acspell007_1<dsktok_acspell006_120@p?sktok_acspell006_1法术:护盾拖拽至场上使用后,下场战斗获得<@ba.vup>5点临时护盾,生命值低于一半时使用此法术额外获得<@ba.vup>2资金,使用后销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell006_1H8sktok_acspell005_1B $8H?x-4sktok_acspell005_1法术:满足拖拽至场上使用后,进入战斗后每隔10秒回复周围所有干员<@ba.vup>20点技力,回合结束时销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell005_1( sktok_acspell004_150@\?sktok_acspell004_1法术:贪婪拖拽至场上使用后,本局战斗胜利时,资金<@ba.vup>+2,回合结束时销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell004_1hsktok_acspell003_160@?sktok_acspell003_1法术:传动\拖拽至场上使用后,接下来3次刷新消耗为<@ba.vup>0资金,使用后销毁sktok_acspell003_1psktok_acspell002_170@?sktok_acspell002_1法术:力量拖拽至场上使用后,场上所有干员攻击力<@ba.vup>+10%,回合结束销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell002_1,$sktok_acspell001_1.90@?sktok_acspell001_1法术:恢复拖拽至场上使用后,场上所有干员每秒恢复<@ba.vup>2%最大生命值,回合结束销毁(场上最多可同时部署<@ba.vup>2个法术)sktok_acspell001_1psktok_acarm039_2z:0@,?sktok_common_acarm 博士投影K任意干员可装备,立即使该干员晋升为<@ba.vup>精锐干员sktok_acarm039_2dsktok_acarm039_1n;0@ ?sktok_common_acarm 博士投影f任意干员可装备,下个回合开始时销毁,并使该干员晋升为<@ba.vup>精锐干员sktok_acarm039_1tsktok_acarm038_2~<0@`0?sktok_common_acarm全能机械臂装备者技力回复<@ba.vup>+0.3/秒;场上存在<@ba.vup>3名不同阶位的干员时,装备者每<@ba.vup>3秒额外回复<@ba.vup>1点技力;场上存在<@ba.vup>5名不同阶位的干员时,所有干员每<@ba.vup>3秒额外回复<@ba.vup>2点技力sktok_acarm038_2Ŀ<sktok_acarm038_1F>0@`?sktok_common_acarm全能机械臂装备者技力回复<@ba.vup>+0.2/秒;场上存在<@ba.vup>3名不同阶位的干员时,装备者每<@ba.vup>4秒额外回复<@ba.vup>1点技力;场上存在<@ba.vup>5名不同阶位的干员时,所有干员每<@ba.vup>4秒额外回复<@ba.vup>2点技力sktok_acarm038_1sktok_acarm037_2@0@?sktok_common_acarm有限加速器^每次攻击或治疗后,本场战斗中攻击速度<@ba.vup>+2,最高<@ba.vup>60层sktok_acarm037_2 sktok_acarm037_1A0@Ȏ?sktok_common_acarm有限加速器^每次攻击或治疗后,本场战斗中攻击速度<@ba.vup>+2,最高<@ba.vup>30层sktok_acarm037_1sktok_acarm036_2B0@Џ?sktok_common_acarm便携弹射器j再部署时间<@ba.vup>-40%,装备者若为【近卫】或【特种】干员,则装备效果翻倍sktok_acarm036_2(sktok_acarm036_12C0@?sktok_common_acarm便携弹射器j再部署时间<@ba.vup>-30%,装备者若为【近卫】或【特种】干员,则装备效果翻倍sktok_acarm036_1<sktok_acarm035_2FD0<?sktok_common_acarmM3利爪攻击力<@ba.vup>+140%,当装备者同时装备<@ba.vup>M3护甲时,攻击时额外造成相当于<@ba.vup>50%攻击力的真实伤害sktok_acarm035_2xsktok_acarm035_1E0<4?sktok_common_acarmM3利爪攻击力<@ba.vup>+70%,当装备者同时装备<@ba.vup>M3护甲时,攻击时额外造成相当于<@ba.vup>30%攻击力的真实伤害sktok_acarm035_18 sktok_acarm034_2F0<l?sktok_common_acarmM3护甲最大生命值<@ba.vup>+140%,当装备者同时装备<@ba.vup>M3利爪时,每秒额外回复<@ba.vup>8%最大生命值sktok_acarm034_2dsktok_acarm034_1G0<?sktok_common_acarmM3护甲最大生命值<@ba.vup>+70%,当装备者同时装备<@ba.vup>M3利爪时,每秒额外回复<@ba.vup>5%最大生命值sktok_acarm034_1sktok_acarm033_2I0@?sktok_common_acarm歌利亚头盔I使场上所有装备的【部署时】效果额外触发<@ba.vup>1次sktok_acarm033_2sktok_acarm033_1J0@?sktok_common_acarm歌利亚头盔L使自身携带装备中的【部署时】效果额外触发<@ba.vup>1次sktok_acarm033_1xxsktok_acarm032_2J0D0?sktok_common_acarm精英术师套组装备干员须为【术师】干员,攻击力<@ba.vup>+90%,场上存在<@ba.vup>3名【术师】干员时该装备对所有【术师】干员生效,存在<@ba.vup>6名【术师】干员时效果变为<@ba.vup>2.5倍sktok_acarm032_2xsktok_acarm032_1L0D0D?sktok_common_acarm精英术师套组装备干员须为【术师】干员,攻击力<@ba.vup>+40%,场上存在<@ba.vup>3名【术师】干员时该装备对所有【术师】干员生效,存在<@ba.vup>6名【术师】干员时效果变为<@ba.vup>2.5倍sktok_acarm032_1| sktok_acarm031_2*N0D4ܛ?sktok_common_acarm精英狙击套组装备干员须为【狙击】干员,攻击速度<@ba.vup>+90,场上存在<@ba.vup>3名【狙击】干员时该装备对所有【狙击】干员生效,存在<@ba.vup>6名【狙击】干员时效果变为<@ba.vup>2.5倍sktok_acarm031_2D|sktok_acarm031_1O0D4x?sktok_common_acarm精英狙击套组装备干员须为【狙击】干员,攻击速度<@ba.vup>+40,场上存在<@ba.vup>3名【狙击】干员时该装备对所有【狙击】干员生效,存在<@ba.vup>6名【狙击】干员时效果变为<@ba.vup>2.5倍sktok_acarm031_1Xsktok_acarm030_2bQ0D|?sktok_common_acarm精英重装套组7装备干员须为【重装】干员,攻击力和最大生命值<@ba.vup>+100%,阻挡数<@ba.vup>+1,场上存在<@ba.vup>3名【重装】干员时该装备对所有【重装】干员生效,存在<@ba.vup>6名【重装】干员时效果变为<@ba.vup>2.5倍,阻挡数额外<@ba.vup>+1sktok_acarm030_2<sktok_acarm030_1FS0D|?sktok_common_acarm精英重装套组6装备干员须为【重装】干员,攻击力和最大生命值<@ba.vup>+40%,阻挡数<@ba.vup>+1,场上存在<@ba.vup>3名【重装】干员时该装备对所有【重装】干员生效,存在<@ba.vup>6名【重装】干员时效果变为<@ba.vup>2.5倍,阻挡数额外<@ba.vup>+1sktok_acarm030_1 sktok_acarm029_2*U0Dtܢ?sktok_common_acarm深海猎人模型.装备者被视作【深海猎人】阵营,最大生命值<@ba.vup>+120%;场上存在<@ba.vup>3名【深海猎人】干员时对所有【深海猎人】干员生效;存在<@ba.vup>6名时,所有【深海猎人】干员对当前生命值低于自身的敌人伤害提高<@ba.vup>220%sktok_acarm029_2sktok_acarm029_1W0Dt?sktok_common_acarm深海猎人模型-装备者被视作【深海猎人】阵营,最大生命值<@ba.vup>+70%;场上存在<@ba.vup>3名【深海猎人】干员时对所有【深海猎人】干员生效;存在<@ba.vup>6名时,所有【深海猎人】干员对当前生命值低于自身的敌人伤害提高<@ba.vup>110%sktok_acarm029_1`sktok_acarm028_2X0D|?sktok_common_acarm喀兰贸易模型6装备者被视作【喀兰贸易】阵营,且造成伤害时有<@ba.vup>50%概率造成<@ba.vup>1秒寒冷,场上存在<@ba.vup>3名【喀兰贸易】干员时对所有【喀兰贸易】干员生效;存在<@ba.vup>6名时【喀兰贸易】干员对冰冻敌人的伤害提高<@ba.vup>120%sktok_acarm028_2Dsktok_acarm028_1Z0D|x?sktok_common_acarm喀兰贸易模型5装备者被视作【喀兰贸易】阵营,且造成伤害时有<@ba.vup>20%概率造成<@ba.vup>1秒寒冷,场上存在<@ba.vup>3名【喀兰贸易】干员时对所有【喀兰贸易】干员生效;存在<@ba.vup>6名时【喀兰贸易】干员对冰冻敌人的伤害提高<@ba.vup>60%sktok_acarm028_1(sktok_acarm027_2\0D\?sktok_common_acarm卡西米尔模型O装备者被视作【卡西米尔】阵营,战斗中部署费用<@ba.vup>-8,初始技力<@ba.vup>+20,再部署时间<@ba.vup>-36%;场上存在<@ba.vup>3名【卡西米尔】干员时该效果对所有【卡西米尔】干员生效,存在<@ba.vup>6名【卡西米尔】干员时该效果变为<@ba.vup>2.5倍sktok_acarm027_2$sktok_acarm027_1^0DX?sktok_common_acarm卡西米尔模型O装备者被视作【卡西米尔】阵营,战斗中部署费用<@ba.vup>-4,初始技力<@ba.vup>+10,再部署时间<@ba.vup>-24%;场上存在<@ba.vup>3名【卡西米尔】干员时该效果对所有【卡西米尔】干员生效,存在<@ba.vup>6名【卡西米尔】干员时该效果变为<@ba.vup>2.5倍sktok_acarm027_1 sktok_acarm026_2`0@T?sktok_common_acarm术师无人机被自身阻挡的敌人每秒受到<@ba.vup>50%攻击力的法术伤害,精英或领袖敌人效果变为<@ba.vup>2倍sktok_acarm026_2Hsktok_acarm026_1a0@|?sktok_common_acarm术师无人机被自身阻挡的敌人每秒受到<@ba.vup>30%攻击力的法术伤害,精英或领袖敌人效果变为<@ba.vup>2倍sktok_acarm026_1psktok_acarm025_2b0@?sktok_common_acarm 休眠子裔?每攻击1个目标,回复自身<@ba.vup>4%最大生命值sktok_acarm025_2Xsktok_acarm025_1c0@?sktok_common_acarm 休眠子裔A每攻击1个目标,回复自身<@ba.vup>2.5%最大生命值sktok_acarm025_1Dsktok_acarm024_2d0<x?sktok_common_acarm 工匠锤z开启技能时,有<@ba.vup>50%概率使攻击力<@ba.vup>+30%,最多叠加<@ba.vup>5层,再部署时清空sktok_acarm024_2dsktok_acarm024_1e0<?sktok_common_acarm 工匠锤z开启技能时,有<@ba.vup>50%概率使攻击力<@ba.vup>+20%,最多叠加<@ba.vup>5层,再部署时清空sktok_acarm024_1sktok_acarm023_2g0@?sktok_common_acarm竞技投币机每次购买和装备者职业相同干员时存储<@ba.vup>2资金,存储资金在本装备被替换时获得,上限<@ba.vup>20枚sktok_acarm023_24sktok_acarm023_1>h0@?sktok_common_acarm竞技投币机每次购买和装备者职业相同干员时存储<@ba.vup>1资金,存储资金在本装备被替换时获得,上限<@ba.vup>10枚sktok_acarm023_1lsktok_acarm022_2vi0@(?sktok_common_acarm 口袋法阵y法术抗性<@ba.vup>+40,防御力<@ba.vup>+25%,与装备者部署在同一行的其他干员享受一半效果sktok_acarm022_2sktok_acarm022_1j0@L?sktok_common_acarm 口袋法阵y法术抗性<@ba.vup>+25,防御力<@ba.vup>+15%,与装备者部署在同一行的其他干员享受一半效果sktok_acarm022_1<,sktok_acarm021_2k0@p?sktok_common_acarm制式术师杖装备干员须为【术师】干员,法术伤害提高<@ba.vup>50%,场上存在<@ba.vup>4名术师干员时该装备对所有【术师】干员生效sktok_acarm021_2,sktok_acarm021_1 m0@?sktok_common_acarm制式术师杖装备干员须为【术师】干员,法术伤害提高<@ba.vup>25%,场上存在<@ba.vup>4名术师干员时该装备对所有【术师】干员生效sktok_acarm021_1,Lsktok_acarm020_2Vn0@?sktok_common_acarm制式狙击镜装备干员须为【狙击】干员,物理伤害提高<@ba.vup>60%,场上存在<@ba.vup>4名狙击干员时该装备对所有【狙击】干员生效sktok_acarm020_2 ,sktok_acarm020_1o0@T?sktok_common_acarm制式狙击镜装备干员须为【狙击】干员,物理伤害提高<@ba.vup>30%,场上存在<@ba.vup>4名狙击干员时该装备对所有【狙击】干员生效sktok_acarm020_1l\sktok_acarm019_2p0@?sktok_common_acarm制式重装盾装备干员须为【重装】干员,受到攻击时获得<@ba.vup>3点技力并回复<@ba.vup>4%最大生命值,场上存在<@ba.vup>4名重装干员时该装备对所有【重装】干员生效sktok_acarm019_2\`sktok_acarm019_1jr0@?sktok_common_acarm制式重装盾装备干员须为【重装】干员,受到攻击时获得<@ba.vup>1点技力并回复<@ba.vup>2%最大生命值,场上存在<@ba.vup>4名重装干员时该装备对所有【重装】干员生效sktok_acarm019_1dsktok_acarm018_2s0<?sktok_common_acarm 震撼弹Y开启技能时,对攻击范围内的<@ba.vup>2名敌人施加<@ba.vup>3秒晕眩sktok_acarm018_2dsktok_acarm018_1t0<?sktok_common_acarm 震撼弹Y开启技能时,对攻击范围内的<@ba.vup>1名敌人施加<@ba.vup>2秒晕眩sktok_acarm018_1d sktok_acarm017_2u0@?sktok_common_acarm战场分析仪装备者每次【部署时】攻击力和防御力在本场战斗中<@ba.vup>+30%,一场战斗中最多叠加<@ba.vup>4次sktok_acarm017_2 sktok_acarm017_1w0@?sktok_common_acarm战场分析仪装备者每次【部署时】攻击力和防御力在本场战斗中<@ba.vup>+20%,一场战斗中最多叠加<@ba.vup>4次sktok_acarm017_144sktok_acarm016_2>x0D?sktok_common_acarm预备进阶许可x装备者若为<@ba.vup>1-4阶干员,下个回合开始时销毁,并使该干员晋升为<@ba.vup>精锐干员@autochess_equip_levelsktok_acarm016_24sktok_acarm016_1y0DD?sktok_common_acarm预备进阶许可x装备者若为<@ba.vup>1-3阶干员,下个回合开始时销毁,并使该干员晋升为<@ba.vup>精锐干员$@@autochess_equip_levelsktok_acarm016_1dsktok_acarm015_2z0D?sktok_common_acarm见钱眼开玩偶M若休整期结束时有剩余资金,攻击力和防御力<@ba.vup>+100%sktok_acarm015_2`sktok_acarm015_1{0D?sktok_common_acarm见钱眼开玩偶L若休整期结束时有剩余资金,攻击力和防御力<@ba.vup>+50%sktok_acarm015_1\sktok_acarm014_2|0D?sktok_common_acarm精打细算玩偶=装备后,每回合开始时额外获得<@ba.vup>2资金sktok_acarm014_2Hsktok_acarm014_1}0D|?sktok_common_acarm精打细算玩偶=装备后,每回合开始时额外获得<@ba.vup>1资金sktok_acarm014_14Tsktok_acarm013_2~0< h?sktok_common_acarm 蜂鸣器装备者若为协防干员,任意干员被击倒时,回复<@ba.vup>30%最大生命值并获得<@ba.vup>20点技力,场上存在至少<@ba.vup>5名协防干员时对所有协防干员生效sktok_acarm013_2T sktok_acarm013_1*0< ?sktok_common_acarm 蜂鸣器装备者若为协防干员,任意干员被击倒时,回复<@ba.vup>15%最大生命值并获得<@ba.vup>10点技力,场上存在至少<@ba.vup>5名协防干员时对所有协防干员生效sktok_acarm013_1sktok_acarm012_208P?sktok_common_acarm浓茶n技力自然回复速度<@ba.vup>+0.3/秒,技能结束时有<@ba.vup>50%概率立即回复一半技力sktok_acarm012_2, sktok_acarm012_108h`?sktok_common_acarm浓茶-技力自然回复速度<@ba.vup>+0.25/秒sktok_acarm012_1 t sktok_acarm011_2~0D0?sktok_common_acarm深海猎人文档|装备者若为【深海猎人】干员,每次战斗后,该装备永久提供<@ba.vup>+15%攻击力和最大生命值sktok_acarm011_2( sktok_acarm011_10D\?sktok_common_acarm深海猎人文档{装备者若为【深海猎人】干员,每次战斗后,该装备永久提供<@ba.vup>+7%攻击力和最大生命值sktok_acarm011_1P sktok_acarm010_2҅0D?sktok_common_acarm卡西米尔文档装备者若为【卡西米尔】干员,接下来每出售任意<@ba.vup>3名干员时,获得<@ba.vup>1名和装备者相同的干员sktok_acarm010_2sktok_acarm010_10D?sktok_common_acarm卡西米尔文档装备者若为【卡西米尔】干员,接下来每出售任意<@ba.vup>5名干员时,获得<@ba.vup>1名和装备者相同的干员sktok_acarm010_1 $@sktok_acarm009_2J0D?sktok_common_acarm喀兰贸易文档装备者若为【喀兰贸易】干员,相同干员的购买价格<@ba.vup>-1,所有【喀兰贸易】干员购买价格额外<@ba.vup>-1sktok_acarm009_2 sktok_acarm009_10D@?sktok_common_acarm喀兰贸易文档S装备者若为【喀兰贸易】干员,相同干员的购买价格<@ba.vup>-2sktok_acarm009_1 sktok_acarm008_20@@?sktok_common_acarm激光发射器E攻击无视目标<@ba.vup>50%法术抗性,攻击无法被闪避sktok_acarm008_2 tsktok_acarm008_1~0@p0?sktok_common_acarm激光发射器-攻击无视目标<@ba.vup>30%法术抗性sktok_acarm008_1 ,Lsktok_acarm007_2V0@?sktok_common_acarm 源石溶剂造成伤害时额外造成<@ba.vup>30%攻击力的法术伤害,装备者若为<@ba.vup>1-3阶干员则改为造成<@ba.vup>50%攻击力的法术伤害sktok_acarm007_2 sktok_acarm007_10@T?sktok_common_acarm 源石溶剂B造成伤害时额外造成<@ba.vup>20%攻击力的法术伤害sktok_acarm007_1 sktok_acarm006_20@@?sktok_common_acarm 源岩匕首战斗中首次【部署时】攻击力<@ba.vup>+70%,但每次造成伤害时该加成降低,最多降低20次至<@ba.vup>+30%sktok_acarm006_2@sktok_acarm006_10@t?sktok_common_acarm 源岩匕首a战斗中首次【部署时】攻击力<@ba.vup>+50%,但每次造成伤害时该加成降低sktok_acarm006_1Lsktok_acarm005_2ΐ08?sktok_common_acarm信标v下个回合销毁,随机获得<@ba.vup>2名和装备者<@ba.vup>职业相同且不高于当前等级的干员sktok_acarm005_2dsktok_acarm005_108?sktok_common_acarm信标v下个回合销毁,随机获得<@ba.vup>1名和装备者<@ba.vup>职业相同且不高于当前等级的干员sktok_acarm005_1|sktok_acarm004_20@l?sktok_common_acarm 压缩饼干*【部署时】初始技力<@ba.vup>+25sktok_acarm004_2Psktok_acarm004_1ғ0@l?sktok_common_acarm 压缩饼干*【部署时】初始技力<@ba.vup>+15sktok_acarm004_1$sktok_acarm003_208|X?sktok_common_acarm冰块C造成伤害时有<@ba.vup>30%概率对目标施加1秒的寒冷sktok_acarm003_2sktok_acarm003_108|<?sktok_common_acarm冰块C造成伤害时有<@ba.vup>20%概率对目标施加1秒的寒冷sktok_acarm003_1dsktok_acarm002_2n0<h ?sktok_common_acarm 幸运币(战斗中最大生命值<@ba.vup>+40%sktok_acarm002_24sktok_acarm002_1>0<h?sktok_common_acarm 幸运币(战斗中最大生命值<@ba.vup>+25%sktok_acarm002_1sktok_acarm001_208t?sktok_common_acarm短剑:战斗中攻击力<@ba.vup>+35%,攻击无法被闪避sktok_acarm001_2hsktok_acarm001_108\?sktok_common_acarm短剑"战斗中攻击力<@ba.vup>+20%sktok_acarm001_1, sktok_acarm000_208`?sktok_common_acarm小盾Z战斗中防御力<@ba.vup>+40%,受到的物理和法术伤害降低<@ba.vup>50点sktok_acarm000_2(!sktok_acarm000_108\\?sktok_common_acarm小盾"战斗中防御力<@ba.vup>+25%sktok_acarm000_1$d" sktok_cnvfwks\v$<<ڳ sktok_empty“狂欢时刻!”点燃后开启狂欢时刻,周期性对攻击范围内所有我方与敌方单位造成法术伤害。\n<@ba.vup>怠惰装药:使攻击范围内的我方与敌方单位攻击速度<@ba.vup>-70,且敌方单位移动速度<@ba.vup>-70%。ʜ$<P. sktok_empty“狂欢时刻!”点燃后开启狂欢时刻,周期性对攻击范围内所有我方与敌方单位造成法术伤害。\n<@ba.vup>怪戾装药:使攻击范围内的我方与敌方单位获得最高<@ba.vup>+50攻击速度的坚忍(损失70%生命值时达到最大加成)。2$< sktok_empty“狂欢时刻!”点燃后开启狂欢时刻,周期性对攻击范围内所有我方与敌方单位造成法术伤害。\n<@ba.vup>凛冽装药:攻击对目标造成寒冷,持续<@ba.vup>4秒。F$< sktok_empty“狂欢时刻!”点燃后开启狂欢时刻,周期性对攻击范围内所有我方与敌方单位造成法术伤害。\n<@ba.vup>炽燃装药:攻击附带相当于攻击力<@ba.vup>50%的灼燃损伤。 sktok_cnvfwks,"|' sktok_vtarsn,0@TX%<<?x-4 sktok_vtarsn军工厂生产!消耗25点部署费用,开始生产装备,并成为所有货运轨道车终点;技力充满后在周围八格地面和可部署高台产出装备$|#A attack@sp#Acost sktok_vtarsn#<)sktok_trrbox_1R(,<Ht$?0-1sktok_trrbox_1 开箱!*打开“宝箱”,获得里面的宝物t0none enemy_keyF(trap_173_slfrut|trap_173_slfrut token_cnt_1%? token_group_14%@ cost_value_2T%? cost_group_2t%pA cost_value_1%L> cost_group_1sktok_trrbox_1%@+ sktok_trbox_1V(,<Ht&?0-1 sktok_trbox_1 开箱!*打开“宝箱”,获得里面的宝物t0"none enemy_keyJ(trap_173_slfrut|trap_173_slfrut token_cnt_1'? token_group_18'@ cost_value_2X'? cost_group_2x'pA cost_value_1'L> cost_group_1 sktok_trbox_1'D- sktok_trpot_1Z(,<H(d?0-1 sktok_trpot_1 开饭!}烹饪5秒后,清除饿肚子效果,使所有我方干员+30%攻击力,并缓慢恢复生命,直到食材消耗完毕hL,(Bskill_cost_min_sp )?interval<)?sp_costT)@chant_duration sktok_trpot_1)/ sktok_xbwfgT$08|h*? sktok_xbwfg抽水C可以采集<清澈水域>上的<清水>,持续{live_duration}秒X*B live_duration sktok_xbwfg*d0 sktok_xbf3gU(4<- ? sktok_xbf3g采集}生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<奇异矿脉>,最多生产4台LD(+<F live_durationj extra_count+L=$sandbox_res_collector.hp_ratio[iron]$,u=%sandbox_res_collector.hp_ratio[stone]\, ף=$sandbox_res_collector.hp_ratio[wood],@max_cntenemy_7008_wrkwrk enemy_keyvcost sktok_xbf3g-d|2 sktok_xbf2gW(4<(0 ? sktok_xbf2g采集}生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<巨大岩石>,最多生产3台LD(0.<F live_duration extra_counth. #<$sandbox_res_collector.hp_ratio[iron].L=%sandbox_res_collector.hp_ratio[stone].)\=$sandbox_res_collector.hp_ratio[wood]/@@max_cntenemy_7008_wrkwrk enemy_keycost sktok_xbf2g/`4 sktok_xbf1g Z(4<2? sktok_xbf1g采集z生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<杂木林>,最多生产3台LD(0<F live_duration^ extra_count0o<$sandbox_res_collector.hp_ratio[iron]1u<%sandbox_res_collector.hp_ratio[stone]P1u=$sandbox_res_collector.hp_ratio[wood]1@@max_cntenemy_7008_wrkwrk enemy_keyjcost sktok_xbf1g1lp7 sktok_xbabut  ( sktok_empty通感 sktok_xbabut2l7 sktok_xbadiv  (b sktok_empty激励 sktok_xbadiv3l8 sktok_xbawea ( sktok_empty庇护 sktok_xbawea3l9 sktok_xbaess (r sktok_empty熏诱 sktok_xbaess4l9 sktok_xbabla ( sktok_empty发射 sktok_xbabla4l: sktok_xbaice* ( sktok_empty喷射 sktok_xbaice(5l: sktok_xbaarm (  sktok_empty支持 sktok_xbaarm5l(; sktok_xbaflu: ( sktok_empty弹射 sktok_xbaflu86l; sktok_xbabat ( sktok_empty补给 sktok_xbabat68< sktok_xbtwalN $4 sktok_empty 阻隔道路`II级:部署后可以影响敌人前进路线使其绕路,初始阻挡数为0且拥有隐匿 $4^ sktok_empty 阻隔道路PI级:部署后可以影响敌人前进路线使其绕路,初始阻挡数为0 sktok_xbtwald8= sktok_xblfen $,hJ sktok_empty畜养:可以蓄养大型生物的兽栏(每个可容纳2只) sktok_xblfen09> sktok_xbtiro $,h sktok_empty采铁;部署后,每个演算日产出一定数量的<铁矿石> sktok_xbtiro9t? sktok_xbtrok $,h sktok_empty掘石8部署后,每个演算日产出一定数量的<石材> sktok_xbtrok:@@ sktok_xbtwodR$,h sktok_empty切木8部署后,每个演算日产出一定数量的<木材> sktok_xbtwod;h  sktok_xbaaro 08 4 ? sktok_xbaaro岩锤部署后召唤一只稀有游砂兽:稀有游砂兽会在场上自由移动并携带途径的可携带资源(不限数量),稀有游砂兽可周期性使一名我方干员获得80%最大生命值的不断衰减的屏障zenemy_7062_xbroky enemy_key sktok_xbaaro sktok_xbaarod=8 | sktok_xbarok 08  ? sktok_xbarok岩锤部署后召唤一只游砂兽:游砂兽会在场上自由移动并携带途径的可携带资源(不限数量),游砂兽可周期性使一名我方干员获得50%最大生命值的不断衰减的屏障6enemy_7059_xbrokz enemy_key sktok_xbarok sktok_xbarok ?  sktok_xbaasm 08P ? sktok_xbaasm引燃部署后召唤一只稀有香草翼兽:稀有香草翼兽可以播种地块,地块使我方单位攻击速度+40并对<巨大岩石><奇异矿脉>机械敌人造成伤害提升40%;稀有香草翼兽可周期性使我方场上数名干员下次离场的再部署时间-30%6enemy_7061_xbsmiy enemy_key sktok_xbaasm sktok_xbaasm A  sktok_xbasmi 08@? sktok_xbasmi引燃部署后召唤一只香草翼兽:香草翼兽可以播种地块,地块使我方单位攻击速度+40并对<巨大岩石><奇异矿脉>及机械敌人造成伤害提升40%;香草翼兽可周期性使我方场上数名干员下次离场的再部署时间-25%& enemy_7056_xbsmiz enemy_key sktok_xbasmi sktok_xbasmiC8  sktok_xbaask 08? sktok_xbaask炫耀i部署后召唤一只稀有拟南兽:稀有拟南兽可以在不同天气下获得不同的作战能力z enemy_7060_xbcasy enemy_key sktok_xbaask sktok_xbaaskdD,8  sktok_xbasky 08? sktok_xbasky炫耀]部署后召唤一只拟南兽:拟南兽可以在不同天气下获得不同的作战能力 enemy_7053_xbcasz enemy_key sktok_xbasky sktok_xbaskyE x sktok_xbabalF$4DF? sktok_xbabal 发射缚网向野生动物发射一张捕猎网,其生命值低于<@ba.vup>{hp_ratio:0%}时将其捕获,生命值高于<@ba.vup>{hp_ratio:0%}则受到<@ba.vup>{sluggish}秒停顿$G>hp_ratio G@sluggish sktok_xbabal sktok_xbabaldG8  sktok_sglink 0@dF sktok_sglink 纯净结晶Z部署后在该地块上生成一个纯净结晶,可以连通周围四格的结晶区块 sktok_sglink sktok_sglink|HP  sktok_sgray (,8HdI?0-1 sktok_sgray结晶消除桩W部署后向部署方向发射一道贯穿的净化光线,清除沿途所有的结晶 sktok_sgray sktok_sgrayIh tsktok_skztxy_1&t$4D|Jd?sktok_skztxy_1 意志震荡对场上所有友方单位造成一次法术伤害,并召唤数个敌人,每次释放意志震荡造成的伤害逐渐提升L(J@ atk_scale_maxJ? atk_scale_nowKL> atk_scale_add sktok_skztxysktok_skztxy_1HKLPsktok_duelcdt_2~(8Vsktok_duelcdt_2 狭路相逢|P$K? is_duel_2v2KAtile_col_end_stage_2$L Atile_col_begin_stage_2LLAtile_col_end_stage_1tL?tile_col_begin_stage_1sktok_duelcdt_2LH(Rsktok_duelcdt_1(8sktok_duelcdt_1 狭路相逢xL  is_duel_2v2`MAtile_col_end_stage_2M Atile_col_begin_stage_2MAtile_col_end_stage_1M?tile_col_begin_stage_1sktok_duelcdt_1NxS sktok_duelwalR(8 sktok_duelwal 狭路相逢 sktok_duelwalN T sktok_skzwyxT$D更诱人珍宝治疗后额外获得5源石锭 sktok_skzwyxLOT sktok_skzmbx"(8X2 sktok_skzmbx诱人珍宝?击破额外获得10源石锭 sktok_skzmbxPU sktok_skzboxV$D 诱人珍宝击破额外获得2源石锭 sktok_skzboxPH $sktok_bounc2_1:$,<‘sktok_bounc2_1 工程钻具部署后向部署方向发射“小帮手”,清除沿途的<赘生甲壳>和<溟痕>,对碰撞到的敌人造成1秒晕眩,并以较大力度推动第一个敌人 sktok_bounc2sktok_bounc2_1R  sktok_dsshell% 0@Q sktok_dsshell 赘生甲壳b可将高台干员部署于其上;\n<赘生甲壳>被摧毁时,其上干员再部署时间-35% sktok_dsshell sktok_dsshell0S sktok_aegiret_1$(8H8Rdx-2sktok_aegiret_1 信标激活开启后,使范围内的我方单位造成伤害时附带相当于<@ba.vup>20%伤害的<@ba.kw><$ba.dt.burning2>灼燃损伤;范围内的敌人减速<@ba.vup>60%\n<@ba.rem>持续时间无限X,T@@attack@element_typeTL>attack@ep_damage_ratioU move_speed sktok_aegiretsktok_aegiret_1DUZ sktok_lrcage  (#? 召唤信标 sktok_lrcageUX[ sktok_lrsiege  ($? 振奋荣光 sktok_lrsiegeV[ sktok_lrctrl $"?源石污染区 VHCdamageWLsp_recover_ratio $(#?源石污染区 pWBdamageWLsp_recover_ratio~ $#?源石污染区 WHBdamageXLsp_recover_ratio sktok_lrctrl8X] sktok_lrlgun  (&? 灵魂激荡 sktok_lrlgunXL^ sktok_lrcored4n(8H\? sktok_lrcore 灵魂激荡z引火的死魂灵进入第二形态后开启。操纵<洪流束激发器>对其左侧大范围内敌人造成持续伤害0r!null branch_id(Z@unlock(8H4]? sktok_lrcore 灵魂激荡z引火的死魂灵进入第二形态后开启。操纵<洪流束激发器>对其左侧大范围内敌人造成持续伤害0"null branch_idT[@@unlockƅ(8H`^? sktok_lrcore 灵魂激荡z引火的死魂灵进入第二形态后开启。操纵<洪流束激发器>对其左侧大范围内敌人造成持续伤害0#null branch_id\@unlock(8H_? sktok_lrcore 灵魂激荡z引火的死魂灵进入第二形态后开启。操纵<洪流束激发器>对其左侧大范围内敌人造成持续伤害4$branch_1 branch_id]?unlock sktok_lrcore]Tc sktok_lrsteamj@(8@haxt? sktok_lrsteam誓死'对前方九格区域进行多轮炮击^33@ atk_scale sktok_lrsteam^Dd sktok_muctrlv^,@l-? sktok_muctrl促融共竞控制 sktok_muctrlp_d sktok_muftbl+(\+?重新发球!3部署至<@ba.vup>我方半场来重新发球! sktok_muftbl(`D   sktok_muruinb&a$4D*  sktok_muruinb 后勤维护Z经过<@ba.vup>折叠设施维护员维护后,可部署上限+1,再部署时间-10%((a̽ respawn_timeHa? value_char&b 0@,` sktok_muruinb 后勤维护Z经过<@ba.vup>折叠设施维护员维护后,可部署上限+1,再部署时间-10%($b̽ respawn_timeDb? value_char sktok_muruinb sktok_muruinbb\\ 8 sktok_muruinf c$4@|  sktok_muruinf 维护员9每轮休整时间额外获得2位<折叠设施维护员><$hc?hp_ratioc@cnt +trap_166_muwork token_keyd 0<b sktok_muruinf 维护员K经过维护后,每轮休整时间额外获得2位<折叠设施维护员><$xd?hp_ratiod@cnt,trap_166_muwork token_key sktok_muruinf sktok_muruinfe(  sktok_muruinoe 0@d  sktok_muruino 器械维护f经过<@ba.vup>折叠设施维护员维护后,可以生成阻挡敌人的<@ba.vup>城防屏障f Aduration sktok_muruino sktok_muruinoDf0   sktok_muruinw>g 0@De sktok_muruinw 模块维护l经过<@ba.vup>折叠设施维护员维护后,可以阻挡敌人路线并使远程位干员部署其上Lg Aduration sktok_muruinw sktok_muruinwgmsktok_xbtrophy;$4v sktok_empty “跳动”f崩裂的外壳“攥”着一颗跳动的心脏,轻微的颤抖彰显出超越想象的生命力。sktok_xbtrophyhnsktok_xbrandprop_2(4`4? sktok_empty 发道具*给赛跑中的源石虫发放一个道具sktok_xbrandprop_2Xinsktok_xbrandprop_1(4`5? sktok_empty 发道具*给赛跑中的源石虫发放一个道具sktok_xbrandprop_1 jo sktok_xbcp$0<d sktok_empty 检查点$跳过赛虫正在前往的路径点H(ntalent@round_cnt talent@cp_cnt talent@cp_id sktok_xbcp@k psktok_xbblure_3\(,<D$l?0-1 sktok_xbblure引诱a技能触发时额外吸引1只源石虫;触发<@ba.vup>{skill_max_trigger_time}次后失效@l@@skill_max_trigger_timesktok_xbblure_3|l qsktok_xbblure_2 ^(,<D`m?0-1 sktok_xbblure引诱a技能触发时额外吸引1只源石虫;触发<@ba.vup>{skill_max_trigger_time}次后失效|m@skill_max_trigger_timesktok_xbblure_2m 0ssktok_xbblure_1F_(,<Dn?0-1 sktok_xbblure引诱a技能触发时额外吸引1只源石虫;触发<@ba.vup>{skill_max_trigger_time}次后失效n?skill_max_trigger_timesktok_xbblure_1n"  sktok_amblls`$(8H=?5-1 sktok_amblls 幽影门扉持续发出射线,每秒对我方单位造成攻击力<@ba.vup>{talent@atk_scale:0%}法术伤害,为敌方单位恢复攻击力<@ba.vup>{talent@heal_scale:0%}的生命值;P(\p=talent@hp_ratio|p?talent@atk_scalep?talent@heal_scale sktok_amblls sktok_ambllsp$  sktok_spblls~b(,<Lq ?5-1 sktok_spblls 巫术弩炮对命中的我方单位造成攻击力<@ba.vup>{atk_scale:0%}法术伤害,对命中的敌方单位恢复攻击力<@ba.vup>{heal_scale:0%}的生命值;受到稳固铁链效果时,该技能失效$hr? heal_scaler? atk_scale sktok_spblls sktok_spbllsrd@x sktok_edds$08s ? sktok_edd布雷向前方发射一条遇到高台时停止延伸的侦测线,敌人碰到侦测线时会被安装炸弹,炸弹可引爆源石爆炸物D sDvalues?projectile_timet@stun sktok_eddDty sktok_ads6u$08p u? sktok_ads掩护4消除周围敌人的“直击”子弹,最多4次u@ trigger_time sktok_ads4u z sktok_rnfcar*v 08C? sktok_rnfcar加固H使前方的封阻物进入加固状态:生命上限和防御力上升8v?def(v?max_hp@v?hp_ratio sktok_rnfcarpv@D*  sktok_trsrhuntrjw$4DlTw?sktok_trsrhuntr 触发对话'主动开启技能,与该角色对话0 [Dev]Test/ExampleOutputdialogue_config_signal_key sktok_npcsktok_trsrhuntrw0+ $sktok_trademan_summonfi(,DT|x?x-2sktok_trademan_summon 触发对话'主动开启技能,与该角色对话pL(x xbsightb.colx xbsightb.rowy? xbsighta.col(y xbsighta.row xbsightc.coldy xbsightc.rowysktok_trademan_summonA [Dev]Test/ExampleOutputdialogue_config_signal_key sktok_npcsktok_trademan_summon z- t sktok_tfalcok(,<Lt{?x-2 sktok_tfalco 触发对话'主动开启技能,与该角色对话x@(z= damage_scale{?cntBenemy_1341_bthtms enemy_keyB [Dev]Test/ExampleOutputdialogue_config_signal_key sktok_npc sktok_tfalco{/  sktok_npccom|$4Dl|? sktok_npc_inv 触发对话'主动开启技能,与该角色对话D [Dev]Test/ExampleOutputdialogue_config_signal_key sktok_npc sktok_npccom}x sktok_xbcanoe}$4D}? sktok_xbcanoe 放置平台<在水上建立可以部署<@ba.vup>任意单位的平台 sktok_xbcanoe}` sktok_xbsppsvo$(8@tL?x-4 sktok_xbspps点燃3使周围敌人防御力下降但移动速度提高<~Ldef~? move_speed~OG buff_duration sktok_xbspps  sktok_xbcbag(4l< tD|L  D  d $Dd$D$4D? sktok_xbcbag 释放猎获9只可部署在大型兽栏内,释放捕获的狩猎物N$4D8? sktok_xbcbag 释放猎获9只可部署在大型兽栏内,释放捕获的狩猎物$4Dԁ? sktok_xbcbag 释放猎获9只可部署在大型兽栏内,释放捕获的狩猎物$4Dp? sktok_xbcbag 释放猎获9只可部署在大型兽栏内,释放捕获的狩猎物"$4D ? sktok_xbcbag 释放猎获9只可部署在大型兽栏内,释放捕获的狩猎物$4D? sktok_xbcbag 释放猎获9只可部署在大型兽栏内,释放捕获的狩猎物Z$4DD? sktok_xbcbag 释放猎获9只可部署在大型兽栏内,释放捕获的狩猎物$4D? 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释放猎获3只可部署在兽栏内,释放捕获的狩猎物>$4Dx(? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物ғ$4Dx? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物f$4DxP? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物$4Dx? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物$4Dxx? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物"$4Dx ? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物$4Dx? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物J$4Dx4? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物ޗ$4Dxȗ? sktok_xbcbag 释放猎获3只可部署在兽栏内,释放捕获的狩猎物 sktok_xbcbagė<sktok_xbstationNk$,T. sktok_empty号令'摧毁后解锁该节点的特殊远征sktok_xbstation|sktok_xbsightcl$,b/ sktok_empty矗立W最抢手的户外设施之一,人们常常躺在上面,享受难得的闲暇时光sktok_xbsightcdܞsktok_xbsightbl$,|J0 sktok_empty摇摆N栽种了荒地最耐旱的树,暴风袭来,这种植物也能挺立不倒sktok_xbsightbDsktok_xbsightam$,*1 sktok_empty喷涌Q水花不断翻腾着,将空气润湿,站在旁边便能感受到一丝清凉sktok_xbsighta( sktok_xbhydrn$,2 sktok_empty锁钥`逐渐回复自身生命值,受到一定次数伤害后被击破。被击破后开启新区域 sktok_xbhydrO  sktok_xbdiamo$0H3 sktok_empty 可采集可开采<澄亮石> sktok_common sktok_xbdiamX sktok_xblight? 08`30-1 sktok_xblight瞭望$可以侦察整个节点内的视野2@ 08XR40-1 sktok_xblight瞭望可以侦察范围内的视野@ 08X40-1 sktok_xblight瞭望可以侦察范围内的视野 sktok_xblight sktok_xbbarir2r$,x5 sktok_empty阻挡H可以阻挡敌人,被摧毁时对周围敌人造成高额物理伤害r$,@"6 sktok_empty阻挡可以阻挡敌人"s$,@~6 sktok_empty阻挡可以阻挡敌人 sktok_xbbarir< sktok_xbfort`,4R sktok_xbfort部署T更为坚固,放置后可以使远程位干员部署其上并提高其攻击速度 A attack_speed,4t sktok_xbfort部署<更为坚固,放置后可以使远程位干员部署其上 ,4d sktok_xbfort部署-放置后可以使远程位干员部署其上 sktok_xbfort\ԧ sktok_xbfarmmu$,|B9 sktok_empty种植O放置后每天产出一定数量的<稻谷>(同类建筑最多放置12个) sktok_xbfarmm<sktok_xbistorm F$(8Dq?x-4sktok_xbistorm 冰爆!;立即对攻击范围内的敌人造成持续15秒的冻结$? cold_twice8pAcoldF$(8Dr?x-4sktok_xbistorm 冰爆!;立即对攻击范围内的敌人造成持续15秒的寒冷pAcoldsktok_xbistorm  sktok_xbemberiA$(8@s?1-1 sktok_xbember激励]使友方单位20秒内生命值不低于1,之后强制退出战场,再部署时间-50%$? respawn_timejpA$(8@t?1-1 sktok_xbember激励E使友方单位15秒内生命值不低于1,之后强制退出战场? respawn_timenk A$(8@u?1-1 sktok_xbember激励^使友方单位10秒内生命值不低于1,之后强制退出战场,再部署时间+100%ܧ@ respawn_time sktok_xbember sktok_xbbee$08? sktok_xbbee扫描t寻找最近的<埋没金属箱>、<宝刺金属箱>、<喙中奇物>或<遗迹残骸>并暂时侦察其周围视野|@ o<$sandbox_res_collector.hp_ratio[iron]Xu<%sandbox_res_collector.hp_ratio[stone]u=$sandbox_res_collector.hp_ratio[wood]ȩ?max_cntv@cost sktok_xbbee| sktok_xbcage(,<Dx?1-1 sktok_xbcage捕获0捕获攻击范围内任意一只常见狩猎物$ܪ?hp_ratio?max_cntj(,<D?1-1 sktok_xbcage捕获G捕获攻击范围内任意一只生命值低于50%的常见狩猎物$ī?hp_ratio?max_cnt sktok_xbcage  sktok_xbflare$4PB sktok_empty 临时照明侦察一定范围内视野 sktok_xbflare|8 sktok_xbdrillN(8@ ? sktok_xbdrill采集生产<采集大师>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,<澄亮矿脉>,更擅长采集<澄亮矿脉>,最多生产3台L|@ ף;$sandbox_res_collector.hp_ratio[iron]<;%sandbox_res_collector.hp_ratio[stone]to<$sandbox_res_collector.hp_ratio[wood]<F live_durationbE extra_count@@max_cntnvenemy_7033_xbdrcar enemy_keyEcost sktok_xbdrillXд sktok_xbspgund4(,<HD?4-1 sktok_xbspgun 喷射!b对前方一名敌人发射烟雾弹,对其造成40%<$ba.fragile>脆弱效果,持续10秒H$l A weak[limit]33? damage_scale>G atk_scale(,<Hp?4-1 sktok_xbspgun 喷射!b对前方一名敌人发射烟雾弹,对其造成20%<$ba.fragile>脆弱效果,持续10秒H$ A weak[limit]? damage_scalejH atk_scaleF(,<H?3-2 sktok_xbspgun 喷射!a对前方一名敌人发射烟雾弹,对其造成20%<$ba.fragile>脆弱效果,持续5秒H$IJ@ weak[limit]? damage_scaleI atk_scale sktok_xbspgun, sktok_xbmire(0lJ sktok_xbmire侵蚀;使位于其上的敌人防御力、法术抗性降低35%F(0lJ sktok_xbmire侵蚀;使位于其上的敌人防御力、法术抗性降低25%·(0l*K sktok_xbmire侵蚀;使位于其上的敌人防御力、法术抗性降低15% sktok_xbmire sktok_xbmcv$4hK sktok_empty 引擎核心3注意防守!被击破时本局陌域游戏失败 sktok_xbmcvصPsktok_xbfdtionb$4\L sktok_empty 中枢核心'注意防守!被击破时游戏失败sktok_xbfdtion sktok_xbfence"$,D~M sktok_empty畜养可以部署猎获笼 sktok_xbfence@ sktok_xbexbiʊ$,p&N sktok_empty纪念B摆满了强敌的象征物,有些是预警,有些是纪念。 sktok_xbexbi, sktok_xbtentA(8@<xP? sktok_xbtent援护P技能期间使我方所有设施获得<@ba.vup>100%的<$ba.protect>庇护 ?valuedamage_resistancekey sktok_xbtent\lԾ sktok_xbtrap (>P sktok_empty陷阱 sktok_xbtrap\sktok_xbmgbirdn$4hP sktok_empty “赠礼”0生命值恢复至上限后会留下一些宝物sktok_xbmgbirdn  sktok_xbalisB(,<D?5-1 sktok_xbalis发射E向前方发射弩箭,对碰撞到的首个我方单位造成伤害? atk_scale sktok_common sktok_xbalisܻT sktok_dhdcr$, ? sktok_dhdcr生成ʃbranch_dhdcr_1 branch_id sktok_dhdcrplp P sktok_dhsb;$,zS sktok_dhsb泵水将身后一格的浅水泵至前方,若后方田地清澈,降低目标田地的病害程度;若后方田地受病害污染,增加目标田地的病害程度直到一致或超过\n身后有我方单位时生效范围<@ba.vup>+2 sktok_dhsb sktok_dhsb q  sktok_dhtl_2 08HU0-1 sktok_dhtl_2阻流 阻隔水流 sktok_dhtl sktok_dhtl_2r  sktok_dhtl_1v@@,0@Ht?0-1 sktok_dhtl_1阻流(<@ba.vup>3秒后建成,阻隔水流C =hp_ratio sktok_dhtl sktok_dhtl_1|s Xsktok_supctl_1(0@P?3-13sktok_supctl_1 冷控处理技能开启时自身流失5%的生命,朝一名敌人发射一颗寒冰弹,对半径2以内的敌人造成持续5秒的寒冷效果$4L=hp_ratioP@cold sktok_supctlsktok_supctl_1Tdu 0sktok_fxdtwr_1"(,<L||?5-1sktok_fxdtwr_1 发射炮弹-向前发射一颗造成溅射伤害的炮弹T, x-5range_id=projectile_range? atk_scalesktok_fxdtwr_1sktok_fxdtwr_1v  sktok_tnkspkbpB 0@Y0-1 sktok_tnkspkb 维生监测部署后,全体干员每秒回复自身最大生命值5%的生命值,每2秒回复1点技力;每当部署重装干员时,获得12张调用凭证\<H?sp\@intervalx@Agold_cntL="hp_recover_per_sec_by_max_hp_ratio sktok_tnkspk sktok_tnkspkbx \ sktok_tnkspkapB 0@[0-1 sktok_tnkspka 微型尖刺~部署后,全体干员每秒回复自身最大生命值5%的生命值;每当部署重装干员时,获得8张调用凭证$Agold_cnt0L="hp_recover_per_sec_by_max_hp_ratio sktok_tnkspk sktok_tnkspka`z \ sktok_tnkspkpB 0@~]0-1 sktok_tnkspk 反制装甲~部署后,全体干员每秒回复自身最大生命值5%的生命值;每当部署重装干员时,获得8张调用凭证$Agold_cntL="hp_recover_per_sec_by_max_hp_ratio sktok_tnkspk sktok_tnkspk({  sktok_supsptb 0@_0-1 sktok_supsptb 天工夜行使用后立即获得<@ba.vup>30点部署费用并随机调用<@ba.vup>3名干员,若至少有1名干员职业为【特种】,则再次触发主动效果,待部署区拥挤时不会生效<@@cnt?intervalAcost sktok_supspt sktok_supsptb} | sktok_supspta 0@`0-1 sktok_supspta 天工夜行使用后立即获得<@ba.vup>10点部署费用并随机调用<@ba.vup>1名干员,若该干员职业为【特种】,则再次触发主动效果,待部署区拥挤时不会生效$d?interval Acost sktok_supspt sktok_supspta | sktok_supsptR 0@b0-1 sktok_supspt 天工夜行使用后立即获得<@ba.vup>10点部署费用并随机调用<@ba.vup>1名干员,若该干员职业为【特种】,则再次触发主动效果,待部署区拥挤时不会生效$ ?interval< Acost sktok_supspt sktok_supspt|4P  sktok_bqmleebK(4bd sktok_bqmleeb 步青云选择一名干员,并将该干员职业的战术装备复制给该干员身前一条直线上的所有干员;使用后,该导能元件会返回待部署区 sktok_bqmlee sktok_bqmleeb  sktok_bqmleeaN 0<e1-1 sktok_bqmleea 步青云`选择一名干员,将该干员的职业战术装备复制给其身前朝向的另一名干员 sktok_bqmlee sktok_bqmleea  sktok_bqmleej 0<f1-1 sktok_bqmlee 步青云`选择一名干员,将该干员的职业战术装备复制给其身前朝向的另一名干员 sktok_bqmlee sktok_bqmleex؄ T sktok_bqrngeb 08g4-1 sktok_bqrngeb分析使用后从预备区随机调用<@ba.vup>2名职业为【狙击】【术士】的干员加入待部署区,并使调用的干员部署费用变为<@ba.vup>0 Dyvalue\@cnt sktok_bqrnge sktok_bqrngebxl T sktok_bqrngea* 08i4-1 sktok_bqrngea分析使用后从预备区随机调用<@ba.vup>2名职业为【狙击】【术士】的干员加入待部署区,并使调用的干员部署费用变为<@ba.vup>0 yvalue@cnt sktok_bqrnge sktok_bqrngea,x T sktok_bqrnge 08k4-1 sktok_bqrnge分析使用后从预备区随机调用<@ba.vup>2名职业为【狙击】【术士】的干员加入待部署区,并使调用的干员部署费用变为<@ba.vup>0 lyvalue@cnt sktok_bqrnge sktok_bqrnge  sktok_godchbRHB 0D|l1-1 sktok_godchb罗德岛式协作5部署后,使前方一格干员的战术装备层数上限<@ba.vup>+2(上限5),并且击杀敌人的调用凭证额外<@ba.vup>+4,并且在装置消失前,接力不会使该干员撤退而是获得对应的战术装备;使用此导向原件时,部署时触发类的战术装备不会生效 sktok_godch sktok_godchb  sktok_godchaNHB 0DPn1-1 sktok_godcha罗德岛式协作 部署后,使前方一格的干员击杀敌人的调用凭证额外<@ba.vup>+4,并且在装置消失前,接力不会使该干员撤退而是获得对应的战术装备;受到该导能单元影响时,部署时触发的战术装备在接力后不会生效 sktok_godch sktok_godcha`  sktok_godchHB ,@Lzp1-1 sktok_godch罗德岛式协作 部署后,使前方一格的干员击杀敌人的调用凭证额外<@ba.vup>+4,并且在装置消失前,接力不会使该干员撤退而是获得对应的战术装备;受到该导能单元影响时,部署时触发的战术装备在接力后不会生效 sktok_godch sktok_godchP$ d sktok_bmoney 0H>r0-1 sktok_bmoney无可置疑的罪证触目惊心的犯罪证据......等等,这些罪证指向的并非叶无轻,而是白云间药铺?!\n部署后,立即获得<@ba.vup>3点调用凭证并随机调用一名干员@@gold sktok_bmoney sktok_bmoney0Ȑ   sktok_cdnest(@s sktok_cdnest“黏黏的赠品”M部署后,生成<@ba.vup>{cnt}个<@ba.vup>“特别任性的生物”(> offset_bound@cnt sktok_cdnest sktok_cdnest@  sktok_cdcasterb 0@*ux-2sktok_cdcasterb 能量调和|对攻击范围内所有敌人施加<@ba.vup>10%-80%<$ba.magicfragile>【法术脆弱】,效果随时间逐渐增强sktok_cdcastersktok_cdcasterb| P sktok_cdcastera 0@fvx-2sktok_cdcastera 能量调和|对攻击范围内所有敌人施加<@ba.vup>10%-80%<$ba.magicfragile>【法术脆弱】,效果随时间逐渐增强sktok_cdcastersktok_cdcastera  sktok_cdcaster: 0@wx-2sktok_cdcaster 能量调和|对攻击范围内所有敌人施加<@ba.vup>10%-80%<$ba.magicfragile>【法术脆弱】,效果随时间逐渐增强sktok_cdcastersktok_cdcasterȕ sktok_cd1punchbv 08Tx4-1sktok_cd1punchb灌录部署后,记录受到的最高单次伤害;被击倒时,向前方攻击范围内发射<@ba.vup>5枚子弹,对命中目标造成<@ba.vup>100%已记录伤害的溅射物理伤害;部署后<@ba.vup>10秒内,攻击范围内所有敌人移动速度<@ba.vup>-95%sktok_cd1punchsktok_cd1punchbX 4sktok_cd1punchaF 08z4-1sktok_cd1puncha灌录部署后,记录受到的最高单次伤害;被击倒时,向前方攻击范围内发射<@ba.vup>5枚子弹,对命中目标造成<@ba.vup>100%已记录伤害的溅射物理伤害sktok_cd1punchsktok_cd1puncha8X 4sktok_cd1punch 08"|4-1sktok_cd1punch灌录部署后,记录受到的最高单次伤害;被击倒时,向前方攻击范围内发射<@ba.vup>5枚子弹,对命中目标造成<@ba.vup>100%已记录伤害的溅射物理伤害sktok_cd1punchsktok_cd1punch8 sktok_cdrhineb. 0@}0-1sktok_cdrhineb 共享发现部署后接下来4次调用返还<@ba.vup>全部调用凭证,期间若调用<@ba.vup>莱茵生命干员,则该次调用不会消耗次数 sktok_cdrhinesktok_cdrhineb8ԛ sktok_cdrhinea 0@~0-1sktok_cdrhinea 共享发现部署后接下来4次调用返还<@ba.vup>一半调用凭证,期间若调用<@ba.vup>莱茵生命干员,则该次调用不会消耗次数 sktok_cdrhinesktok_cdrhineaT8(  sktok_cdrhine 0@>0-1 sktok_cdrhine 共享发现部署后接下来4次调用返还<@ba.vup>一半调用凭证,期间若调用<@ba.vup>莱茵生命干员,则该次调用不会消耗次数 sktok_cdrhine sktok_cdrhine|  sktok_beer6 $0H+x-4 sktok_beer“蜜酿万岁!”部署后,在一段时间延迟后爆炸,使周围8格内的“烈酒金刚”失去免疫效果<@ba.vup>{break_duration}秒,然后使范围内的敌人晕眩<@ba.vup>{stun_duration}秒(pAbreak_duration4 A stun_duration sktok_beer sktok_beertHH $ sktok_gasbotbj(8Z sktok_gasbotb 速效制冷w每损失<@ba.vup>10%生命值,对周围所有敌人施加<$ba.cold>寒冷效果,持续<@ba.vup>{cold}秒  |Acold̽hp_ratio sktok_gasbot sktok_gasbotbH $ sktok_gasbotaZl(8 sktok_gasbota 速效制冷w每损失<@ba.vup>10%生命值,对周围所有敌人施加<$ba.cold>寒冷效果,持续<@ba.vup>{cold}秒  Acold̽hp_ratio sktok_gasbot sktok_gasbota<H $ sktok_gasbotm(8" sktok_gasbot 速效制冷w每损失<@ba.vup>10%生命值,对周围所有敌人施加<$ba.cold>寒冷效果,持续<@ba.vup>{cold}秒  DAcold\̽hp_ratio sktok_gasbot sktok_gasbot$t  sktok_sniperb(8$ sktok_sniperb 空域控制检视2次,每次检视预备区0-4名单位,选择1名加入待部署区。若选择了<@ba.vup>狙击干员,使场上所有干员获得1件狙击战术装备,并使他们本场战斗装备最大层数+1(至多+3层)`H(,? select_twiceL@@ max_pro_cnth?cnt|?can_select_num@ range_num sktok_sniper sktok_sniperb  sktok_snipera(8ʉ sktok_snipera 空域控制检视预备区0-4名单位,选择1名加入待部署区。若选择了<@ba.vup>狙击干员,使场上所有干员获得1件狙击战术装备,并使他们本场战斗装备最大层数+1(至多+3层)`<$T@@ max_pro_cntp?cnt?can_select_num@ range_num sktok_sniper sktok_snipera  sktok_sniper(8ҋ sktok_sniper 空域控制检视预备区0-4名单位,选择1名加入待部署区。若选择了<@ba.vup>狙击干员,使场上所有干员获得1件狙击战术装备,并使他们本场战斗装备最大层数+1(至多+3层)`<$\@@ max_pro_cntx?cnt?can_select_num@ range_num sktok_sniper sktok_sniperĪ  sktok_merchab(8(ڍ sktok_merchab 战地鼓舞使面前一格干员攻击力<@ba.vup>+{atk:0%},若剩余部署费用不小于<@ba.vup>20点,消耗20点部署费用使其攻击力额外<@ba.vup>+{atk:0%}\n(每名干员至多+80% ,已满层则不触发额外耗费)dL(| cost_decrease@ max_stack_cnt>atkAcost sktok_mercha sktok_merchab  sktok_merchaa (8( sktok_merchaa 战地鼓舞使面前一格干员攻击力<@ba.vup>+{atk:0%},若剩余部署费用不小于<@ba.vup>20点,消耗20点部署费用使其攻击力额外<@ba.vup>+{atk:0%}\n(每名干员至多+80% ,已满层则不触发额外耗费)dL( cost_decrease@ max_stack_cnt>atkAcost sktok_mercha sktok_merchaa0  sktok_mercha*(8( sktok_mercha 战地鼓舞使面前一格干员攻击力<@ba.vup>+{atk:0%},若剩余部署费用不小于<@ba.vup>20点,消耗20点部署费用使其攻击力额外<@ba.vup>+{atk:0%}\n(每名干员至多+80% ,已满层则不触发额外耗费)dL( cost_decrease@ max_stack_cnt>atkAcost sktok_mercha sktok_merchaP$ sktok_winstone(8h:sktok_winstone 紧急点燃-立刻点燃一个未燃烧的紧急供暖器sktok_winstonesktok_winstone4  sktok_winfire. 084d sktok_winfire点燃I开启后使紧急供暖器周围8格内的干员免疫环境封冻效果\8( Aattack@chill_duration_intervaltalent@init_modex@talent@cold_add_spAtalent@fire_add_sp Aattack@burn_add_spattack@burn_sub_spattack@ex_sub_sp sktok_winfire sktok_winfireT( sktok_portlexi|6创生]将湮灭之相吸收的伤害转化为<@ba.vup>物理伤害,向前方发射子弹释放sktok_portlexisktok_portlexiD sktok_portlentA,4hZBsktok_portlent湮灭3吸收受到的所有伤害,传送到创生之相sktok_portlentsktok_portlent(  sktok_condtr d4>(,<L ?x-1 sktok_condtr 广域调谐[变奏期间开启可以<@ba.vup>切换激昂/沉郁变奏,并使我方获得持续<@ba.vup>20s的加成效果:\n切换到激昂变奏下,攻击速度<@ba.vup>+50;\n切换到沉郁变奏下,攻击力<@ba.vup>+60%但攻击速度<@ba.vup>-10;\n场上每多一个调谐节点开启时获得的效果<@ba.vup>叠加一层DL?(trap_condtr[buff_to_char][depressed].atk 1trap_condtr[buff_to_char][depressed].attack_speedA7trap_condtr[buff_to_char][depressed].char_buff_durationHB-trap_condtr[buff_to_char][enthu].attack_speedTA3trap_condtr[buff_to_char][enthu].char_buff_duration>(,<LL?x-1 sktok_condtr 广域调谐[变奏期间开启可以<@ba.vup>切换激昂/沉郁变奏,并使我方获得持续<@ba.vup>20s的加成效果:\n切换到激昂变奏下,攻击速度<@ba.vup>+50;\n切换到沉郁变奏下,攻击力<@ba.vup>+60%但攻击速度<@ba.vup>-10;\n场上每多一个调谐节点开启时获得的效果<@ba.vup>叠加一层Dx?(trap_condtr[buff_to_char][depressed].atk 1trap_condtr[buff_to_char][depressed].attack_speedA7trap_condtr[buff_to_char][depressed].char_buff_duration@HB-trap_condtr[buff_to_char][enthu].attack_speedA3trap_condtr[buff_to_char][enthu].char_buff_duration>(,<Lx  ?x-1 sktok_condtr 广域调谐[变奏期间开启可以<@ba.vup>切换激昂/沉郁变奏,并使我方获得持续<@ba.vup>20s的加成效果:\n切换到激昂变奏下,攻击速度<@ba.vup>+50;\n切换到沉郁变奏下,攻击力<@ba.vup>+60%但攻击速度<@ba.vup>-10;\n场上每多一个调谐节点开启时获得的效果<@ba.vup>叠加一层D ?(trap_condtr[buff_to_char][depressed].atk 1trap_condtr[buff_to_char][depressed].attack_speed$ A7trap_condtr[buff_to_char][depressed].char_buff_durationl HB-trap_condtr[buff_to_char][enthu].attack_speed A3trap_condtr[buff_to_char][enthu].char_buff_durationJ>(,<L ?x-1 sktok_condtr 广域调谐[变奏期间开启可以<@ba.vup>切换激昂/沉郁变奏,并使我方获得持续<@ba.vup>20s的加成效果:\n切换到激昂变奏下,攻击速度<@ba.vup>+50;\n切换到沉郁变奏下,攻击力<@ba.vup>+60%但攻击速度<@ba.vup>-10;\n场上每多一个调谐节点开启时获得的效果<@ba.vup>叠加一层D ?(trap_condtr[buff_to_char][depressed].atk  1trap_condtr[buff_to_char][depressed].attack_speedPA7trap_condtr[buff_to_char][depressed].char_buff_durationHB-trap_condtr[buff_to_char][enthu].attack_speedA3trap_condtr[buff_to_char][enthu].char_buff_duration sktok_condtr sktok_condtrD  sktok_ltnova(8. sktok_ltnova 神经再生R回复周围单位<@ba.vup>{attack@ep_heal_ratio}点神经损伤并解除晕眩(zDattack@ep_heal_ratio sktok_ltnova sktok_ltnovax\L 8 sktok_truamr ; 0D ? sktok_truamr“甜蜜狂搅”部署后使前方地面位干员的阻挡数增加<@ba.vup>{attack@block_cnt},该效果在干员被“超甜微笑”冲撞后失效@attack@block_cnt sktok_truamr sktok_truamr  sktok_cdkzmr 0D? sktok_cdkzmr竞技记录分析F待部署区内所有卡西米尔干员<@ba.vup>{value}部署费用value sktok_cdkzmr sktok_cdkzmr  sktok_cdrone 0@ ? sktok_cdrone 战地援护周期性流失<@ba.vdown>{hp_ratio:0%}最大生命值(但不会因此退场)并平均治疗攻击范围内所有单位的生命值与元素损伤,总治疗量等同于流失的生命值<@ba.vup>{heal_scale}倍D$? heal_scale?interval ף=hp_ratio sktok_cdrone sktok_cdrone  sktok_cdcvrta  0@? sktok_cdcvrta 溢能回收\立刻获得等同于场上地面位干员阻挡数之和<@ba.vup>{cnt}倍的调用凭证@cnt sktok_cdcvrt sktok_cdcvrtaD  sktok_cdcvrt> 0@? sktok_cdcvrt 溢能回收\立刻获得等同于场上地面位干员阻挡数之和<@ba.vup>{cnt}倍的调用凭证<@cnt sktok_cdcvrt sktok_cdcvrtxL  sktok_stmbotF$(8Hp ?x-5 sktok_stmbot水汽汽水瓶'被击破时在周围产生纯白水汽 x-5range_id sktok_stmbot sktok_stmbot d  sktok_stmpqZ$(4D4?x-5 sktok_stmpq 景观喷泉T周围友方干员攻击地面目标时,会在其所在的地块产生纯白水汽 x-5range_id sktok_stmpq sktok_stmpq@ sktok_rdblock,40-1 sktok_rdblock阻拦P?sp_recovery_per_sec sktok_rdblockx sktok_rdrepair$4jsktok_rdrepair 修复步道sktok_rdrepairx T sktok_rockfl$4< ? sktok_rockfl塌落周期性掉落落石,沿坡道向前方滚动,对经过的我方单位和临时步道造成物理伤害;被阻挡后炸开,对阻挡目标造成物理伤害,并对爆炸中心及周围4格造成溅射伤害 sktok_rockfl sktok_rockfl<  sktok_ltstatB,0@H ?x-4 sktok_ltstat祈祷[消耗<@ba.vup>{cost}点部署费用,使周围8格内修道院居民恐慌大幅降低spAcost sktok_ltstat sktok_ltstat sktok_toolgarage$8L ?sktok_toolgarage自走车出击!3消耗<@ba.vup>{cost}点部署费用并流失<@ba.vdown>200点生命,向自身部署方向发射一辆勘察用自走车\n<@ba.rem>自走车出发后沿直线移动,行驶到不可通行区域会出局,经过我方单位时,会改变移动方向为其部署方向(每个单位仅一次)@@cost sktok_garagesktok_toolgarage(  sktok_toolinvert,<sktok_toolinvert 撼动现实部署后爆炸,对周围四格所有敌方单位造成<@ba.vup>{attack@damage}法术伤害,并对每个敌方单位获取<@ba.vup>{attack@exp}调查熟练度H$p!A attack@exp!?attack@duration!C attack@damagesktok_invertersktok_toolinvert!8p' sktok_toolgun:U 08" ? sktok_toolgun开火 h<pL("A toolgun_exp_6"A toolgun_exp_5"pA toolgun_exp_4 #pA toolgun_exp_3,# A toolgun_exp_2L# A toolgun_exp_1l#trap_toolgun[sp_decrease].sp#Atoolgun_frozen_duration# Atoolgun_stun_duration#Dtoolgun_damage $ Asp $zDdynamic sktok_toolgunL$ sktok_tooltree1 0^ex-5 天然隐蔽Z相邻的我方单位防御<@ba.vup>提升,且击倒敌人获取更多调查熟练度 sktok_treesktok_tooltreeL%d Dsktok_tooltower$(8LP$2x-5sktok_tooltower法术传输协议在周围四格部署我方单位为其回复技力\n激活后,每次攻击对一名敌方单位造成<@ba.vup>2%生命上限的法术伤害并获取<@ba.vup>3调查熟练度 sktok_towersktok_tooltower&,   sktok_toolore^(,<H'?x-1 sktok_toolore 脉冲波k从周围每个敌方单位获取<@ba.vup>{exp}调查熟练度(同一个敌方单位只触发一次)'@exp sktok_ore sktok_toolore(- sktok_bldore )(8H8+? sktok_bldore 沥血王座释放血雾对笼罩的我方单位造成越来越高的法术伤害并降低40点攻击速度,被血雾笼罩的<@ba.vup>血珀会转化成<@ba.vup>新生血裔HX<X0)HDfountaindamage.value)@fountaindamage.stunVblord2killbmbcar.branch_id* Bblordreborn.durationblord1blordreborn.branch_idt*  attack_speed*@ respawn_time*?delay>enemy_1360_dfello enemy_key+ A addonduration +C addondamage<+HB basedamageX+?projectile_range|+ Aprojectile_life_timeenemy_1367_dseedtalent@enemy_keyR bldore_dfellotalent@branch_id sktok_bldore,,T1 sktok_outset"-$4D -(? sktok_outset炸弹载荷点}消耗10点部署费用,生成会驶向下个唤血祭坛的<@ba.vup>反巫术变位炸弹(已存在时无法生成) H- Acostbmbcar branch_id sktok_outset-3 sktok_bonore.$4D|.? sktok_bonore 唤血祭坛`释放脉冲波吸收范围内的所有<@ba.vup>血珀,并转化成<@ba.vup>新生血裔d$. A max_target.enemy_1367_dseedtalent@enemy_keyj bonore_dfellotalent@branch_id sktok_bonoreD/x  T sktok_eradioP A(,<Lt<02?5-1 sktok_eradio 喷气散热$被动:受到攻击时回复<@ba.vup>{sp}点技力\n开启后<@ba.vup>{duration}秒内每秒对攻击范围内所有地面敌人和我方单位造成<@ba.vdown>{value}点法术伤害,额外使敌人移动速度<@ba.vup>-{-move_speed:0%}并获得<@ba.vdown>{energy}点能量tT8 81?energyP1?spd1HCvalue|1333 move_speed1? buff_time1 Aduration* A,0@Px422?5-1 sktok_eradio 喷气散热$被动:受到攻击时回复<@ba.vup>{sp}点技力\n开启后<@ba.vup>{duration}秒内每秒对攻击范围内所有地面敌人和我方单位造成<@ba.vdown>{value}点法术伤害,额外使敌人移动速度<@ba.vup>-{-move_speed:0%}并获得<@ba.vdown>{energy}点能量tT8 3?energy3@sp3HCvalue3333 move_speed3? buff_time4 Adurationv A(,<Lt42?5-1 sktok_eradio 喷气散热$被动:受到攻击时回复<@ba.vup>{sp}点技力\n开启后<@ba.vup>{duration}秒内每秒对攻击范围内所有地面敌人和我方单位造成<@ba.vdown>{value}点法术伤害,额外使敌人移动速度<@ba.vup>-{-move_speed:0%}并获得<@ba.vdown>{energy}点能量tT8 5?energy5@sp5HCvalue6333 move_speed,6? buff_timeH6 Aduration A,0@Px\92?5-1 sktok_eradio 喷气散热$被动:受到攻击时回复<@ba.vup>{sp}点技力\n开启后<@ba.vup>{duration}秒内每秒对攻击范围内所有地面敌人和我方单位造成<@ba.vdown>{value}点法术伤害,额外使敌人移动速度<@ba.vup>-{-move_speed:0%}并获得<@ba.vdown>{energy}点能量tT8 8?energy08@spD8HCvalue\8333 move_speedx8? buff_time8 Aduration sktok_eradio sktok_eradio8P> sktok_gractrl9 0@D|? sktok_gractrl 重力生成 -Lx@9?$gractrl_s_enemy[opposite].move_speed9?!gractrl_s_enemy[equal].move_speed9%gractrl_s_ally[opposite].attack_speed0:A"gractrl_s_ally[equal].attack_speedd: button_signal:?%gractrl_s_enemy[opposite].mass_ristar:fff?"gractrl_s_enemy[equal].mass_ristar; 0@D\ ? sktok_gractrl 重力生成 -Lx@l;?$gractrl_s_enemy[opposite].move_speed;?!gractrl_s_enemy[equal].move_speed;%gractrl_s_ally[opposite].attack_speed<A"gractrl_s_ally[equal].attack_speedD< button_signald预备区随机检视<@ba.vup>{range_num}名单位,可选择<@ba.vup>0-{can_select_num}名单位调度至待部署区,并令场上所有医疗干员获得其职业的战术装备(`>@can_select_num>@ range_num sktok_cdheal sktok_cdhealb>  sktok_cdheala? 0H h ? sktok_cdheala便携式医疗设备部署后,从<@ba.vup>预备区随机检视<@ba.vup>{range_num}名单位,可选择<@ba.vup>0-{can_select_num}名单位调度至待部署区,并令场上所有医疗干员获得其职业的战术装备(@@@can_select_num`@@ range_num sktok_cdheal sktok_cdheala@x  sktok_cdhealA 0H H? sktok_cdheal便携式医疗设备部署后,从<@ba.vup>预备区随机检视<@ba.vup>{range_num}名单位,可选择<@ba.vup>0-{can_select_num}名单位调度至待部署区,并令场上所有医疗干员获得其职业的战术装备( B@can_select_num@B@ range_num sktok_cdheal sktok_cdhealBtX P sktok_cddiffb~C 0D(? sktok_cddiffb战术装备整理部署后,使前方干员的<@ba.vup>每一种战术装备+1<@ba.vup>临时层数(不受战术装备层数上限影响),持续<@ba.vup>{add_status_dur}秒CpAadd_status_dur sktok_cddiff sktok_cddiffbDt P sktok_cddiffaE 0D? sktok_cddiffa战术装备整理部署后,使前方干员的<@ba.vup>每一种战术装备+1<@ba.vup>临时层数(不受战术装备层数上限影响),持续<@ba.vup>{add_status_dur}秒\EpAadd_status_dur sktok_cddiff sktok_cddiffaEtx P sktok_cddiffF 0DH? sktok_cddiff战术装备整理部署后,使前方干员的<@ba.vup>每一种战术装备+1<@ba.vup>临时层数(不受战术装备层数上限影响),持续<@ba.vup>{add_status_dur}秒FpAadd_status_dur sktok_cddiff sktok_cddiff4G< sktok_cdaltarb.H$4DHH?sktok_cdaltarb 能量扰动每<@ba.vup>7秒对范围内所有敌人随机施加以下任意一个异常效果(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.cold>寒冷、<$ba.frozen>冻结、<$ba.stun>晕眩、<$ba.levitate>浮空),持续<@ba.vup>2.5秒x\@$H @levitateI @coldI @bound0I @stunHI @sluggish sktok_cdaltarsktok_cdaltarbI<` sktok_cdaltaraJ$4DHpJ?sktok_cdaltara 能量扰动每<@ba.vup>7秒对范围内所有敌人随机施加以下任意一个异常效果(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.cold>寒冷、<$ba.frozen>冻结、<$ba.stun>晕眩、<$ba.levitate>浮空),持续<@ba.vup>2.5秒x\@$7秒对范围内所有敌人随机施加以下任意一个异常效果(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.cold>寒冷、<$ba.frozen>冻结、<$ba.stun>晕眩、<$ba.levitate>浮空),持续<@ba.vup>2.5秒x\@$M @levitateM @coldM @boundM @stunM @sluggish sktok_cdaltar sktok_cdaltar20秒<$ba.invisible>隐匿效果 sktok_smkbmb@P  sktok_snflwr,<hR sktok_snflwr全自动划账(每隔一定时间扣除1点部署费用 sktok_snflwr sktok_snflwr Q4  sktok_crsbowB(,<LR?1-1 sktok_crsbow 清债程序a向前方连续射出3颗子弹,每颗子弹对碰到的第一个我方单位造成物理伤害,R? atk_scale sktok_crsbow sktok_crsbowpRTW sktok_wdfarmv J补给 sktok_wdfarmR   sktok_stdurk_1 P<(,0@P,V?3-6sktok_stdurk_1“咔嚓!”6尝试录制有趣的片段,存储于素材库中。L(talent@respawn_time T`@ stun_durationprob,0@P8W?3-6sktok_stdurk_1“咔嚓!”6尝试录制有趣的片段,存储于素材库中。P,Ttalent@respawn_timeU`@ stun_durationprob,0@PHX?3-6sktok_stdurk_1“咔嚓!”6尝试录制有趣的片段,存储于素材库中。P,Vtalent@respawn_time,V`@ stun_durationprob,0@PXY?3-6sktok_stdurk_1“咔嚓!”6尝试录制有趣的片段,存储于素材库中。P,Wtalent@respawn_time{prob:0%}的概率会拍摄失败,<$ba.stun>晕眩并无法撤退<@ba.vdown>{stun_duration}秒。P,Xtalent@respawn_timeX`@ stun_durationX>prob^,0@P[?3-6sktok_stdurk_1“咔嚓!”尝试录制有趣的片段,存储于素材库中。但是有<@ba.vdown>{prob:0%}的概率会拍摄失败,<$ba.stun>晕眩并无法撤退<@ba.vdown>{stun_duration}秒。P,prob,0@P]?3-6sktok_stdurk_1“咔嚓!”尝试录制有趣的片段,存储于素材库中。但是有<@ba.vdown>{prob:0%}的概率会拍摄失败,<$ba.stun>晕眩并无法撤退<@ba.vdown>{stun_duration}秒。P,[talent@respawn_time[`@ stun_duration\>prob ,0@P$_?3-6sktok_stdurk_1“咔嚓!”尝试录制有趣的片段,存储于素材库中。但是有<@ba.vdown>{prob:0%}的概率会拍摄失败,<$ba.stun>晕眩并无法撤退<@ba.vdown>{stun_duration}秒。L(talent@respawn_time]`@ stun_duration]>prob sktok_stdurksktok_stdurk_1]\c sktok_smbboxn1(8X sktok_smbbox诱人珍宝?击破额外获得10源石锭 sktok_smbbox^d sktok_smrboxd$` 刺人珍宝:反弹部分受到的伤害,击破额外获得4源石锭 sktok_smrbox`_d sktok_smboxje$D> 诱人珍宝击破额外获得2源石锭 sktok_smbox_,te sktok_smpow$(,8@`?x-2 sktok_smpow启动使【无垠回荡克雷松】的无敌<@ba.vup>{duration}秒内失效;\n<$ba.charged>蓄力额外效果:无敌失效延长至<@ba.vup>{enhance_duration}秒,并清除范围内的所有【苗圃】,pa@enhance_durationa @duration &(,8@db(?x-2 sktok_smpow启动使【无垠回荡克雷松】的无敌<@ba.vup>{duration}秒内失效;\n<$ba.charged>蓄力额外效果:无敌失效延长至<@ba.vup>{enhance_duration}秒,并清除范围内的所有【苗圃】,b Aenhance_durationc@duration sktok_smpow@ch sktok_smtree>,<1? sktok_smtree 阻止部署 sktok_smtreecTi sktok_mhwrctf?,Dx2? sktok_mhwrct滞空牵引无人机 sktok_mhwrctdT  sktok_mhwrbg8 0H$3? sktok_mhwrbg滞空牵引无人机l可部署至我方干员所在位置,之后可再次指定另一位置,使该干员快速移动至此处 sktok_mhwrbg sktok_mhwrbge$  sktok_mhshokF$4Hf? sktok_mhshok高压脉冲诡雷X部署后需要一定时间展开,被敌人踩到时对附近造成<$ba.stun>晕眩fAstun sktok_mhshok sktok_mhshokfL ( sktok_mhlbmb 0D5? sktok_mhlbmb高能源石爆桶Y部署后可手动开启,对周围造成法术伤害并引爆其他<高能源石爆桶>(g@ damage_scaleh? weak_duration sktok_mhlbmb sktok_mhlbmb\hm sktok_mhflsb 0@7? sktok_mhflsb 眩光手雷j向前投掷后爆炸,使未背对爆炸中心的敌方<$ba.stun>晕眩,并击落部分空中单位`i@ attack@stun sktok_mhflsbio sktok_poachr$4r sktok_empty 盗猎食材r击倒野生动物时会将其掉落的食材收集拿走,被击倒时会掉落已收集的食材与额外奖励 sktok_poachrjDl $sktok_trsrhuntr_1k$<Ltk?sktok_npc_noAttack_inv 触发对话'主动开启技能,与该角色对话2D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_trsrhuntr_1k lsktok_klmantc_3l$8Hpl?sktok_npc_summon 触发对话'主动开启技能,与该角色对话Tl@cntR4enemy_1003_ncbow enemy_key4D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_klmantc_3mx! lsktok_klmantc_2n$8Hpn?sktok_npc_summon 触发对话'主动开启技能,与该角色对话Ttn@@cnt5enemy_1003_ncbow enemy_key.6D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_klmantc_2Lo8 # sktok_klmantc_1Fp$4Dl0p? sktok_npc_inv 触发对话'主动开启技能,与该角色对话7D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_klmantc_1pt$ lsktok_sandsdr_2q$8Hpq?sktok_npc_summon 触发对话'主动开启技能,与该角色对话Tpq@@cnt8enemy_1003_ncbow enemy_key*9D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_sandsdr_2Hr8& sktok_sandsdr_1Bs$4Dl,s? sktok_npc_inv 触发对话'主动开启技能,与该角色对话~:D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_sandsdr_1s@p'  sktok_oldisin_1t$<Ltt?sktok_npc_noAttack_inv 触发对话'主动开启技能,与该角色对话;D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_oldisin_1tD( $sktok_trademan_1u$<Ltu?sktok_npc_noAttack_inv 触发对话'主动开启技能,与该角色对话:=D9Activities/act1sandbox/BattleAVG/dialog_sandbox_0_defaultdialogue_config_signal_key sktok_npcsktok_trademan_1\v{sktok_repairmanIA(0|B sktok_repairman修理H可部署在低地与高台地块,使面前建筑每秒恢复生命值sktok_repairman x-4sktok_umbrella 协助隐藏可部署在低地与高台地块,周围八格范围内所有友方单位获得<$ba.camou>迷彩效果并免疫<$ba.stun>晕眩sktok_umbrella|x@}sktok_enhancerLA(8bsktok_enhancer 释放秘药部署后,使面前干员攻击速度提高<@ba.vup>+{attack_speed},持续时间结束后强制撤退面前的干员(返还部分部署费用)yB attack_speedsktok_enhancery@Psktok_smokebomb 0@x-4sktok_smokebomb 释放迷香m使周围八格范围内敌人<$ba.sleep>沉睡<@ba.vup>{duration_normal}秒,对动物有特殊效果$zpA duration_ex{@duration_normalsktok_smokebomb4{ sktok_shielder¥$4D|?sktok_shielder 护盾提供C每隔一段时间为一位友方单位提供<$ba.barrier>屏障,|@shield_scale_max<|= shield_scalesktok_shielderp|sktok_wfactory$4<T}?sktok_wfactory抽水C可以采集<清澈水域>上的<清水>,持续{live_duration}秒H}B live_durationsktok_wfactory|}l sktok_xbfato3 (8@ ? sktok_xbfato3采集}生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<奇异矿脉>,最多生产4台LD(~<F live_durationf extra_count~L=$sandbox_res_collector.hp_ratio[iron] u=%sandbox_res_collector.hp_ratio[stone]X ף=$sandbox_res_collector.hp_ratio[wood]@max_cntGenemy_7008_wrkwrk enemy_keyrcost sktok_xbfato3l| sktok_xbfato2(8@, ? sktok_xbfato2采集}生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<巨大岩石>,最多生产3台LD(8<F live_duration extra_countp #<$sandbox_res_collector.hp_ratio[iron]L=%sandbox_res_collector.hp_ratio[stone])\=$sandbox_res_collector.hp_ratio[wood]@@max_cntIenemy_7008_wrkwrk enemy_keycost sktok_xbfato2h sktok_xbfato(8@? sktok_xbfato采集z生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<杂木林>,最多生产3台LD(<F live_durationr extra_counto<$sandbox_res_collector.hp_ratio[iron],u<%sandbox_res_collector.hp_ratio[stone]du=$sandbox_res_collector.hp_ratio[wood]@@max_cnt&Lenemy_7008_wrkwrk enemy_key~cost sktok_xbfato\ sktok_xbgldnX$, sktok_empty冶铸pIII级:放置后,可以额外用<清水>与<木材>来合成<粗制赤金>(同类建筑最多放置1个)^Y$, sktok_empty冶铸oII级:放置后,可以额外用<清水>与<石材>来合成<粗制赤金>(同类建筑最多放置1个)Z$,r sktok_empty冶铸kI级:放置后,可以用<清水>与<铁矿石>来合成<粗制赤金>(同类建筑最多放置1个) sktok_xbgldn` sktok_wdescp[(8n sktok_wdescp 建立通讯e部署近战位干员可以获得单局信物<跨地块通讯终端>(本局内解锁跨域通讯)OD8Activities/act1sandbox/BattleAVG/dialog_sandbox_0_escape!dialogue_config_signal_key_appear sktok_wdescp| sktok_xbescp\$4 sktok_empty 建立通讯XII级:放置后,每局第6天后解锁跨域通讯(同类建筑最多放置1个)>]$4  sktok_empty 建立通讯WI级:放置后,每局第9天后解锁跨域通讯(同类建筑最多放置1个) sktok_xbescpT sktok_xblrsh2^$8x! sktok_empty人员状态改善<II级:放置后每场战斗额外获得3点关卡生命值^$8t"" sktok_empty人员状态改善;I级:放置后每场战斗额外获得2点关卡生命值 sktok_xblrshH sktok_xbprsh_$4p" sktok_empty 资源规划;II级:放置后每场战斗额外获得两个部署位置.`$4p# sktok_empty 资源规划:I级:放置后每场战斗额外获得一个部署位置 sktok_xbprshx sktok_xbmrcla$,^$ sktok_empty演算U放置后每局结算时会额外获得建设点数(同类建筑最多放置4个) sktok_xbmrcl`Xؓ sktok_xbwalla$4J% sktok_empty 防御支撑JII级:更加坚固,用来阻挡敌人前进(但不会改变路线)b$4p% sktok_empty 防御支撑:I级:用来阻挡敌人前进(但不会改变路线) sktok_xbwallԏL sktok_pushtwf$4D? sktok_pushtw 气体爆喷>II级:将前方一名敌人<@ba.vup>中等力度地推开?force&$4D|? sktok_pushtw 气体爆喷=I级:将前方一名敌人<@ba.vup>中等力度地推开t?force sktok_pushtw sktok_bondtw2$4D ? sktok_bondtw 发射缚网RII级:对前方一名敌方释放束缚网束缚<@ba.vup>{unmove_duration}秒`@unmove_duration$4Dd ? sktok_bondtw 发射缚网QI级:对前方一名敌方释放束缚网束缚<@ba.vup>{unmove_duration}秒p@@unmove_duration sktok_bondtwsktok_streasure.g(8*sktok_streasure 宝刺伤人N击破后可以获得一些珍贵宝物,受到攻击时会反弹真实伤害Bvaluesktok_streasure$sktok_gtreasure6h$4X+ sktok_empty 可被击破!击破后可以获得一些宝物sktok_gtreasurehsktok_vegetationh$4XR, sktok_empty 可供开采!击破后可以获得一些素材sktok_vegetation,sktok_hiddenstonei,<\-sktok_hiddenstone 可被击破击破后可解锁隐藏区域sktok_hiddenstonelsktok_redtower[(,<Pܗ ?x-1sktok_redtower敌方人员运送Q敌方老巢,击败该地区的全部老巢使该地区不会刷新精英敌袭sktok_redtower| sktok_xbironk$4L. sktok_empty 可供开采可开采<铁矿石> sktok_xbiron, sktok_xbstone>l$4H/ sktok_empty 可供开采可开采<石材> sktok_xbstone`؞ sktok_xbwoodl$4HF0 sktok_empty 可供开采可开采<木材> sktok_xbwood  sktok_xbbasem$4`0 sktok_empty 能源设备*注意防守!被击破后本局失败! sktok_xbbaseК$Hsktok_xboverwatchfn,41sktok_xboverwatch监控hIII级:可以侦查范围内的视野,范围更大更坚固且自身获得<$ba.camou>迷彩效果"o,4~2sktok_xboverwatch监控gII级:可以侦查范围内的视野,范围较大较坚固且自身获得<$ba.camou>迷彩效果o,4\63sktok_xboverwatch监控%I级:可以侦查范围内的视野sktok_xboverwatch(sktok_xbroadblockpp$44 sktok_empty 阻断道路tIII级:更加坚固,部署后可以阻止敌人前进路线使其绕路且自身获得<$ba.camou>迷彩效果rq$44 sktok_empty 阻断道路JII级:更加坚固,部署后可以阻止敌人前进路线使其绕路r$4pj5 sktok_empty 阻断道路:I级:部署后可以阻止敌人前进路线使其绕路sktok_xbroadblock\Ԥsktok_xbfortressLr$4N6 sktok_empty 搭建高台NIII级:非常坚固的堡垒,部署后可以使远程位干员部署其上s$46 sktok_empty 搭建高台MII级:更加坚固的堡垒,部署后可以使远程位干员部署其上2t$4t7 sktok_empty 搭建高台=I级:堡垒,部署后可以使远程位干员部署其上sktok_xbfortress sktok_xbfarmu$4j8 sktok_empty 稻谷种植O放置后每天产出一定数量的<稻谷>(同类建筑最多放置12个) sktok_xbfarml sktok_cdflsb 0xL?劣质闪光弹G被调用时,自毁并<$ba.stun>晕眩所有我方高台单位8秒 sktok_cdflsbH sktok_cdhvrkz 0x(?超重,绝缘G处于待部署区时,使其他干员和导能单元的部署费用+2 sktok_cdhvrk$,sktok_cdbeaconbw(8 ;sktok_cdbeaconb 干扰波长立即进行一次干员调用,【丛林用示踪信标】周围的敌人获得100%的<$ba.fragile>脆弱效果,持续10秒4 Atrigger_durationsktok_cdbeaconbl8sktok_cdbeaconax(8R<sktok_cdbeacona 阻断波长o立即获得15点调用凭证,【丛林用示踪信标】周围的敌人<$ba.sluggish>停顿,持续10秒,l Atrigger_durationpAgold_numsktok_cdbeacona8sktok_cdbeacon 0? 示踪信标m容易受到我方攻击,被我方干员攻击时,为其回复1点技力,并提高目标的攻击速度sktok_cdbeaconħp[ Lsktok_cdshieldbV(8@?sktok_cdshieldb镀膜f为前方的干员添加相当于其生命上限<@ba.vup>{shield_scale:0%}的<$ba.barrier>屏障D f? block_cnt? shield_scale@@ trigger_timesktok_cdshieldsktok_cdshieldbPLȮsktok_cdshielda 0@w?sktok_cdshielda 重整导能处于待部署区时,使其他干员和导能单元的部署费用-3;部署后立即为【镀膜装置导能阀】回复一次充能,并进行一次干员调用 Bspsktok_cdshieldat0sktok_cdshieldF(8@((?sktok_cdshield镀膜}为前方的干员添加相当于其生命上限<@ba.vup>{shield_scale:0%}的<$ba.barrier>屏障,并使其阻挡数+2H$ث@ block_cnt? shield_scale@@ trigger_timesktok_cdshieldH ` sktok_cdcreditb$4D0<?sktok_cdcreditb自适应补给H技能生效时获得等同于我方小队总干员数量的调用凭证4?cntsktok_cdcreditsktok_cdcreditbp Da sktok_cdcredita$4DX<?sktok_cdcredita自适应补给H技能生效时获得等同于我方小队总干员数量的调用凭证\?cntsktok_cdcreditsktok_cdcreditasktok_cdcredit&$4D|<?sktok_cdcredit自适应补给H技能生效时获得等同于我方小队总干员数量的调用凭证?cntsktok_cdcredit0|c  sktok_cdabyssb 0DpL~?sktok_cdabyssb阿戈尔示波器+从预备区随机检视4名单位,选择最多2名消失,并令场上所有深海猎人干员获得其职业的战术装备;若场上没有深海干员则改为从预备区随机调度一名深海猎人干员。之后20秒内全场所有被深海猎人阻挡的敌人陷入<$ba.stun>晕眩D xAstun@can_select_num@ range_num sktok_cdabysssktok_cdabyssbe sktok_cdabyssa 0D?sktok_cdabyssa阿戈尔示波器从预备区随机检视4名单位,选择最多2名消失,并令场上所有深海猎人干员获得其职业的战术装备;若场上没有深海干员则改为从预备区随机调度一名深海猎人干员(l@can_select_num@ range_num sktok_cdabysssktok_cdabyssaгH sktok_cdabyssƴ 0Dp? sktok_cdabyss阿戈尔示波器从预备区随机检视4名单位,选择最多2名消失,并令场上所有深海猎人干员获得其职业的战术装备;若场上没有深海干员则改为从预备区随机调度一名深海猎人干员(D@can_select_numd@ range_num sktok_cdabyss  sktok_dplant 0@\4? sktok_dplant 抑制生长清除范围内的花粉 sktok_dplantT̻ sktok_mire(8<f sktok_mire 沼泽控制-d@ @@valueL move_speed$ A max_stack_cntDL attack_speed sktok_miret| sktok_vgctrl  B(8H\@@ sktok_vgctrl 复仇黑手触发复仇状态48>defLL>atkNmax_hp B(8H\h,@@ sktok_vgctrl 复仇黑手触发复仇状态4>defL>atkOmax_hp B$4DX@@ sktok_vgctrl 复仇黑手触发复仇状态4>defйL>atkzPmax_hp sktok_vgctrl sktok_allady_2,@?sktok_allady_2阿勒黛的卫护sktok_allady_2( sktok_allady>$4H? sktok_allady阿勒黛的卫护e部署后,为目标及其周围的我方单位施加可吸收1000点伤害的<$ba.barrier>屏障xT0Ļ Aattack@shield_durationzDattack@dynamic Ashield_duration,zDdynamic sktok_alladyX sktok_larva $0@jx-5 sktok_larva 汲营枯枝x释放【污染秽蚀】,使周围的我方单位持续流失生命,生命降至一半后对周围造成凋亡损伤X,|HBpolluted_damage_lowApolluted_damage_highȽ?level_progress_ratiozCattack@ep_dark_damage?hp_ratio4@attack@duration sktok_larvad sktok_tbsmmcr$tFU 芳香精油O"暴食之果"呼唤伙伴帮助自己(每次使用都会呼唤更强的伙伴) sktok_tbsmmc8 sktok_tbpsncF$tV高效泡打粉O使全场所有友方单位每秒受到<@ba.vup>15点真实伤害(可叠加) sktok_tbpsnc  sktok_tbattbc$xV 钳兽壳粉Q"暴食之果"的攻击力<@ba.vup>+20%,防御力<@ba.vup>+20%(可叠加) sktok_tbattbc\ sktok_dice3pA(0? sktok_dice3掷骰 $\,h4Ldice_interval[3].move_speed dice_interval[3].attack_speedpAdice_interval[3].durationLdice_interval[2].move_speedD dice_interval[2].attack_speedtpAdice_interval[2].duration333dice_interval[1].move_speeddice_interval[1].attack_speedpAdice_interval[1].duration(dice_interval[0].move_speedTdice_interval[0].attack_speedpAdice_interval[0].duration sktok_dice308 sktok_dice2fpA(0\? sktok_dice2掷骰 \,h4`Ldice_interval[2].move_speed dice_interval[2].attack_speedpAdice_interval[2].duration333dice_interval[1].move_speeddice_interval[1].attack_speedDpAdice_interval[1].durationpdice_interval[0].move_speeddice_interval[0].attack_speedpAdice_interval[0].duration sktok_dice2 sktok_dicepA(0? sktok_dice掷骰h4333dice_interval[1].move_speeddice_interval[1].attack_speedpAdice_interval[1].duration$dice_interval[0].move_speedPdice_interval[0].attack_speedpAdice_interval[0].duration sktok_dice,4sktok_allydonqJ(,<D?1-1sktok_allydonq冲锋^下次攻击造成相当于攻击力<@ba.vup>200%的物理伤害,并大力地弹开目标 @force@ atk_scalesktok_allydonq| sktok_aidkitk 08|_1-1 sktok_aidkit急救@恢复攻击范围内一名友方单位<@ba.vup>1000生命值zDvalue sktok_aidkit|| sktok_bunker 8` 障碍物可以阻挡4个敌人 sktok_bunker sktok_badbox&(8Xa sktok_badbox极诱人珍宝击破额外获得10源石锭 sktok_badboxX sktok_rareboxf$`:b更诱人珍宝:反弹部分受到的伤害,击破额外获得4源石锭 sktok_rarebox sktok_normbox&$Db 诱人珍宝击破额外获得2源石锭 sktok_normbox4 sktok_brctrl ,Dp? sktok_brctrl实体程式控制端 sktok_brctrlxpL Lsktok_recodr_2r(8H?sktok_recodr_2 实体程式x本波次内,我方干员的攻击力、防御力和最大生命值大幅提升。<@ba.rem>本波次结束后失效8 @max_hp@def@atk sktok_recodrsktok_recodr_20؂  sktok_recodr_1M 0@?sktok_recodr_1 实体程式本波次内,我方干员的攻击力、防御力和最大生命值大幅提升。<@ba.rem>通过本波次后再次进入关卡时可以开启 sktok_recodrsktok_recodr_1P sktok_paras֣(0t^ sktok_paras繁衍A部署后,生成<@ba.vup>{cnt}个<@ba.vup>荧壳源石虫(> offset_bound8@cnt sktok_paras\sktok_turngearj(>h自走车定向!f使经过的<@ba.vup>自走车改为向自身部署方向移动,并使其移动速度短暂提升sktok_turngearL8 sktok_garage_2F$4H0 ?sktok_garage_2自走车出击!s开启后持续自动发射<@ba.vup>自走车,每次消耗<@ba.vup>{cost}点部署费用向自身部署方向发射一辆,再次使用技能可关闭自动发射\n<@ba.rem>自走车出发后沿直线移动,行驶到不可通行区域会出局,经过自走车单行道或我方单位时,会改变移动方向为其部署方向(每个单位仅一次)`@@cost sktok_garagesktok_garage_2t sktok_garage_1$4Ht ?sktok_garage_1自走车出击!(消耗<@ba.vup>{cost}点部署费用,向自身部署方向发射一辆<@ba.vup>自走车\n<@ba.rem>自走车出发后沿直线移动,行驶到不可通行区域会出局,经过自走车单行道或我方单位时,会改变移动方向为其部署方向(每个单位仅一次)l@@cost sktok_garagesktok_garage_1 sktok_rmtarms_1 0@dsktok_rmtarms_1 研究成功?吸收范围内的实验产物回复技力,技力满时启动 sktok_rmtarmssktok_rmtarms_1| sktok_rmtarmn_1 0@dsktok_rmtarmn_1 研究成功?吸收范围内的实验产物回复技力,技力满时启动 sktok_rmtarmnsktok_rmtarmn_1x sktok_bgarms_1 0@dsktok_bgarms_1 研究成功?吸收范围内的实验产物回复技力,技力满时启动 sktok_bgarmssktok_bgarms_1t sktok_bgarmn_1 0@dsktok_bgarmn_1 研究成功?吸收范围内的实验产物回复技力,技力满时启动 sktok_bgarmnsktok_bgarmn_10sktok_salecard* 08`@?sktok_salecard临调%部署后,从<@ba.vup>预备区随机检视<@ba.vup>{range_num}名单位,可选择<@ba.vup>0-{can_select_num}名单位使其消失(本场战斗不再出现)且转换为<@ba.vup>{sell_card_gold}调用凭证。\n<@ba.rem>触发后自身消失(本场战斗不再出现)lL(`pAsell_card_gold@can_select_num@ range_num?valuesktok_salecard0`sktok_bbombcards爆炸被调度时触发爆炸,使全场所有我方单位造成<@ba.vup>{damage}点<@ba.vup>真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒 @stunCdamagesktok_bbombcard4sktok_btauntcardA$8@?sktok_btauntcard晶化可以<@ba.vup>被我方攻击,25秒后对攻击范围内的所有我方单位造成<@ba.vup>{damage}点<@ba.vup>真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n被摧毁后,从<@ba.vup>预备区随机检视<@ba.vup>4名单位,可选择<@ba.vup>0-1名单位使其消失(本场战斗不再出现)且转换为<@ba.vup>15张调用凭证。\n<@ba.rem>触发后自身消失(本场战斗不再出现) @stunzDdamagesktok_btauntcardPsktok_revivecardj  4<?sktok_revivecard回召部署后,从<@ba.vup>休整区随机检视<@ba.vup>{range_num}名单位,可选择<@ba.vup>0-{can_select_num}名单位调度至待部署区。\n<@ba.rem>触发后自身消失(本场战斗不再出现)H(X@can_select_numx@ range_num@@valuesktok_revivecard<sktok_recyclecardV$(<D<p?1-1sktok_recyclecard蓄锐部署后,使身前一名干员立即返回待部署区且再部署时间<@ba.vup>-95%、部署费用<@ba.vup>{value}且下次部署时保留所有已继承的战术装备。\n<@ba.rem>触发后自身消失(本场战斗不再出现) dvalue|L= respawn_timesktok_recyclecard,sktok_supplycardF 4<\?sktok_supplycard新遣部署后,从<@ba.vup>预备区随机检视<@ba.vup>{range_num}名单位,可选择<@ba.vup>0-{can_select_num}名单位调度至待部署区。\n<@ba.rem>触发后自身消失(本场战斗不再出现)H(4@can_select_numT@ range_nump?valuesktok_supplycardsktok_buffcard.$(8@H?1-1sktok_buffcard升格部署后,使身前一名干员获得如下效果:立即获得<@ba.kw>2件本职业的<@ba.kw>战术装备(部署效果无法触发)。\n<@ba.rem>触发后自身消失(本场战斗不再出现)@cntsktok_buffcard<sktok_magiccircle$8@$?sktok_magiccircle调谐D激活并部署我方单位时,发出新的<@ba.kw>重整束流sktok_magiccircle4H sktok_creepp ,4? sktok_creep溟痕L(@ep_damage_scaleAelement_damageBdamage ,4 ? sktok_creep溟痕H(|@ep_damage_scale2element_damageAdamageF ,4| ? sktok_creep溟痕L(,@ep_damage_scaleLAelement_damagelBdamage sktok_creepDh  sktok_bouncy_3",H,sktok_bouncy_3圣徒之手·巡回模式向部署方向弹射“圣徒之手”,晕眩并伤害碰撞到的敌人;若碰撞到墙壁则会反弹,重复碰撞到敌人会延长晕眩时间 sktok_bouncysktok_bouncy_3Ƞ sktok_bouncy_2,H .sktok_bouncy_2圣徒之手·清理模式i向部署方向弹射“圣徒之手”,晕眩并伤害碰撞到的敌人,清洗沿路的“溟痕” sktok_bouncysktok_bouncy_2$ sktok_bouncy_1,<:/sktok_bouncy_1 圣徒之手K向部署方向弹射“圣徒之手”,晕眩并伤害碰撞到的敌人 sktok_bouncysktok_bouncy_1(sktok_peacokfool4B 4D,(sktok_peacokfool断罪模式!]猛烈开火!(自身释放更多的子弹,自身和友方干员攻击速度提升。)d<ΆatkHHB attack_speedh>attack@peroffset@@attack@projectilenum? attack@timessktok_peacokfool\d sktok_gunctrll(8@Dx<? sktok_gunctrl开火-(8@DZ(? sktok_gunctrl开火-J$4<@x? sktok_gunctrl开火- sktok_gunctrld8 xsktok_wpnsts_22 0HRx-1sktok_wpnsts_2拉特兰式冰淇淋使周围所有友方单位每<@ba.vup>2秒回复<@ba.vup>1点技力\n被夺取后立刻对周围所有友方单位造成<@ba.vup>1000点法术伤害并<$ba.stun>晕眩<@ba.vup>5秒Bhp_recovery_per_sec sktok_wpnstssktok_wpnsts_2 xsktok_wpnsts_1 0H x-1sktok_wpnsts_1拉特兰式冰淇淋使周围所有友方单位每<@ba.vup>2秒回复<@ba.vup>1点技力\n被夺取后立刻对周围所有友方单位造成<@ba.vup>1000点法术伤害并<$ba.stun>晕眩<@ba.vup>5秒Bhp_recovery_per_sec sktok_wpnstssktok_wpnsts_1Lsktok_tileblock$X 不可部署0此处已被封印,无法部署任何单位。sktok_tileblock sktok_dancdolV 0@vx-4 sktok_dancdol 剧目宣告N使周围的我方单位攻击力<@ba.vdown>-25%并持续受到真实伤害$x?interval? atk_scale sktok_dancdol< sktok_airbomb 08lx-4 sktok_airbomb砰!0将周围的敌人<@ba.vup>较大力地推开(@@ attack@force?attack@duration sktok_airbombX sktok_slowfdnpB(,<L?x-4 sktok_slowfd 高压喷射7使周围范围内的敌人移动速度<@ba.vup>-60%> move_speed sktok_slowfdh sktok_vultres $ 诱人珍宝^被敌人触碰就会消失;若战斗结束时仍存在于场上,会额外获得1源石锭 sktok_vultresPdsktok_blizzard_2,8<sktok_blizzard_2 暴风雪xL0?skill_max_trigger_time?forceff@another_first_interval Ainterval@freeze,@coldsktok_blizzard_2\(sktok_blizzard&,8<r=sktok_blizzard 暴风雪-lL0?skill_max_trigger_time(?force@ Ainterval\@freezet@coldsktok_blizzard sktok_candle*(8` sktok_candle骑士的荣耀'部署后立刻获得该地块的视野 sktok_candledsktok_neonlamp(,<LtH2?x-1sktok_neonlamp文明的光芒'视野范围扩大,持续时间永久0Acostsktok_neonlamp\l sktok_oxygen(@$B sktok_oxygen防水蚀镀膜装置使身前一格的我方单位免疫"水蚀"(“水蚀”:攻击速度降低,每秒受到一定<$ba.dt.erosion>侵蚀损伤,受到攻击时额外受到敌人攻击力一定比例的<$ba.dt.erosion>侵蚀损伤) sktok_oxygen\ sktok_dublst$4<? sktok_dublst爆破P对前方一格造成伤害并小力度推动敌人,直接击倒<破碎支柱> sktok_dublstP sktok_duruin$ 阻挡路线_改变敌人的行进路线\n<@ba.rem>如果废墟阻挡了敌人,敌人会破坏此废墟 sktok_duruinX0 sktok_dupilrF(,<L  2-2 sktok_dupilr 支柱坍塌被击倒后,对倒下两格造成真实伤害与晕眩并使范围内的我方单位强制撤退,并在可部署地块上生成阻挡路线的<战场废墟> Astun sktok_dupilr,T sktok_tidectrl_3.,48sktok_tidectrl_3深水-d4?sea_drown[enemy].move_speedsea_drown[enemy].attack_speedsea_drown[enemy].damageL?skill_max_trigger_time/,48*sktok_tidectrl_3深水-h4?sea_drown[enemy].move_speedsea_drown[enemy].attack_speed8 Bsea_drown[enemy].damage`?skill_max_trigger_timesktok_tidectrl_3 sktok_tidectrl_261,<@sktok_tidectrl_2 大幅涨潮-X,P$\Adurationx Bsea_drown[ally].value>sea_drown[ally].ep_damage_ratioL/sea_drown[ally][attack_speed_down].attack_speed?sea_drown[enemy].move_speed<sea_drown[enemy].attack_speedlBsea_drown[enemy].damage?skill_max_trigger_time3,<@rsktok_tidectrl_2 大幅涨潮-X,P$< AdurationX Bsea_drown[ally].value >sea_drown[ally].ep_damage_ratio /sea_drown[ally][attack_speed_down].attack_speed ?sea_drown[enemy].move_speed sea_drown[enemy].attack_speedL Bsea_drown[enemy].damaget ?skill_max_trigger_timesktok_tidectrl_2 ,sktok_tidectrl_1J5,<@sktok_tidectrl_1 小幅涨潮-X,P$p Aduration Bsea_drown[ally].value >sea_drown[ally].ep_damage_ratio L/sea_drown[ally][attack_speed_down].attack_speed$ ?sea_drown[enemy].move_speedP sea_drown[enemy].attack_speed Bsea_drown[enemy].damage ?skill_max_trigger_time*7,<@sktok_tidectrl_1 小幅涨潮-X,P$P Adurationl Bsea_drown[ally].value >sea_drown[ally].ep_damage_ratio /sea_drown[ally][attack_speed_down].attack_speed?sea_drown[enemy].move_speed0sea_drown[enemy].attack_speed` Bsea_drown[enemy].damage?skill_max_trigger_timesktok_tidectrl_10@ sktok_fcanonV(,<H?1-1 sktok_fcanon 开炮!T向前方射出一发炮弹,碰到第一名我方干员时造成范围物理伤害(? range_radius? atk_scale sktok_fcanon  sktok_canoe_2(8x sktok_canoe_2 放置平台<在水上建立可以部署<@ba.vup>任意单位的平台 sktok_canoe sktok_canoe_2  sktok_canoe_1(8x sktok_canoe_1 放置平台<在水上建立可以部署<@ba.vup>任意单位的平台 sktok_canoe sktok_canoe_1l sktok_dstnta<#tI 08| sktok_dstnta摄食@使目标<$ba.stun>晕眩并持续受到物理与神经损伤?ep_damage_ratio sktok_dstntat sktok_dsbellz( 0Dx-2 sktok_dsbell应急治疗协议激活持续治愈周围大范围我方累积的<$ba.dt.neural>神经损伤;被<自动维护机器>激活时治疗能力大幅度提升 sktok_dsbell4 sktok_airsup(8 sktok_airsup 派遣空援佣兵小队布置的可移动战术机库,根据需要可随时发射无人机支援作战,因为资金问题,燃料不会加满。 sktok_airsupX| sktok_storm? ,8<? sktok_storm 沙尘暴-tP0?skill_max_trigger_time(DdurationD? respawn_timed̾sand_storm[enemy].move_speedatk@intervalBdamage sktok_stormd sktok_machstzA A(8Hdc? sktok_machst 强化加固部署后对前方一个<土石结构>进行<@ba.vup>加固,<@ba.vup>10秒后自动撤退。用于强化建筑墙体的施工材料,会有热心的本地人帮忙搭建。$H?intervald?sp sktok_machst sktok_sbomb~$08h? sktok_sbomb起爆对攻击范围内所有敌方单位造成相当于攻击力<@ba.vup>100%点的真实伤害,可直接摧毁<土石结构>。 sktok_sbomb sktok_mound$$0@  sktok_mound 风沙掩体加固状态:阻挡<@ba.vup>沙尘暴,不再受到<@ba.vup>沙尘暴的伤害但可以被<高能源石炸弹>直接摧毁。Cdef?hp_ratio ,<  sktok_mound 风沙掩体阻挡<@ba.vup>沙尘暴,加固后立即回复所有生命值、防御力<@ba.vup>+{def}且不再受到<@ba.vup>沙尘暴的伤害但可以被<高能源石炸弹>直接摧毁。Cdef(?hp_ratio sktok_moundT! sktok_emperorJ$4@4? sktok_emperor PunchlineP<@ba.xa>尝<@ba.xb>尝<@ba.xc>大<@ba.xd>帝<@ba.xe>的<@ba.xf>厉<@ba.xg>害<@ba.xa>,<@ba.xb>跟<@ba.xc>着<@ba.xd>音<@ba.xe>乐<@ba.xf>燥<@ba.xg>起<@ba.xa>来<@ba.xb>!<@ba.xc>!\n神一般的说唱歌手,可以自如变换flow;\n很一般的说唱歌手,只会遛弯。 sktok_emperorL# sktok_sleep> ,<|? sktok_sleep 救援绳索<立即撤退干员,并减少<@ba.vup>80%再部署时间L> respawn_time sktok_sleepH$sktok_factory_2B  0<H2sktok_factory_2 生产线E消耗<@ba.vup>{cost}点部署费用,部署一架二手无人机$( @ branch_idD Acost! 0<$2sktok_factory_2 生产线E消耗<@ba.vup>{cost}点部署费用,部署一架二手无人机$!? branch_id ! Acostsktok_factory_2L!&sktok_factory_1$(8D\L 2x-5sktok_factory_1 生产线相邻范围内每存在一个我方单位,每秒回复<@ba.vup>1点技力;相邻的我方单位防御力下降<@ba.vup>50%,更容易受到敌方攻击;消耗<@ba.vup>{cost}点部署费用,在<@ba.vup>下层测试区对应位置部署一架二手无人机# Acostsktok_factory_1,#(sktok_poison_2$(8H,"x-4sktok_poison_2 开启阀门W开启时,攻击范围内所有我方单位每秒受到<@ba.vup>120点真实伤害$$B attack@damagesktok_poison_2X$)sktok_poison_1$(8HdX#x-5sktok_poison_1 关闭阀门开启时,相邻范围内每存在一个我方单位,每秒回复<@ba.vup>1点技力;相邻的我方单位防御力下降<@ba.vup>50%,更容易受到敌方攻击;<@ba.vup>下层测试区对应范围内的所有友方单位每秒受到<@ba.vup>120点真实伤害sktok_poison_1$&+sktok_cannon_2' 0@ %2sktok_cannon_2 脉冲束流消耗<@ba.vup>{cost}点部署费用,对攻击范围内所有敌人造成<@ba.vup>{damage}点真实伤害并使其<$ba.stun>晕眩<@ba.vup>{stun}秒< d'@stun|'@Edamage' Acostsktok_cannon_2'8-sktok_cannon_1N$(8H&2x-5sktok_cannon_1 脉冲束流H相邻范围内每存在一个我方单位,每秒回复<@ba.vup>1点技力;相邻的我方单位防御力下降<@ba.vup>50%,更容易受到敌方攻击;消耗<@ba.vup>{cost}点部署费用,对<@ba.vup>下层测试区的敌人造成<@ba.vup>5000点真实伤害并使其<$ba.stun>晕眩<@ba.vup>7秒) Acostsktok_cannon_1)P/ sktok_stone$ 阻挡路线z初始部署在场景中,改变敌人的行进路线\n<@ba.rem>如果障碍阻挡了敌人,敌人会破坏此障碍 sktok_stone*PD0sktok_inverter 0@x-1sktok_inverter 撼动现实部署后爆炸,对周围四格所有敌人造成<@ba.vup>{attack@damage}法术伤害,并使范围内所有敌人与晦明之印<@ba.vup>属性变化,C attack@damagesktok_inverter8,1 sktok_prison(0@P-?3-15 sktok_prison启动禁锢!消耗<@ba.vup>{cost}点部署费用,使范围内目标<$ba.stun>晕眩<@ba.vup>{stun}秒,并立即进入禁锢状态(不会重置禁锢状态敌人的攻击计数) -@cost-@stun sktok_prison-X3 sktok_npcsldj(4T sktok_npcsld 列阵!更容易受到敌方的攻击.? taunt_level sktok_npcsld.04sktok_ore_friendJ (,@L/?x-1sktok_ore_friend 脉冲波^向四周喷发脉冲波,对周围所有敌方单位造成<@ba.vup>{value}真实伤害。/Dvaluesktok_ore_friend/h5sktok_frosts_friend!(,@H0?x-1sktok_frosts_friend寒潮[发射一道寒霜冲击波,使周围敌方单位陷入<$ba.cold>寒冷状态{cold}秒0 Acoldsktok_frosts_friend 1<6 sktok_flame2$0@2? sktok_flame 能量结晶25秒后自爆,向周身四方向发出火球,击中目标时造成<@ba.vup>{damage}点法术伤害,并使其施加【烈焚灼息】(每秒受到真实伤害且伤害递增,可被<$ba.buffres>抵抗)`42Adragon_fire.addonduration24Cdragon_fire.addondamage2HBdragon_fire.basedamage3Adragon_fire.durationD3Ddamage4$0@4? sktok_flame 能量结晶25秒后自爆,向周身四方向发出火球,击中目标时造成<@ba.vup>{damage}点法术伤害,并使其施加【烈焚灼息】(每秒受到真实伤害且伤害递增,可被<$ba.buffres>抵抗)`44Adragon_fire.addonduration44Cdragon_fire.addondamage4HBdragon_fire.basedamage$5Adragon_fire.durationL5zDdamage sktok_flamet5:sktok_roadblock(8Zsktok_roadblock 道路阻塞N可以阻挡乌萨斯平民与斗士塔露拉前进。可被我方单位击毁sktok_roadblock`6;sktok_electric* 0<Jx-2sktok_electric 通电!激活:每<@ba.vup>{interval}秒激发电流对经过的敌人造成<@ba.vup>{attack@value}点法术伤害,并使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(7?attack@sluggish7zC attack@value733@intervalsktok_electric$8= sktok_bomb ,8 x-5 sktok_bomb 坏脾气S对周围四格范围的敌人造成<@ba.vup>{attack@stun}秒<$ba.stun>晕眩$9@A attack@stun$9?attack@duration sktok_bombT9> sktok_treeN ,<6x-5 sktok_tree 天然隐蔽n相邻的我方单位防御<@ba.vup>提升;被<罗德岛临时雇员>清理后成为可部署的远程位P:Cdef sktok_treet:(? sktok_tower\,(,8LTvddx-5 sktok_tower法术传输协议每次攻击对一名敌方单位造成<@ba.vup>{talent@tower_t_4[magic_attack].atk_scale:0%}生命上限的法术伤害;每{talent@tower_t_5[heal][persistent].interval}秒恢复一名友方单位<@ba.vup>{attack@tower_heal[target].hp_ratio:0%}生命值|<0<="attack@tower_heal[target].hp_ratiod<@+talent@tower_t_5[heal][persistent].interval{talent@tower_t_4[magic_attack].atk_scale:0%}生命上限的法术伤害;每{talent@tower_t_5[heal][persistent].interval}秒恢复一名友方单位<@ba.vup>{attack@tower_heal[target].hp_ratio:0%}生命值|<>="attack@tower_heal[target].hp_ratio>@+talent@tower_t_5[heal][persistent].interval>L=(talent@tower_t_4[magic_attack].atk_scale,??talent_range_flag0(,8LTd2x-5 sktok_tower法术传输协议每次攻击对一名敌方单位造成<@ba.vup>{talent@tower_t_4[magic_attack].atk_scale:0%}生命上限的法术伤害;每{talent@tower_t_5[heal][persistent].interval}秒恢复一名友方单位<@ba.vup>{attack@tower_heal[target].hp_ratio:0%}生命值|<@="attack@tower_heal[target].hp_ratioA@+talent@tower_t_5[heal][persistent].intervalDAL=(talent@tower_t_4[magic_attack].atk_scaleA?talent_range_flag sktok_towerAt,G sktok_blower2(0  sktok_blower气流向前方3格吹出气流;与气流<@ba.vup>同向/<@ba.vdown>逆向部署的干员攻击<@ba.vup>提升/<@ba.vdown>降低;<@ba.vdown>同向/<@ba.vup>逆向移动的敌人移速<@ba.vdown>提升/<@ba.vup>降低t<4C#blower_s_enemy[opposite].move_speedhCL? blower_s_enemy[equal].move_speedC blower_s_character[opposite].atkf blower_s_character[vertical].atkD>blower_s_character[equal].atk sktok_blowerDDI sktok_minen$08$E? sktok_mine触爆启动后敌人经过时会触发爆炸,对周围所有敌人造成<@ba.vup>{damage}真实伤害,并在<@ba.vup>{duration}秒内使其受到的伤害<@ba.vup>+50%H$EpAdurationE? damage_scaleEDdamage sktok_mineE4dK sktok_orev7(,8DF?x-1 sktok_ore 脉冲波向四周喷发脉冲波,对周围所有我方与敌方单位造成<@ba.vup>{value}真实伤害。并使特殊敌人获得强化。GCvalue sktok_ore8G L sktok_frosts8(,<DH?x-1 sktok_frosts寒潮]发射一道寒霜冲击波,使周围我方单位陷入<$ba.cold>寒冷状态{freeze}秒4H Afreeze sktok_frosts`HM sktok_farmRI$0<{cost}点部署费用,防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},每秒回复10点生命,部署干员单位数<@ba.vup>+{value}pH IAcostI Ahp_recovery_per_secIAmagic_resistanceJ@def0J?value sktok_farmXJ O sktok_ballis;(,<L无法攻击,<@ba.vup>失去特殊能力,并<@ba.vup>减速50%\n<@ba.rem>敌人会优先攻击此装置L? move_speed sktok_antidrLXR sktok_sensornA(,<DM?x-3 sktok_sensor反隐B开启时周围敌方单位的<$ba.invisible>隐匿效果失效 sktok_sensorMLS sktok_gateN$0@xN? sktok_gate 关闭闸门6消耗<@ba.vup>{cost}点部署费用,关闭闸门N Acost sktok_gateN{cost}点部署费用,立即对周围所有敌人造成伤害,并使全部命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 O AcostPpAstunA(,8DP?x-4 sktok_emp EMP爆炸消耗<@ba.vup>{cost}点部署费用,立即对周围所有敌人造成伤害,并使全部命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 0Q AcostHQ@stun sktok_emppQV sktok_crate$J 阻挡路线n设置障碍,改变敌人的行进路线\n<@ba.rem>如果障碍阻挡了敌人,敌人会破坏此障碍 sktok_crateXRWskcom_withdraw% A(8\>skcom_withdraw 自我销毁 <@ba.vup>10秒后自动销毁skcom_withdrawS0 Xskchr_leizi2_3 p< l8A,0@P(hV$?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$U@@ not_combatU>probV333?attack@atk_scale_current4V33?attack@range_radiusXV?base_attack_time|V@@attack@atk_scale_s3A,0@P(Y&?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$Y@@ not_combat Y=prob8Yff&?attack@atk_scale_currentdY33?attack@range_radiusY?base_attack_timeY333@attack@atk_scale_s3*A,0@P(\'?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$4\@@ not_combatP\=probh\?attack@atk_scale_current\33?attack@range_radius\?base_attack_time\ff&@attack@atk_scale_s3Z!A,0@P(_(?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$d_@@ not_combat_=prob_)\?attack@atk_scale_current_33?attack@range_radius_?base_attack_time `@attack@atk_scale_s3$A,0@P((c)?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$b@@ not_combatb)\=probb?attack@atk_scale_currentb33?attack@range_radiusc?base_attack_time扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$e@@ not_combate)\=probe>attack@atk_scale_current$f33?attack@range_radiusHf?base_attack_timelf @attack@atk_scale_s3*A,0@P(i+?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$h@@ not_combati)\=prob(iff>attack@atk_scale_currentTi33?attack@range_radiusxi?base_attack_timeiff@attack@atk_scale_s3.A,0@P(l,?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$$l@@ not_combat@lL=probXl= >attack@atk_scale_currentl33?attack@range_radiusl?base_attack_timel@attack@atk_scale_s3J1A,0@P(o-?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$To@@ not_combatpoL=probo\>attack@atk_scale_currento33?attack@range_radiuso?base_attack_timeo33?attack@atk_scale_s3z4A,0@P(s.?2-1skchr_leizi2_3 天地通明攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>大幅延长,攻击造成攻击力<@ba.vup>{attack@atk_scale_s3:0%}的范围物理伤害,目标位置产生朝四周<@ba.vup>流动三格的电流。电流碰到自身或高台时<@ba.vup>反弹,电流所在地块上所有敌人每0.6秒受到司霆惊蛰攻击力<@ba.vup>{attack@atk_scale_current:0%}的法术伤害,且有<@ba.vup>{prob:0%}概率<$ba.tremble>战栗<@ba.vup>3秒p@$r@@ not_combatrL=probr33>attack@atk_scale_currentr33?attack@range_radiuss?base_attack_time,sff?attack@atk_scale_s3skchr_leizi2_3dsxskchr_leizi2_2 d8 \0B(8Hhv+?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0TuAthunder_max_stack_cnt|u= thunder_atku@attack@max_target_s2u?attack@atk_scale_s2>B(8Hhx-?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0|wAthunder_max_stack_cntw= thunder_atkw@@attack@max_target_s2w33?attack@atk_scale_s2fB(8Hh{.?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0yAthunder_max_stack_cnty= thunder_atky@@attack@max_target_s2zff?attack@atk_scale_s2B(8Hh(}/?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0{Athunder_max_stack_cnt{= thunder_atk|@@attack@max_target_s28|?attack@atk_scale_s2B(8HhP0?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0}Athunder_max_stack_cnt~= thunder_atk8~@@attack@max_target_s2`~?attack@atk_scale_s2ިB(8Hhx1?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0Athunder_max_stack_cntD= thunder_atk`@@attack@max_target_s233?attack@atk_scale_s2B(8Hh2?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0DAthunder_max_stack_cntl= thunder_atk@@attack@max_target_s2̌?attack@atk_scale_s2.B(8Hhȅ3?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0lAthunder_max_stack_cnt= thunder_atk@@attack@max_target_s2؄?attack@atk_scale_s2VB(8Hh4?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0Athunder_max_stack_cnt= thunder_atk؆@@attack@max_target_s2 ׃?attack@atk_scale_s2~B(8Hh5?skchr_leizi2_2 正霆摄威攻击范围<@ba.vup>沿地面地块扩展至最远三格,攻击对<@ba.vup>{attack@max_target_s2}个目标造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害。技能期间每次落雷使攻击力<@ba.vup>+{thunder_atk:0%}(最多可叠加25次)|P0Athunder_max_stack_cnt= thunder_atk@@attack@max_target_s2(?attack@atk_scale_s2skchr_leizi2_2`(؎skchr_leizi2_1   N,4DT0 ?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置33c@attack@atk_scale_s1O,4DT0, ?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置ffV@attack@atk_scale_s1 Q,4DT0 ?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置I@attack@atk_scale_s1R,4DT0$ ?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置@@attack@atk_scale_s1T,4DT0?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置ff6@attack@atk_scale_s1~U,4DT0?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置|,@attack@atk_scale_s1V,4DT0?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置ff&@attack@atk_scale_s1vX,4DT0?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置t @attack@atk_scale_s1Y,4DT0?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置@attack@atk_scale_s1n[,4DT0 ?3-19skchr_leizi2_1 浩气长存攻击范围<@ba.vup>朝前方和两侧扩大。对三个方向的地面敌人各造成相当于攻击力<@ba.vup>{attack@atk_scale_s1:0%}的物理伤害\n<@ba.rem>可充能3次,充能耗尽前特性不重置l33@attack@atk_scale_s1skchr_leizi2_1Hskchr_mlynar_3 TD tV]A,4DX*?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH((̽per_kill_reduceH@trait_upd@attack@max_target= atk_scaleff?attack@atk_scale"`A,4DX-?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(̽per_kill_reduce@trait_up0@attack@max_targetTG= atk_scalep?attack@atk_scalebA,4DX-?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(̽per_kill_reduce@trait_up@attack@max_target G= atk_scale扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(̽per_kill_reduce@trait_upȣ@attack@max_targetG= atk_scale?attack@atk_scalehA,4DX$2?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(X̽per_kill_reducex@trait_up@attack@max_target= atk_scaleԦ33?attack@atk_scaleRkA,4DX2?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH($̽per_kill_reduceD@trait_up`@attack@max_target= atk_scaleff?attack@atk_scalenA,4DX2?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(̽per_kill_reduce@trait_up,@attack@max_targetP= atk_scalel?attack@atk_scalepA,4DX7 ?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(̽per_kill_reduceܮ@trait_up@attack@max_target ף= atk_scale8?attack@atk_scalesA,4DXT7 ?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(̽per_kill_reduce@trait_upı@attack@max_target ף= atk_scale33?attack@atk_scalevA,4DX 7 ?3-18skchr_mlynar_3未照耀的荣光攻击范围<@ba.vup>扩大,特性提升至<@ba.vup>{trait_up}倍(每击倒一名敌人时特性倍率<@ba.vup>{per_kill_reduce:0%}),攻击对<@ba.vup>{attack@max_target}个目标造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害。范围内所有敌人受到卡西米尔干员攻击时额外附带玛恩纳<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害pH(T̽per_kill_reducet@trait_up@attack@max_target ף= atk_scaleд̌?attack@atk_scaleskchr_mlynar_3skchr_mlynar_2 t yA,0@TxX ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),>base_attack_time(33?attack@atk_scale{A,0@TxD ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),>base_attack_timeff?attack@atk_scale}A,0@Tx0 ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),ܺ>base_attack_time?attack@atk_scale~A,0@Tx ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),ȼ>base_attack_time?attack@atk_scalejA,0@Tx# ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),>base_attack_timeؾ?attack@atk_scaleVA,0@Tx# ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),>base_attack_time33?attack@atk_scaleBA,0@Tx# ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),>base_attack_timeff?attack@atk_scale.A,0@Tx( ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),x>base_attack_time?attack@atk_scaleA,0@Tx( ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),d>base_attack_timě?attack@atk_scaleA,0@Tx( ?2-3skchr_mlynar_2未宽解的悲哀!攻击间隔<@ba.vdown>延长,攻击范围<@ba.vup>扩大,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的<@ba.vup>二连击。\n<@ba.rem>技能期间若击倒敌人,技能结束时特性效果不重置,可主动关闭(期间可随时停止技能),P>base_attack_timet?attack@atk_scaleskchr_mlynar_2h $skchr_mlynar_1 $  dD$^A(8L?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}?def@attack@atk_scalezA(8L?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}?def33?attack@atk_scaleA(8L0?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%} ff>def4ff?attack@atk_scaleA(8LL?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}<>defP?attack@atk_scaleA(8Lh#?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}X>defl?attack@atk_scaleA(8L#?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}t>def?attack@atk_scaleA(8L#?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}>def?attack@atk_scale"A(8L( ?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}L>def33?attack@atk_scale>A(8L( ?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}L>def̬?attack@atk_scaleZA(8L( ?skchr_mlynar_1未声张的怒火o攻击造成相当于<@ba.vup>{attack@atk_scale:0%}攻击力的物理伤害,防御力<@ba.vup>+{def:0%}L>defff?attack@atk_scaleskchr_mlynar_10 skchr_etlchi_3 T$ d4A,0@T ?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8?attack@magic_resistance_scale?attack@def_scale8?attack@max_hp_scale\@@attack@max_targetB attack_speed̬?atkA,0@T  ?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8?attack@magic_resistance_scale@?attack@def_scaled?attack@max_hp_scale@@attack@max_targetB attack_speedff?atk:A,0@T !?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8<?attack@magic_resistance_scalel?attack@def_scale?attack@max_hp_scale@@attack@max_targetB attack_speed?atkfA,0@T #?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8h?attack@magic_resistance_scale?attack@def_scale?attack@max_hp_scale@@attack@max_targetB attack_speed$̌?atkA,0@T 0$?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8?attack@magic_resistance_scale?attack@def_scale?attack@max_hp_scale @@attack@max_target0B attack_speedP?atkA,0@T \$?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8?attack@magic_resistance_scale?attack@def_scale?attack@max_hp_scale8@@attack@max_target\B attack_speed|fff?atkA,0@T $?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8?attack@magic_resistance_scale?attack@def_scale@?attack@max_hp_scaled@@attack@max_targetB attack_speedL?atkA,0@T $?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8?attack@magic_resistance_scaleH?attack@def_scalel?attack@max_hp_scale@@attack@max_targetB attack_speed333?atkBA,0@T $?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8D?attack@magic_resistance_scalet?attack@def_scale?attack@max_hp_scale@@attack@max_targetB attack_speed?atknA,0@T  $?2-5skchr_etlchi_3灵与欲的惜别攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},立刻为攻击范围内最多<@ba.vup>3名生命值最高的地面敌人召唤对应的心烛,每次攻击对心烛至少造成<@ba.vup>35%攻击力的伤害,心烛继承原敌人当前<@ba.vdown>{attack@max_hp_scale:0%}的生命值,被攻击时原敌人也会流失同等生命值\n<@ba.rem>心烛只受隐德来希攻击的影响`8p?attack@magic_resistance_scale?attack@def_scale?attack@max_hp_scale@@attack@max_target B attack_speed,?atkskchr_etlchi_3Tskchr_etlchi_2 < L \l|@A(8H?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?interval? atk_scalez @A(8H ?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$\?intervalx? atk_scale!@A(8H ?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?interval? atk_scaleb#@A(8H ?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$D?interval`? atk_scale$@A(8Hp?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?interval? atk_scaleJ&@A(8H?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$,?intervalH? atk_scale'@A(8HX?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?interval̬? atk_scale2)@A(8H?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?interval0ff? atk_scale*@A(8H@?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?interval? atk_scale,@A(8H?skchr_etlchi_2 绯红壁合停止攻击,在自身及<@ba.vup>1名其他地面单位处召唤血镰,对周围所有敌人进行切割,每<@ba.vup>0.5秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?intervaľ? atk_scaleskchr_etlchi_2Hskchr_etlchi_1 <db$4DL?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次X? atk_scale6$4D ?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次,33? atk_scale $4D?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次ff? atk_scale$4D?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次? atk_scale$4D?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次̬? atk_scale$4Dp?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次|ff? atk_scaleZ $4DD ?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次P ? atk_scale. $4D ?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次$ ? atk_scale $4D ?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次 33? atk_scale $4D ?skchr_etlchi_1 玫影觅迹S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次 ̌? atk_scaleskchr_etlchi_1 "t skchr_excu2_3 0H ` xz,0@PLL ?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0Aattack@max_stack_cntAattack@trigger_time,?base_attack_timeP @attack@final_atk_scalex@@ trait_ratiou= attack@atkff?atk,0@PL ?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0PAattack@max_stack_cntxAattack@trigger_time?base_attack_time@attack@final_atk_scale@@ trait_ratioL= attack@atk ?atkZ,0@PL, ?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0Aattack@max_stack_cntAattack@trigger_time ?base_attack_time0@attack@final_atk_scaleX@@ trait_ratiotL= attack@atk?atkʿ,0@PL ?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X00Aattack@max_stack_cntXAattack@trigger_time|?base_attack_time@attack@final_atk_scale@ trait_ratioL= attack@atk?atk:,0@PL  ?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0Aattack@max_stack_cntAattack@trigger_time?base_attack_time@attack@final_atk_scale8@ trait_ratioT #= attack@atkp33?atk,0@PL|  ?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0 Aattack@max_stack_cnt8 Aattack@trigger_time\ ?base_attack_time @attack@final_atk_scale @ trait_ratio #= attack@atk ff?atk,0@PL#!?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0#Aattack@max_stack_cnt#Aattack@trigger_time#?base_attack_time#@attack@final_atk_scale$@ trait_ratio4$ #= attack@atkP$?atk,0@PL\'"?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0&Aattack@max_stack_cnt'Aattack@trigger_time<'?base_attack_time`'@attack@final_atk_scale'@ trait_ratio'< attack@atk'̌?atk,0@PL*#?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0`*Aattack@max_stack_cnt*Aattack@trigger_time*?base_attack_time*@attack@final_atk_scale*@ trait_ratio+< attack@atk0+?atkj(,<LH+$?2-5 skchr_excu2_3 圣约决裁攻击间隔<@ba.vdown>略微增大,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每消耗1颗弹药攻击力额外<@ba.vup>+{attack@atk:0%}(最多{attack@max_stack_cnt}层),特性的回复生命效果提高至<@ba.vup>{trait_ratio}倍;技能结束时,对技能期间攻击过的目标造成相当于攻击力<@ba.vup>{attack@final_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)X0-Aattack@max_stack_cnt-Aattack@trigger_time.?base_attack_time<.@attack@final_atk_scaled.@ trait_ratio.< attack@atk.fff?atk skchr_excu2_3.<4 skchr_excu2_2 @, t `f (8H2 ? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,0@Aattack@trigger_time0? recover_cnt1>prob01? block_cntL1L?def`1L?atk (8Hh4 ? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,03@Aattack@trigger_timeT3? recover_cntp3>prob3? block_cnt3@?def3@?atk(8H6? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,5@Aattack@trigger_time5? recover_cnt5>prob5? block_cnt5333?def6333?atkn(8H9? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,7@Aattack@trigger_time8? recover_cnt 8>prob88? block_cntT8?defh8?atk(8Hp;? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,8:@Aattack@trigger_time\:? recover_cntx:L>prob:? block_cnt: ?def: ?atk(8H=? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,<@Aattack@trigger_time<? recover_cntprob<? block_cnt=?def=?atkv(8H @? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,>@Aattack@trigger_time ?? recover_cnt(?L>prob@?? block_cnt\?ff>defp?ff>atk(8HxB? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,@A@Aattack@trigger_timedA? recover_cntA=probA? block_cntA>defA>atk&(8HD? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,C@Aattack@trigger_timeC? recover_cntC=probC? block_cnt D33>def D33>atk~$4DD? skchr_excu2_2 近身铳斗8攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},受到敌人的近战攻击时有<@ba.vup>{prob:0%}几率闪避并补充<@ba.vup>{recover_cnt}颗弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hL,E@Aattack@trigger_timeF? recover_cnt,F=probDF? block_cnt`F>deftF>atk skchr_excu2_2FL skchr_excu2_1 $D| $\(,<L8G?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,\HAattack@trigger_timeHCdef_penetrate_fixedH?atk(,<L8lI?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T, JAattack@trigger_timeDJCdef_penetrate_fixedhJff>atk(,<L80K?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,KAattack@trigger_timeLCdef_penetrate_fixed,L>atkf(,<L8L?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,MAattack@trigger_timeMCdef_penetrate_fixedM>atk*(,<L8N ?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,lOAattack@trigger_timeOzCdef_penetrate_fixedOL>atk(,<L8|P ?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,0QAattack@trigger_timeTQ\Cdef_penetrate_fixedxQL>atk(,<L8@R ?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,RAattack@trigger_timeS>Cdef_penetrate_fixedatkv(,<L8T ?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,TAattack@trigger_timeT Cdef_penetrate_fixedU=atk:(,<L8U ?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,|VAattack@trigger_timeVCdef_penetrate_fixedV=atk$  (,<L8W ?2-5 skchr_excu2_1 遗嘱执行攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击时无视目标<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,XXAattack@trigger_time|XBdef_penetrate_fixedX=atk skchr_excu2_1X@^skchr_pallas_3 lD | T,zA(8H\2#?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,l[?attack@block_cnt[L? attack@peak_performance.hp_ratio[33> attack@def[?attack@peak_performance.atk \@@attack@max_target0\?atkA(8H8_2#?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,^?attack@block_cnt^L? attack@peak_performance.hp_ratio^> attack@def_ff>attack@peak_performance.atk0_@@attack@max_targetT_fff?atk‰A(8H\b2?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,a?attack@block_cntaL? attack@peak_performance.hp_ratio b> attack@def(bff>attack@peak_performance.atkTb@@attack@max_targetxbL?atkA(8He2?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,d?attack@block_cntdL? attack@peak_performance.hp_ratio0e> attack@defLe>attack@peak_performance.atkxe@@attack@max_targete333?atk A(8Hh7?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,g?attack@block_cnt hL? attack@peak_performance.hp_ratioThL> attack@defph33>attack@peak_performance.atkh@@attack@max_targethff&?atk.A(8Hk7?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d, k?attack@block_cntDkL? attack@peak_performance.hp_ratioxkL> attack@defk33>attack@peak_performance.atkk@@attack@max_targetk?atkRA(8Hn7?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,Dn?attack@block_cnthnL? attack@peak_performance.hp_rationL> attack@defn33>attack@peak_performance.atkn@@attack@max_targeto ?atkvA(8Hr<?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,hq?attack@block_cntqL? attack@peak_performance.hp_ratioq> attack@defq>attack@peak_performance.atkr@@attack@max_target,r?atkA(8H4u<?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,t?attack@block_cnttL? attack@peak_performance.hp_ratiot> attack@defu>attack@peak_performance.atk,u@@attack@max_targetPuff>atkA(8HXx<?skchr_pallas_3英勇的祝福攻击力<@ba.vup>+{atk:0%},额外攻击两个目标,身前一格为近战位并部署我方干员时使其获得以下增益:生命值高于<@ba.vup>{attack@peak_performance.hp_ratio:0%}获得<@ba.vup>+{attack@peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛、防御力<@ba.vup>+{attack@def:0%}、阻挡数<@ba.vup>+{attack@block_cnt}(若身前一格不存在干员或不为近战位时,该效果由自身获得)d,w?attack@block_cntwL? attack@peak_performance.hp_ratiox> attack@def$x>attack@peak_performance.atkPx@@attack@max_targettx>atkskchr_pallas_3x$~skchr_pallas_2 P <  lNA(8H{ ?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$ zL> attack@stun+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L${L> attack@stun{L?attack@buff_prob|?ability_range_forward_extend@|333?atkA(8HH ?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$}L> attack@stun}333?attack@buff_prob}?ability_range_forward_extend}?atk^A(8H ?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$0L> attack@stunL333?attack@buff_probp?ability_range_forward_extend?atkA(8H?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$L> attack@stun?attack@buff_prob ?ability_range_forward_extendPff>atkA(8HX?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$L> attack@stun?attack@buff_probЂ?ability_range_forward_extend>atknA(8H ?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$@L> attack@stun\?attack@buff_prob?ability_range_forward_extend33>atkA$4Dt!?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$L> attack@stun?attack@buff_prob,?ability_range_forward_extend\>atkʰA$4D "?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$L> attack@stun?attack@buff_prob؇?ability_range_forward_extend>atkvA$4D̈#?skchr_pallas_2信念的长鞭攻击范围向前延伸一格,攻击力<@ba.vup>+{atk:0%},每次攻击有<@ba.vup>{attack@buff_prob:0%}几率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$DL> attack@stun`?attack@buff_prob?ability_range_forward_extendL>atkskchr_pallas_2܉` Tskchr_pallas_1 Pdx$4D?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次? atk_scaleދ$4Dȋ?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次33? atk_scaleƌ$4D?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次Ќff? atk_scale$4D?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次? atk_scale$4D?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次̬? atk_scale~$4Dh?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次ff? atk_scalef$4DP?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次p? atk_scaleN$4D8?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次X? atk_scale6$4D ?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次@33? atk_scale$4D?skchr_pallas_1胜利的连击e下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并连续攻击两次(̌? atk_scaleskchr_pallas_1X<И skchr_zuole_3 t X <  ,0@P ?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$@ max_scalepAshield_duration<@@ shield_scale\@last_atk_bonus|@stun@times@ atk_scale",0@P?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$@ max_scale4pAshield_durationT@@ shield_scalet@last_atk_bonus@stun@timesęff@ atk_scale:,0@PԜ?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$0@ max_scaleLpAshield_durationl@@ shield_scale@last_atk_bonus@stunĜ@timesܜ@ atk_scaleR,0@P?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$H@ max_scaledpAshield_duration@@ shield_scale@last_atk_bonusğ@stunܟ@times @ atk_scalej,0@P?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$`@ max_scale|pAshield_duration @ shield_scale@last_atk_bonusܢ`@stun@times @ atk_scale,0@P?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$x@ max_scalepAshield_duration @ shield_scaleԥ@last_atk_bonus`@stun @times$ff@ atk_scale,0@P4?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$@ max_scalepAshield_duration̨ @ shield_scale@last_atk_bonus `@stun$@times<33@ atk_scale,0@PL?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$@ max_scaleīpAshield_duration@ shield_scale@last_atk_bonus$@@stun<@timesT@ atk_scaleʝ,0@Pd?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$@ max_scaleܮpAshield_duration@ shield_scale@last_atk_bonus<@@stunT@timesl? atk_scale(,<L8?3-2 skchr_zuole_3 佑序有炎立刻对前方进行<@ba.vup>{times}次斩击,每次对最多<@ba.vup>3名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害(最后一击系数加倍且使目标<$ba.stun>晕眩<@ba.vup>{stun}秒),期间特性的生命回复改为获得相当于回复量<@ba.vup>{shield_scale}倍的<$ba.barrier>屏障\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,持续{shield_duration}秒lH$Ա@ max_scalepAshield_duration@ shield_scale0@last_atk_bonusP@@stunh@times? atk_scale skchr_zuole_3( skchr_zuole_2 0H `xb@A(8@ ? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(شHshield_decrease@ max_scale? block_cnt0?scaleH?hp_ratiod?atk@A(8@l ? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(HHshield_decreaseh@ max_scale? block_cnť?scale?hp_ratioԷ?atkB@A(8@ܺ ? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(Hshield_decreaseع@ max_scale? block_cnt?scale(?hp_ratioD?atk@A(8@L ? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH((Hshield_decreaseH@ max_scaled? block_cntfff?scale?hp_ratio33?atk"@A(8@? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(Hshield_decrease@ max_scaleԾ? block_cntY?scale?hp_ratio$ff?atk@A(8@,? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(Hshield_decrease(@ max_scaleD? block_cnt`L?scalex?hp_ratio?atk@A(8@? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(xHshield_decrease@ max_scale? block_cnt@?scale?hp_ratiǒ?atkr@A$4<? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(Hshield_decrease@ max_scale ? block_cnt<333?scaleT?hp_ratiop?atk@A$4<4? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(PHshield_decreasep@ max_scale? block_cntff&?scale?hp_ratiofff?atkJ@A$4<? skchr_zuole_2行险W立即流失<@ba.vdown>{hp_ratio:0%}当前生命并获得相当于最大生命<@ba.vup>{scale:0%}的<$ba.barrier>屏障,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击所有阻挡的敌人\n<@ba.rem><$ba.barrier>屏障最高叠加至最大生命的{max_scale}倍,技能结束后逐渐流失hH(Hshield_decrease@ max_scale? block_cnt?scale,?hp_ratioHL?atk skchr_zuole_2p skchr_zuole_1 D D(8@4? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能3次P,$?hp_ratio_trippleHL?hp_ratio_doubleh@ atk_scaleF(8@4t? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能3次P,?hp_ratio_trippleL?hp_ratio_double$ff? atk_scale(8@40? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能2次P,?hp_ratio_trippleL?hp_ratio_double? atk_scale(8@4? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能2次P,X?hp_ratio_tripple|L?hp_ratio_double? atk_scalez(8@4? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能2次P,?hp_ratio_tripple8L?hp_ratio_doubleXff? atk_scale6(8@4d? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能2次P,?hp_ratio_trippleL?hp_ratio_double? atk_scale(8@4 ? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能2次P,?hp_ratio_trippleL?hp_ratio_double? atk_scale$4<0? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能1次P,D?hp_ratio_tripplehL?hp_ratio_double33? atk_scalef$4<0P? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能1次P,?hp_ratio_tripple L?hp_ratio_double@̬? atk_scale$4<0? skchr_zuole_1破虏下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},自身生命低于<@ba.vup>{hp_ratio_double:0%}时额外攻击<@ba.vup>1次,低于<@ba.vup>{hp_ratio_tripple:0%}时额外攻击<@ba.vup>2次\n<@ba.rem>可充能1次P,?hp_ratio_trippleL?hp_ratio_doubleff? atk_scale skchr_zuole_1(skchr_helage_3 < L \l|pA(8@t#?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,@@attack@max_target@ability_range_forward_extend?atkN `A(8@%?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,@@attack@max_target$@ability_range_forward_extendTfff?atk `A(8@\'?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,t@@attack@max_target@ability_range_forward_extendL?atk6 `A(8@)?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,@@attack@max_target ?ability_range_forward_extend<333?atk PA(8@D+?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,\@@attack@max_target?ability_range_forward_extendff&?atkPA(8@+?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,@@attack@max_target?ability_range_forward_extend$?atkPA(8@,+?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,D@@attack@max_targeth?ability_range_forward_extend ?atk@A(8@-?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,@@attack@max_target?ability_range_forward_extend ?atkz@A(8@-?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,,@@attack@max_targetP?ability_range_forward_extendff>atk@A(8@-?skchr_helage_3满月攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ability_range_forward_extend}格,最多可以同时攻击<@ba.vup>{attack@max_target}个目标`,@@attack@max_target?ability_range_forward_extend>atkskchr_helage_3 skchr_helage_2 PA(8@h?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 @@?probXL?atk@A(8@` ?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 8@?probP333?atk@A(8@X ?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 0@?probH?atk@A(8@P ?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 (@?prob@?atk0A(8@H?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避  @?prob8ff>atk0A(8@@?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 @?prob0>atk0A(8@8 ?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 @?prob(33>atk A$4<!?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 @?prob>atk A$4<"?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 @?prob>atk~ A$4<#?skchr_helage_2弦月c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的物理闪避 @?probL>atkskchr_helage_2,Hskchr_helage_1 TDtF$4<0?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次4? atk_scale$4<?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次33? atk_scale$4<?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次ff? atk_scale$4<?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次? atk_scalev$4<`?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次d̬? atk_scaleB$4<,?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次0ff? atk_scale$4<?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次? atk_scale$4<?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次? atk_scale$4<?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次33? atk_scaler$4<\?skchr_helage_1新月S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次`̌? atk_scaleskchr_helage_1skchr_siege2_3  B)A(8Hp2#?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+3,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,@attack@max_target33?atkbase_attack_time:+A(8Hp6!?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+2,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,|@@attack@max_targetff?atkbase_attack_time2-A(8Hp9?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+2,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,t@@attack@max_target?atkbase_attack_time*/A(8Hp<?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+2,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,l@@attack@max_target?atkbase_attack_time"1A(8Hp A?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,d@attack@max_targetff?atkbase_attack_time3A(8Hp A?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,\ @attack@max_target ?atk base_attack_time5A(8Hp A?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,T @attack@max_targetx ?atk base_attack_time 7A(8HpF?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,L@attack@max_targetp33?atkbase_attack_time9A(8HpF?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,D@attack@max_targeth̬?atk|base_attack_time:A(8HpF?skchr_siege2_3俱以我之名%立即在天赋一生效范围内可部署地面召唤“黄金盟誓”;技能期间可攻击被天赋一生效范围友方单位阻挡的敌人,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1,攻击间隔<@ba.vup>缩短,攻击时伤害类型变为<@ba.vup>真实D,<@attack@max_target`ff?atktbase_attack_timeskchr_siege2_3$skchr_siege2_2  | dL4^(,<LdF?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(@buff_stack_cnt@attack@max_targetff?atk?sp_recovery_per_secr(,<LdF?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(@buff_stack_cnt@attack@max_target?atk?sp_recovery_per_sec(,<LdF?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(@buff_stack_cnt@attack@max_target?atk?sp_recovery_per_sec(,<LdF?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(@buff_stack_cnt@attack@max_target?atk0?sp_recovery_per_sec(,<LdP?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(@buff_stack_cnt @attack@max_target0?atkD>sp_recovery_per_sec(,<LdP?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(@buff_stack_cnt @attack@max_targetD33?atkX>sp_recovery_per_sec(,<Ld0 P?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(!@buff_stack_cnt4!@attack@max_targetX!̬?atkl!>sp_recovery_per_sec(,<LdD"Z?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP((#@buff_stack_cntH#@attack@max_targetl#ff?atk#L>sp_recovery_per_sec(,<LdX$Z?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(<%@buff_stack_cnt\%@attack@max_target%?atk%L>sp_recovery_per_sec(,<Ldl&Z?2-2skchr_siege2_2 进赴故土被动效果:天赋一生效范围内若有2个及以上友方单位,维娜技力回复速度<@ba.vup>+{sp_recovery_per_sec}/秒\n自动开启:攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击目标数<@ba.vup>+1 \n<@ba.rem>持续时间无限hP(P'@buff_stack_cntp'@attack@max_target'?atk'L>sp_recovery_per_secskchr_siege2_2' X-skchr_siege2_1 p dXL@4((,<L(?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害$)ff? atk_scale(,<L)?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害,*? atk_scale(,<L*?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害4+33? atk_scale(,<L,?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害<,? atk_scale(,<L-?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害D-̌? atk_scale(,<L.?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害L.? atk_scale(,<L/?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害T/fff? atk_scale (,<L 0?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害\0L? atk_scale!(,<L(1?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害d1333? atk_scale"(,<L02?x-5skchr_siege2_1 重铸晖光z下次攻击对四周所有地面敌人额外造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实伤害l2? atk_scaleskchr_siege2_12`8 skchr_vvana_3 Pdx NpA,0@P5?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(5pA duration_plus(5 @ talent_scaleH5Aenhance_durationl5Amagic_resistance5fff?def5̌?atk5?base_attack_time6pA,0@P8?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(7pA duration_plus833@ talent_scale08Aenhance_durationT8Amagic_resistancex8L?def833s?atk8?base_attack_timepA,0@P;?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(:pA duration_plus: @ talent_scale;Aenhance_duration<;Amagic_resistance`;333?deft;Y?atk;?base_attack_timepA,0@P> ?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(=pA duration_plus=@ talent_scale>Aenhance_duration$>Amagic_resistanceH>?def\>@?atkp>?base_attack_timepA,0@PA  ?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(@pA duration_plus@ff? talent_scale@Aenhance_duration ApAmagic_resistance0A?defDAff&?atkXA?base_attack_timepA,0@PtD  ?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(CpA duration_plusCff? talent_scaleCAenhance_durationCpAmagic_resistanceDff>def,D?atk@D?base_attack_timepA,0@P\G  ?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(xFpA duration_plusFff? talent_scaleFAenhance_durationFpAmagic_resistanceG>defG ?atk(G?base_attack_time pA,0@PDJ"?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(`IpA duration_plusI? talent_scaleIAenhance_durationI Amagic_resistanceI>defIff>atkJ?base_attack_timepA,0@P,M"?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(HLpA duration_plushL? talent_scaleLAenhance_durationL Amagic_resistanceL>defL>atkL?base_attack_timevpA,0@PP"?1-1 skchr_vvana_3 “明灭”攻击间隔<@ba.vdown>延长,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance},攻击变为二连击,第二天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,优先攻击精英或领袖敌人\n<@ba.rem>第二次及以后使用时,攻击距离+2,攻击变为三连击,持续时间延长至25秒tL(0OpA duration_plusPO? talent_scalepOAenhance_durationO Amagic_resistanceOL>defO33>atkO?base_attack_time skchr_vvana_3P U skchr_vvana_2 Dl$ Lz B(8HdS? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4R Battack@steal_atk_speed_maxR Battack@steal_atk_speedSL>attack@prob_twice$SL?attack@prob_onceHS?attack@atk_scale_twicepS? block_cntS?defS>atk~B(8HV? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4UBattack@steal_atk_speed_maxVBattack@steal_atk_speedDVL>attack@prob_twicehVL?attack@prob_onceV33?attack@atk_scale_twiceV? block_cntV?defVQ>atkRB(8HY ? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`44YBattack@steal_atk_speed_max`YBattack@steal_atk_speedYL>attack@prob_twiceYL?attack@prob_onceY33?attack@atk_scale_twiceY? block_cntZff?def(Z>atkA(8H0] ? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4x\Aattack@steal_atk_speed_max\Aattack@steal_atk_speed\L>attack@prob_twice\L?attack@prob_once]33?attack@atk_scale_twice<]? block_cntX]̌?defl]>atkڇA(8Ht`  ? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4_Aattack@steal_atk_speed_max_Aattack@steal_atk_speed`L>attack@prob_twice4`L?attack@prob_onceX`ff?attack@atk_scale_twice`? block_cnt`?def`>atkA(8Hc  ? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4cAattack@steal_atk_speed_max,cAattack@steal_atk_speedTcL>attack@prob_twicexcL?attack@prob_oncecff?attack@atk_scale_twicec? block_cntcfff?defck>atkbA(8Hf  ? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4DfAattack@steal_atk_speed_maxpfAattack@steal_atk_speedfL>attack@prob_twicefL?attack@prob_oncefff?attack@atk_scale_twiceg? block_cnt$gL?def8gL>atkA(8H@j#? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4iAattack@steal_atk_speed_maxiAattack@steal_atk_speediL>attack@prob_twicejL?attack@prob_once$j?attack@atk_scale_twiceLj? block_cnthj333?def|j #>atkA(8Hm#? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4lAattack@steal_atk_speed_maxlAattack@steal_atk_speed mL>attack@prob_twiceDmL?attack@prob_oncehm?attack@atk_scale_twicem? block_cntm?defm>atk.A(8Hp#? skchr_vvana_2 烛燃影息攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人。每次攻击有<@ba.vup>{attack@prob_twice:0%}的概率变为<@ba.vup>{attack@atk_scale_twice:0%}攻击力的二连击,并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或薇薇安娜离场)`4pAattack@steal_atk_speed_maxattack@prob_twicepL?attack@prob_oncep?attack@atk_scale_twicep? block_cntp?defq=atk skchr_vvana_2,q v skchr_vvana_1 l0|@ޛ$4D4r? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次r@ atk_scale$4Dls? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次s33? atk_scaleN$4Dt? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次uff? atk_scale$4Du? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次Hv? atk_scale$4Dw? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次w33? atk_scale$4DLx? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次x? atk_scale.$4Dy? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次yff? atk_scalef$4Dz? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次({? atk_scale$4D{? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次`|? atk_scale֦$4D,}? skchr_vvana_1光影迅捷剑下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并连续攻击两次;\n<$ba.charged>蓄力额外效果:攻击距离<@ba.vup>+2,改为连续攻击三次}33? atk_scale skchr_vvana_1}P@ skchr_surtr_3 $   z$4<p~? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+3,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,@attack@max_targetpBduration L>hp_ratio(L>intervalD@Emax_hp\@ability_range_forward_extend33S@atk$4<pP? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,L@@attack@max_targetppBdurationL>hp_ratioL>intervalĂ@Emax_hp܂@ability_range_forward_extend @@atkz$4<pЃ? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,̄@@attack@max_targetpBduration L>hp_ratio(L>intervalD@Emax_hp\@ability_range_forward_extend,@atk$4<pP? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,L@@attack@max_targetppBdurationL>hp_ratioL>intervalć@Emax_hp܇@ability_range_forward_extend @atkz$4<pЈ ? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,̉@@attack@max_targetpBduration L>hp_ratio(L>intervalD@Emax_hp\@ability_range_forward_extend33@atk$4<pP ? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,L@@attack@max_targetppBdurationL>hp_ratioL>intervalČ@Emax_hp܌@ability_range_forward_extend @atkz$4<pЍ ? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,̎@@attack@max_targetpBduration L>hp_ratio(L>intervalD@Emax_hp\@ability_range_forward_extendff@atk$4<pP ? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,L@@attack@max_targetppBdurationL>hp_ratioL>intervalđ@Emax_hpܑ@ability_range_forward_extend @atkz$4<pВ ? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,̓@@attack@max_targetpBduration L>hp_ratio(L>intervalD@Emax_hp\@ability_range_forward_extend33?atk$4<pP ? skchr_surtr_3黄昏2立即恢复所有生命;攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+2,生命上限<@ba.vup>+{max_hp},逐渐流失生命(<@ba.vup>{duration}秒后到达最大生命{hp_ratio:0%}/秒);<@ba.rem>持续时间无限lL,L@@attack@max_targetppBdurationL>hp_ratioL>intervalĖ@Emax_hpܖ@ability_range_forward_extend ff?atk skchr_surtr_34( skchr_surtr_2   A(8H, ? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@?$attack@surtr_s_2[critical].atk_scale @attack@max_targetD?ability_range_forward_extendt?atkA(8H,| ? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@?$attack@surtr_s_2[critical].atk_scale@attack@max_target@?ability_range_forward_extendp?atkA(8H,x ? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@?$attack@surtr_s_2[critical].atk_scale@attack@max_target<?ability_range_forward_extendlfff?atkA(8H,t ? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@ܞ?$attack@surtr_s_2[critical].atk_scale@attack@max_target8?ability_range_forward_extendhL?atkA(8H,p? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@ؠ33?$attack@surtr_s_2[critical].atk_scale@attack@max_target4?ability_range_forward_extendd@?atkA(8H,l? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@Ԣ33?$attack@surtr_s_2[critical].atk_scale @attack@max_target0?ability_range_forward_extend`333?atkA(8H,h? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@Ф33?$attack@surtr_s_2[critical].atk_scale@attack@max_target,?ability_range_forward_extend\ff&?atkpA(8H,d? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@̦33?$attack@surtr_s_2[critical].atk_scale@attack@max_target(?ability_range_forward_extendX?atkpA(8H,`? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@Ȩ33?$attack@surtr_s_2[critical].atk_scale@attack@max_target$?ability_range_forward_extendT ?atkpA(8H,\? skchr_surtr_2 熔核巨影攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击目标数<@ba.vup>+1,仅攻击到一个敌人时对其攻击力提升至<@ba.vup>{attack@surtr_s_2[critical].atk_scale:0%}h@Ī33?$attack@surtr_s_2[critical].atk_scale@attack@max_target ?ability_range_forward_extendP?atk skchr_surtr_2x  skchr_surtr_1 $4D|? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力ffF@ atk_scale$4Dl? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力333@ atk_scaler$4D\? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力ff&@ atk_scaleb$4DL? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力t@ atk_scaleR$4D<? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力d33@ atk_scaleB$4D,? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力T@ atk_scale2$4D? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力D @ atk_scale"$4D ? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力4ff@ atk_scale$4D? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力$33@ atk_scale$4D? skchr_surtr_1 烈焰魔剑n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},如果将目标击倒则立即恢复所有技力@ atk_scale skchr_surtr_1Dskchr_gvial2_3 <L\ l|A(8Hl#?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$D@ block_cnt`zDpriority|=intervalAfinal_duration?damage_resistanceܷB attack_speed33?atkjA(8Hl%?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$@ block_cntԹzDpriority=interval Afinal_duration,?damage_resistancePB attack_speedp?atkA(8Hlx&?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$,@ block_cntHzDpriorityd=intervalAfinal_duration?damage_resistanceļB attack_speeď?atkRA(8Hl'?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$@ block_cntzDpriorityؾ=intervalAfinal_duration?damage_resistance8B attack_speedX?atkA(8Hl`(?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$@ block_cnt0zDpriorityL=intervalhAfinal_duration?damage_resistancepB attack_speed33s?atk:A(8Hl(?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$@ block_cntzDpriority=intervalAfinal_duration?damage_resistance pB attack_speed@fff?atkA(8HlH(?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$@ block_cntzDpriority4=intervalPAfinal_durationp?damage_resistancepB attack_speedY?atk"A(8Hl(?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$p@ block_cntzDpriority=intervalAfinal_duration?damage_resistance B attack_speed(L?atkA(8Hl0(?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$@ block_cntzDpriority=interval8Afinal_durationX?damage_resistance| B attack_speed@?atk A(8Hl(?skchr_gvial2_3 丛林之魂"攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},阻挡数<@ba.vup>+{block_cnt},技能期间暂时只受到<@ba.vup>{damage_resistance:0%}的伤害,其余伤害延后至技能结束,变为持续<@ba.vup>{final_duration}秒等量的生命流失效果dD$X@ block_cnttzDpriority=intervalAfinal_duration?damage_resistance B attack_speed333?atkskchr_gvial2_38hskchr_gvial2_2  d $D B,0@P#?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(? attack@forcef block_cnt?defff?atkB,0@P$%?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(h? attack@forceh block_cnt>def33?atk"B,0@P&?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(? attack@forcei block_cnt<>defP?atkB,0@P\'?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(? attack@forceVk block_cnt>def33?atkZ B,0@P(?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(<? attack@forcel block_cntt33>defff?atkB,0@P)?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(? attack@forcen block_cnt33>def$?atkB,0@P0*?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(t? attack@force*p block_cnt33>def̌?atk.B,0@P+?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(? attack@forceq block_cntH>def\?atkʟA,0@Ph,?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(? attack@forcebs block_cnt>deffff?atkfA,0@P-?2-5skchr_gvial2_2 链锯强袭攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};攻击到未被阻挡的敌人时,将其<@ba.vup>中等力度地拖拽至面前\D(H? attack@forcet block_cnt>defL?atkskchr_gvial2_2@ 4skchr_gvial2_1 tX< n A(8H ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$> heal_scaleL?atk A(8H  ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$33> heal_scale0333?atk A(8H8 ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$,33> heal_scaleHff&?atk A(8HP ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$D33> heal_scale`?atk A(8Hh ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$\> heal_scalex ?atkA(8H ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$t> heal_scale?atkA(8H ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$> heal_scaleff>atkA(8H ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$> heal_scale>atk.A(8H ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$> heal_scale33>atkFA(8H ?skchr_gvial2_1 精准痛击u攻击力<@ba.vup>+{atk:0%},每次攻击治疗自身相当于造成伤害<@ba.vup>{heal_scale:0%}的生命值$> heal_scale>atkskchr_gvial2_1P skchr_huang_3 ($     A(8Hhd#? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,@damage_by_atk_scale,>hp_ratioHL?def\L?atk A(8Hhd%? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,33s@damage_by_atk_scale,>hp_ratioH333?def\333?atk A(8Hhd&? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,fff@damage_by_atk_scale,>hp_ratioHff&?def\ff&?atk A(8Hhd'? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,Y@damage_by_atk_scale,>hp_ratioH?def\?atk A(8Hhd(? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,L@damage_by_atk_scale,>hp_ratioH ?def\ ?atk A(8Hhd)? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,L@damage_by_atk_scale,>hp_ratioH?def\?atk  A(8Hhd*? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,L@damage_by_atk_scale,>hp_ratioHff>def\ff>atk" A(8Hhd+? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,@@damage_by_atk_scale,>hp_ratioH>def\>atk$ A(8Hhd,? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,@@damage_by_atk_scale,>hp_ratioH33>def\33>atk& A(8Hhd-? skchr_huang_3 沸腾爆裂技能开启后,攻击力和防御力逐渐增至<@ba.vup>+{atk:0%}并对前方一格内的敌方单位进行切割。技能结束时对附近所有敌人造成此时攻击力<@ba.vup>{damage_by_atk_scale:0%}的物理伤害,自己流失<@ba.vdown>{hp_ratio:0%}的生命值dL,@@damage_by_atk_scale,>hp_ratioH>def\>atk skchr_huang_3  skchr_huang_2 d 8 \06(,<PF?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限33>def?atk^(,<PJ?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限>deffff?atk(,<PM?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限,>def@L?atk(,<PP?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限TL>defh333?atk(,<P0S?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限|>defff&?atk(,<PXT?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限>def?atk&(,<PU?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限>def ?atkN(,<PX?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限=def?atkv(,<PY?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限 =def0 ff>atk(,<P Z?2-2 skchr_huang_2链锯延伸模块攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击距离<@ba.vup>加长\n<@ba.rem>持续时间无限D =defX >atk skchr_huang_2 T  skchr_huang_1 $`P $4H ? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} 9@ atk_scale^ $4HH ? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@ )@ atk_scale $4H ? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} @ atk_scale $4H ? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} @ atk_scale$4H? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} @ atk_scale^$4HH? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@ff@ atk_scale$4H? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33@ atk_scale$4H? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@ atk_scale$4H? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale^$4HH? skchr_huang_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@33? atk_scaleskcom_powerstrike[3] skchr_huang_1skchr_blkkgt_3 lD | T,>,0@P?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD (@e_force@33S@e_atk_scale_end`?p_hit_interval?p_force>d_hit_intervalff@ d_atk_scale@ max_target?probb,0@P ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD L@e_forcedL@e_atk_scale_end?p_hit_interval?p_force>d_hit_interval @ d_atk_scale@ max_target?prob ,0@P  ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD p@e_forceffF@e_atk_scale_end?p_hit_interval?p_force>d_hit_intervalff@ d_atk_scale@ max_target8?prob ,0@PD!?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD @e_force@@e_atk_scale_end?p_hit_interval?p_force>d_hit_interval$@ d_atk_scale@@ max_target\?prob,0@Ph"# ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD !@e_force!@@e_atk_scale_end!?p_hit_interval"?p_force(">d_hit_intervalH"? d_atk_scaled"@ max_target"?prob,0@P%# ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD $@e_force$@@e_atk_scale_end%?p_hit_interval4%?p_forceL%>d_hit_intervall%33? d_atk_scale%@ max_target%?prob,0@P(# ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD (@e_force(@@e_atk_scale_end8(?p_hit_intervalX(?p_forcep(>d_hit_interval(ff? d_atk_scale(@ max_target(?prob:,0@P+# ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD $+@e_force<+@@e_atk_scale_end\+?p_hit_interval|+?p_force+>d_hit_interval+? d_atk_scale+@ max_target+?prob^,0@P.# ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD H.@e_force`.@@e_atk_scale_end.?p_hit_interval.?p_force.>d_hit_interval.? d_atk_scale.@ max_target/?prob ,0@P2# ?x-1skchr_blkkgt_3 归于宁静持续发动总计<@ba.vup>10次斩击,每次斩击对最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{d_atk_scale:0%}的物理伤害,天赋的发动概率提升至<@ba.vup>{prob:0%},并持续将敌人<@ba.vup>中等力度地拖拽至自身中心,之后将造成一次相当于攻击力<@ba.vup>{e_atk_scale_end:0%}的物理伤害并将敌人<@ba.vup>较大力地拖拽至自身中心hD l1@e_force1@@e_atk_scale_end1?p_hit_interval1?p_force1>d_hit_interval1? d_atk_scale2@ max_target42?probskchr_blkkgt_3`2$7skchr_blkkgt_2 P< l$,0@P5  ?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T 4?prob4@@blkkgt_s_2[blocked].trig_cnt4@ blkkgt_s_2[not_blocked].trig_cnt05@ max_targetL5ffF@ dot_scale&,0@P\8 ?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T d7?prob|7@@blkkgt_s_2[blocked].trig_cnt7@ blkkgt_s_2[not_blocked].trig_cnt7@ max_target7@@ dot_scaler),0@P ; ?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T :?prob,:@@blkkgt_s_2[blocked].trig_cnt\:@ blkkgt_s_2[not_blocked].trig_cnt:@ max_target:9@ dot_scale",,0@P= ?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T <?prob<@@blkkgt_s_2[blocked].trig_cnt =@ blkkgt_s_2[not_blocked].trig_cnt@=@ max_target\=333@ dot_scale.,0@Pl@?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T t??prob?@@blkkgt_s_2[blocked].trig_cnt?@ blkkgt_s_2[not_blocked].trig_cnt?@ max_target @,@ dot_scale1,0@PC?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T $B?prob{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T D?probD@@blkkgt_s_2[blocked].trig_cntE@ blkkgt_s_2[not_blocked].trig_cntPE@ max_targetlE @ dot_scale6(,<L8F?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T G?probG@@blkkgt_s_2[blocked].trig_cntG@ blkkgt_s_2[not_blocked].trig_cntG@ max_targetHff@ dot_scale9(,<LH?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T ,J?probDJ@@blkkgt_s_2[blocked].trig_cnttJ@ blkkgt_s_2[not_blocked].trig_cntJ@ max_targetJ33@ dot_scale:<(,<LK?1-4skchr_blkkgt_2无声的嘲笑t对前方范围内最多<@ba.vup>{max_target}名地面敌人发动<@ba.vup>{blkkgt_s_2[not_blocked].trig_cnt}次斩击,攻击被阻挡的敌人时改为<@ba.vup>{blkkgt_s_2[blocked].trig_cnt}次斩击,天赋的发动概率提升至<@ba.vup>{prob:0%},每次斩击造成相当于攻击力<@ba.vup>{dot_scale:0%}的物理伤害\n<@ba.rem>可充能2次T L?probL@@blkkgt_s_2[blocked].trig_cnt M@ blkkgt_s_2[not_blocked].trig_cntTM@ max_targetpM @ dot_scaleskchr_blkkgt_2M Sskchr_blkkgt_1 h $ XHR?(,<LN?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$N@ max_targetO @ atk_scale_s1@(,<LO?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害${max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$|Q@ max_targetQ@ atk_scale_s1C(,<LhR?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$R@ max_targetR33? atk_scale_s1RD(,<LS?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$S@ max_targetT? atk_scale_s1E(,<LT?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害${max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$|V@ max_targetV? atk_scale_s1H(,<LhW?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$W@ max_targetW? atk_scale_s1RI(,<LX?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$X@ max_targetY33? atk_scale_s1J(,<LY?x-4skchr_blkkgt_1纯粹的武力下次攻击对周围最多<@ba.vup>{max_target}名地面敌人造成两次相当于攻击力<@ba.vup>{atk_scale_s1:0%}的物理伤害$L,0@H]?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,\>multi_hit_interval\@A multi_times\ @multi_atk_scale]@levitate ]@@ atk_scaleN,0@H0`?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,^>multi_hit_interval _@A multi_times<_@multi_atk_scale\_@@levitatex_@@ atk_scaleP,0@Hb?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,Ta>multi_hit_intervalxa@A multi_timesa33@multi_atk_scalea@@levitatea@@ atk_scaleFS,0@Hd?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,c>multi_hit_intervalc A multi_timesc33@multi_atk_scale d@@levitate(d @ atk_scaleU,0@H8g ?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,f>multi_hit_interval(f A multi_timesDf @multi_atk_scaledf@levitatef @ atk_scaleW,0@Hi  ?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,\h>multi_hit_intervalh A multi_timeshff@multi_atk_scaleh@levitateh @ atk_scaleNZ,0@Hk ?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,j>multi_hit_intervalj A multi_timesj@multi_atk_scalek@levitate0k @ atk_scale\,0@H@n"?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL, m>multi_hit_interval0mA multi_timesLm@multi_atk_scalelm@levitatem@ atk_scale^,0@Hp"?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,do>multi_hit_intervaloA multi_timeso33?multi_atk_scaleo@levitateo@ atk_scaleVa(,<Dp"?x-1 skchr_irene_3判决C对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,然后快速轰击<@ba.vup>{multi_times}次,每次对随机目标周围小范围内所有敌人造成相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害pL,q>multi_hit_intervalqA multi_timesqff?multi_atk_scaler@levitate4r@ atk_scale skchr_irene_3drw skchr_irene_2  8 \ d,4DL@u?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ ,t@@valueDt@ max_target`t@levitate|t@ atk_scalee,4DL@w?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ v@@value v@ max_target{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ w@@valuew@ max_targetx@@levitate4xfff@ atk_scalei(0@H<y ?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ y@@valuey@ max_targety@@levitate zY@ atk_scalek(0@H<z ?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ {@@value{@ max_target{@levitate{33S@ atk_scaleZm(0@H<| ?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ l}@@value}@ max_target}@levitate}L@ atk_scale2o(0@H<~ ?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ D@@value\@ max_targetx@levitateffF@ atk_scale q(0@H<` ?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ @@value4@ max_targetP?levitatel@@ atk_scaler(0@H<8 ?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ @@value @ max_target(?levitateD9@ atk_scalet(0@H< ?3-12 skchr_irene_2裂潮对前方范围内最多<@ba.vup>{max_target}名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中重量小于等于3的目标<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能2次`@ ̄@@value@ max_target?levitate333@ atk_scale skchr_irene_2LPĊ skchr_irene_1 $   f$4<$P? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?levitate@ atk_scale$4<$Ї? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$l?levitate33? atk_scalef$4<$P? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?levitate? atk_scale$4<$Њ? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$l?levitate? atk_scalef$4<$P? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?levitate? atk_scale$4<$Ѝ? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$l?levitate33? atk_scalef$4<$P? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?levitateff? atk_scale$4<$А? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$l?levitate? atk_scalef$4<$P? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$?levitatě? atk_scale$4<$Г? skchr_irene_1起风下一次攻击对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.levitate>浮空<@ba.vup>{levitate}秒,再对其追加一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$l?levitate? atk_scale skchr_irene_1X0 skchr_chen_3 | T ,tj,0@P<?x-1 skchr_chen_3赤霄·绝影向周围寻找最近的敌方目标,对其发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并在最后一击时使目标<$ba.stun>晕眩<@ba.vup>{stun}秒< x@stun AtimesL@ atk_scale,0@P< ?x-1 skchr_chen_3赤霄·绝影向周围寻找最近的敌方目标,对其发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并在最后一击时使目标<$ba.stun>晕眩<@ba.vup>{stun}秒< ,@@stunD Atimes\@@ atk_scale҉,0@P<l" ?x-1 skchr_chen_3赤霄·绝影向周围寻找最近的敌方目标,对其发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并在最后一击时使目标<$ba.stun>晕眩<@ba.vup>{stun}秒< @@stun Atimes333@ atk_scale,0@P< $ ?x-1 skchr_chen_3赤霄·绝影向周围寻找最近的敌方目标,对其发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并在最后一击时使目标<$ba.stun>晕眩<@ba.vup>{stun}秒< @@stun Atimesěff&@ atk_scale:,0@P<Ԟ& ?x-1 skchr_chen_3赤霄·绝影向周围寻找最近的敌方目标,对其发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并在最后一击时使目标<$ba.stun>晕眩<@ba.vup>{stun}秒< H @stun` Atimesx @ atk_scale,0@P<& ?x-1 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skchr_chen_1鞘击下次攻击使用刀鞘砸向敌人,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stunff@ atk_scale$4<? skchr_chen_1鞘击下次攻击使用刀鞘砸向敌人,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stun@ atk_scale skchr_chen_14X skchr_pepe_3 | T ,t B(8H-#? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,PL>base_attack_timet@attack@max_stack_cnt>#attack@ability_range_forward_extend?attack@stun_main> attack@atkL? attack@stun,@atk B(8H4/ ? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,L>base_attack_time(@attack@max_stack_cntP>#attack@ability_range_forward_extend?attack@stun_mainL> attack@atkL? attack@stun @atkN B(8H1 ? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,L>base_attack_time@attack@max_stack_cnt>#attack@ability_range_forward_extend8?attack@stun_main\L> attack@atkxL? attack@stun@atk B(8H3 ? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,lL>base_attack_time@attack@max_stack_cnt>#attack@ability_range_forward_extend?attack@stun_main #> attack@atk,L? attack@stunHff?atk B(8HP5? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X, L>base_attack_timeD@attack@max_stack_cntl>#attack@ability_range_forward_extend?attack@stun_main> attack@atkL? attack@stun?atkj B(8H7? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,L>base_attack_time@attack@max_stack_cnt >#attack@ability_range_forward_extendT?attack@stun_mainx> attack@atkL? attack@stun?atk B(8H9? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,L>base_attack_time@attack@max_stack_cnt>#attack@ability_range_forward_extend?attack@stun_main,> attack@atkHL? attack@stund?atk B(8Hl;? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,base_attack_time`@attack@max_stack_cnt>#attack@ability_range_forward_extend?attack@stun_main= attack@atkL? attack@stun33?atk B(8H =? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,L>base_attack_time@attack@max_stack_cnt<>#attack@ability_range_forward_extendp?attack@stun_main= attack@atkL? attack@stunff?atk: B(8H?? skchr_pepe_3 时光震荡>攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使命中的目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒,对主目标提升至<@ba.vup>{attack@stun_main}秒,每次攻击后使溅射范围<@ba.vup>扩大且攻击力额外<@ba.vup>+{attack@atk:0%},最多叠加4层X,L>base_attack_time@attack@max_stack_cnt>#attack@ability_range_forward_extend$?attack@stun_mainH= attack@atkdL? attack@stun?atk skchr_pepe_3  skchr_pepe_2 pdXL @ 4(ZA,0@P\?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cnt Battack_speed_extraB attack_speedfff?atkbA,0@P\?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cnt Battack_speed_extraB attack_speedL?atkjA,0@P\?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cnt Battack_speed_extraB attack_speed@?atkrA,0@P\?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cntAattack_speed_extraB attack_speed 333?atkzA,0@P\?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cntAattack_speed_extrapB attack_speedff&?atkA,0@P\  ?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cntAattack_speed_extrapB attack_speed?atkA,0@P\("?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cntAattack_speed_extraHB attack_speed$ ?atkA,0@P\0$ ?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cntAattack_speed_extra HB attack_speed,?atkA,0@P\8& ?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cntAattack_speed_extra B attack_speed4ff>atkA,0@P\@( ?2-5 skchr_pepe_2阻遏混乱锤 攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},随机攻击范围内的目标\n<@ba.rem>每次使用时,使后续开启技能的攻击速度额外+{attack_speed_extra},最多叠加{max_stack_cnt}层tP(@ max_stack_cntAattack_speed_extra B attack_speed<>atk skchr_pepe_2d  skchr_pepe_1 d  4P$4@l? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能2次9@ atk_scale^$4@? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能2次0,@ atk_scale$4@? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能2次x @ atk_scale $4@D? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能1次33@ atk_scale6"$4@? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能1次ff@ atk_scale~#$4@? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能1次P@ atk_scale$$4@? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能1次33? atk_scale&$4@d? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能1次ff? atk_scaleV'$4@? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能1次(? atk_scale($4@? skchr_pepe_1 盖戳!下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,处于<$ba.debuff>异常状态时可以释放技能并清除<$ba.debuff>异常状态\n<@ba.rem>可充能1次p? atk_scale skchr_pepe_1 skchr_ulpia_3 $Dd RA,0@X ?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,Pff?projectile_ranget@stun? atk_scaleff&@atkL?max_hp.A,0@X ?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,,ff?projectile_rangeP@stunh? atk_scale @atk?max_hp A,0@X ?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,ff?projectile_range,@stunD? atk_scale`@atkt?max_hpA,0@X  ?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH, ff?projectile_range @stun 33? atk_scale< 33@atkP ?max_hpA,0@X ` ?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH, ff?projectile_range @stun ̬? atk_scale @atk,>max_hpA,0@X < ?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,ff?projectile_range@stun̬? atk_scaleff@atk>max_hpzA,0@X  ?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,xff?projectile_range@stun̬? atk_scale@atk>max_hpVA(,<T?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,Pff?projectile_ranget@stunff? atk_scale33?atkL>max_hp.A(,<T?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,(ff?projectile_rangeL@stundff? atk_scaleff?atkL>max_hpA(,<T`?6-1 skchr_ulpia_3必须开辟的通路最大生命值<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},立即朝面前扔出一个船锚,撞击到目标或达到最远距离时停止,并对周围所有敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩。若船锚停留的位置可以部署,乌尔比安会<$ba.addash>移动到该位置\n<@ba.rem>可以手动结束技能,技能结束时乌尔比安会返回到初始的位置hH,ff?projectile_range$@stun<ff? atk_scaleX?atklL>max_hp skchr_ulpia_3" skchr_ulpia_2 D LTJG$4L F? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$,? block_cntH?max_hp`?atkt@ talent_scaleH$4L DJ? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$? block_cnt?max_hp ?atk ff? talent_scaleJ$4L  L? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$t!? block_cnt!ff>max_hp!33?atk!ff? talent_scale6L$4L "N? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$#? block_cnt4#>max_hpL#ff?atk`#ff? talent_scaleM$4L 0$P? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$$? block_cnt$>max_hp$?atk%? talent_scale~O$4L %R? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$`&? block_cnt|&>max_hp&?atk&? talent_scale"Q$4L x'T? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$(? block_cnt (>max_hp8(33?atkL(? talent_scaleR$4L )V? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$)? block_cnt)L>max_hp)̌?atk)? talent_scalejT$4L *X? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$L+? block_cnth+L>max_hp+ff?atk+? talent_scaleV$4L d,Z? skchr_ulpia_2必须维系的界限第一天赋的效果提升至<@ba.vup>{talent_scale}倍,阻挡数<@ba.vup>+1,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限X@$,? block_cnt -L>max_hp$-?atk8-? talent_scale skchr_ulpia_2l-2 skchr_ulpia_1 8  | T,(,<Tx.?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ /?force/@ max_target8/,@ atk_scale(,<T0?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ 0?force0@ max_target0 @ atk_scale>(,<T1?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ $2?force<2@ max_targetX233@ atk_scale(,<T(3?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ 3?force3@ max_target3ff@ atk_scale^(,<T4?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ D5?force\5@ max_targetx5? atk_scale(,<TH6?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ 6?force6@ max_target733? atk_scale~(,<T7?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ d8?force|8@ max_target8? atk_scale(,<Th9?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ 9?force :@ max_target(:ff? atk_scale(,<T:?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ ;?force;@ max_target;? atk_scale.(,<T<?3-2 skchr_ulpia_1必须促成的接触向前方扔出船锚,船锚会把目标地点周围的两名敌人<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ =?force,=@ max_targetH=? atk_scale skchr_ulpia_1x=H!Bskchr_hodrer_3 4D T*hB(8H@2(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L( @HC attack@damage@@B attack@value`@?ability_range_forward_extend@@ attack@stun@>attack@buff_prob@L=attack@hp_ratio@?atkA?max_hpvkB(8HD6(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(lCHC attack@damageCB attack@valueC?ability_range_forward_extendC@ attack@stunC>attack@buff_probDL=attack@hp_ratiomax_hpnB(8H\G9(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(FHC attack@damageFB attack@valueF?ability_range_forward_extend(G@ attack@stunDG>attack@buff_probhGL=attack@hp_ratioG?atkGff>max_hprB(8HJ<(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(JHC attack@damage$JB attack@valueDJ?ability_range_forward_extendtJ@ attack@stunJ>attack@buff_probJL=attack@hp_ratioJfff?atkJff>max_hpZuB(8HM@(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(PMHC attack@damagepMB attack@valueM?ability_range_forward_extendM@@ attack@stunM>attack@buff_probNL=attack@hp_ratio NL?atk4N>max_hpxB(8H@QC(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(PHC attack@damagePB attack@valueP?ability_range_forward_extend Q@@ attack@stun(Q>attack@buff_probLQL=attack@hp_ratiolQ333?atkQ>max_hp{B(8HTF(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(SHC attack@damageTB attack@value(T?ability_range_forward_extendXT@@ attack@stuntT>attack@buff_probTL=attack@hp_ratioT?atkT>max_hp>B(8HWJ(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(4WHC attack@damageTWB attack@valuetW?ability_range_forward_extendW@ attack@stunW>attack@buff_probWL=attack@hp_ratioX?atkX>max_hpB(8H$[M(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(ZHC attack@damageZB attack@valueZ?ability_range_forward_extendZ@ attack@stun [>attack@buff_prob0[L=attack@hp_ratioP[>atkd[>max_hpօB(8Hp^P(?skchr_hodrer_3 死境硝烟每秒流失<@ba.vdown>{attack@value}点生命,并使自身攻击过和攻击过自身的敌人每秒受到<@ba.vup>{attack@damage}点真实伤害;攻击距离<@ba.vup>+{ability_range_forward_extend},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},每次攻击回复自身<@ba.vup>{attack@hp_ratio:0%}的生命且有<@ba.vup>{attack@buff_prob:0%}概率使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L(]HC attack@damage]B attack@value ^?ability_range_forward_extend<^@ attack@stunX^>attack@buff_prob|^L=attack@hp_ratio^>atk^>max_hpskchr_hodrer_3^Tdskchr_hodrer_2 t $4DL_?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$`? attack@stun`? block_cnt`?base_attack_time a>atkz$4DLa?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$b? attack@stunb? block_cntb?base_attack_timebQ>atkf$4DLc?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$d? attack@stund? block_cntd?base_attack_timed ף>atkR$4DLe?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$tf? attack@stunf? block_cntf?base_attack_timef)\>atk>$4DLg ?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$`h? attack@stun|h? block_cnth?base_attack_timehu>atk*$4DLi ?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$Lj? attack@stunhj? block_cntj?base_attack_timejL>atk$4DLlk ?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$8l? attack@stunTl? block_cntpl?base_attack_timel #>atk$4DLXm ?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$$n? attack@stun@n? block_cnt\n?base_attack_timen=atk$4DLDo ?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$p? attack@stun,p? block_cntHp?base_attack_timelp ף=atkښ$4DL0q ?skchr_hodrer_2 余烬重荷被动效果:攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,阻挡数<@ba.vup>+{block_cnt},攻击使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒lD$q? attack@stunr? block_cnt4r?base_attack_timeXr #=atkskchr_hodrer_2r wskchr_hodrer_1 d 8 \02$4Ds?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$s>hp_ratiosff&@ atk_scaleZ$4Dt?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$tL>hp_ratio u@ atk_scale$4Du?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$vL>hp_ratio4v @ atk_scale$4Dw?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$@wL>hp_ratio\w@ atk_scaleҡ$4D(x?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$hx>hp_ratiox33? atk_scale$4DPy?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$y>hp_ratioy? atk_scale"$4Dxz?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$z>hp_ratiozff? atk_scaleJ$4D{?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命${=hp_ratio{? atk_scaler$4D|?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$}=hp_ratio$}33? atk_scale$4D}?skchr_hodrer_1 重锋不熄下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并回复自身<@ba.vup>{hp_ratio:0%}的生命$0~=hp_ratioL~? atk_scaleskchr_hodrer_1|~skchr_sharp2_1  0 H`x.A(8Hȁ*?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,@attack@max_targetHB attack_speed0@atkA(8H8*?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,\@attack@max_targetHB attack_speedff@atkA(8H*?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,̂@attack@max_targetHB attack_speed?atk~A(8H*?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,<@attack@max_target`HB attack_speedff?atkA(8H-?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,@attack@max_targetЅ B attack_speed?atk^A(8H-?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,@attack@max_target@ B attack_speed`?atkαA(8Hh-?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,@attack@max_target B attack_speedЈff?atk>A(8H؋/?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,@attack@max_target A attack_speed@?atkA(8HH0?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,l@attack@max_targetA attack_speeď?atkA(8H0?skchr_sharp2_1沉默的爆发攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,远程攻击不再降低攻击力P,܌@attack@max_targetA attack_speed ff?atkskchr_sharp2_1Hskchr_oblvns_3 dD $dQA,4DT*"?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场, @attack@atk_scaler&attack@attack_speedVTA,4DT, ?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,33@attack@atk_scale(attack@attack_speedVA,4DTP-?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,p33?attack@atk_scale*+attack@attack_speedYA,4DT.?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,̖ff?attack@atk_scale-attack@attack_speedj[A,4DT/?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,(?attack@atk_scale/attack@attack_speed]A,4DTd/?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,?attack@atk_scale>2attack@attack_speed"`A,4DT/?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,ff?attack@atk_scale4attack@attack_speed~bA,4DT0?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,<?attack@atk_scale6attack@attack_speeddA,4DTx0?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,?attack@atk_scaleR9attack@attack_speed6gA,4DTԥ0?3-21skchr_oblvns_3残月的余响攻击范围扩大,攻击同时使用<@ba.vup>钢琴和<@ba.vup>风琴音色演奏,各自演奏<@ba.vup>2个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}物理和法术伤害的音符,且分别追踪法术抗性和防御力最高的敌人。\n<@ba.rem><$ba.fever>Fever期间<$ba.mujica>Ave Mujica成员受到致命伤害时不撤退,<$ba.fever>Fever结束后退场,33?attack@atk_scale;attack@attack_speedskchr_oblvns_3LĪskchr_oblvns_2 d D $$4DT?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,̧?attack@passby_delay̌? attack@atk Cattack@attack_speed$4D?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,X?attack@passby_delay|33s? attack@atkCattack@attack_speed$4Dl?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,?attack@passby_delayL? attack@atk$Battack@attack_speed$4D?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,p?attack@passby_delay@? attack@atkBattack@attack_speed.$4D?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,?attack@passby_delay 333? attack@atk<Battack@attack_speed$4D?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,?attack@passby_delayff&? attack@atkȴBattack@attack_speedF$4D?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,?attack@passby_delay8? attack@atkTBattack@attack_speed$4D(?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,?attack@passby_delayĹ? attack@atkBattack@attack_speed^$4D?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,,?attack@passby_delayPff> attack@atklBattack@attack_speed$4D@?skchr_oblvns_2满月的舞会<@ba.rem>可以切换<@ba.vup>钢琴(初始)或<@ba.vup>风琴音色演奏:\n<@ba.vup>钢琴:攻击力<@ba.vup>+{attack@atk:0%},音符飞行速度加快,命中目标后穿过敌人造成<@ba.vup>物理伤害\n<@ba.vup>风琴:攻击速度<@ba.vup>+{attack@attack_speed},音符造成<@ba.vup>法术伤害且飞行速度减缓 \n<@ba.rem><$ba.fever>Fever期间变为当前音色的二连击L,?attack@passby_delayܾ> attack@atkpBattack@attack_speedskchr_oblvns_20skchr_oblvns_1 4 Tt$4D08?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ pAangleL= atk_scale_80{.> atk_scale_7L> atk_scale_6h= > atk_scale_5z? atk_scale_4@? atk_scale_3k? atk_scale_2? atk_scaleN$4D0?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ hpAangleL= atk_scale_8> atk_scale_7> atk_scale_6\> atk_scale_5? atk_scale_4 {.? atk_scale_3(zT? atk_scale_2Dfff? atk_scale$4D0?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ pAangleL= atk_scale_8)\> atk_scale_7$z> atk_scale_6@33> atk_scale_5\? atk_scale_4x #? atk_scale_3G? atk_scale_2Y? atk_scale&$4D0|?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ @pAangleX #= atk_scale_8t> atk_scale_7q=> atk_scale_6> atk_scale_5ף> atk_scale_4? atk_scale_3H:? atk_scale_2L? atk_scale$4D0?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ pAangle #= atk_scale_8= atk_scale_7> atk_scale_6R> atk_scale_54G> atk_scale_4P? atk_scale_3lף0? atk_scale_2@? atk_scale$4D0T?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ pAangle0 #= atk_scale_8L= atk_scale_7hu> atk_scale_6z> atk_scale_5> atk_scale_4? atk_scale_3 #? atk_scale_2333? atk_scalej$4D0?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ pAangle #= atk_scale_8G= atk_scale_7Ga> atk_scale_6q=> atk_scale_5 \> atk_scale_4(H> atk_scale_3D? atk_scale_2`ff&? atk_scale$4D0,?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ pAangle< atk_scale_8$= atk_scale_7@L> atk_scale_6\> atk_scale_5x33> atk_scale_4ff> atk_scale_3 ? atk_scale_2? atk_scaleB$4D0?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ \pAanglet< atk_scale_8Q= atk_scale_7\B> atk_scale_6k> atk_scale_5 ף> atk_scale_4= > atk_scale_3? atk_scale_28 ? atk_scale$4D0?skchr_oblvns_1新月的苏醒演奏出<@ba.vup>8个音符。每个音符造成的法术伤害依次从攻击力的<@ba.vup>{atk_scale:0%}逐渐降低至<@ba.vup>{atk_scale_8:0%}。\n<@ba.rem>可充能2次,充能至最大层数时自动释放一次 `@ pAangle< atk_scale_8 ף= atk_scale_7{.> atk_scale_64= W> atk_scale_5Pz> atk_scale_4l\> atk_scale_3> atk_scale_2? atk_scaleskchr_oblvns_1Lskchr_qiubai_3  ( T t<A,0@H$7-?3-1skchr_qiubai_3问雪A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,第一天赋的伤害提升至<@ba.vup>{talent_scale}倍,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)pL(@ talent_scale A max_stack_cnt,PA attack_speedL ?atkA,0@HX8+?3-1skchr_qiubai_3问雪A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,第一天赋的伤害提升至<@ba.vup>{talent_scale}倍,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)pL( ? talent_scale@@ max_stack_cnt`PA attack_speed?atkA,0@H9(?3-1skchr_qiubai_3问雪A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,第一天赋的伤害提升至<@ba.vup>{talent_scale}倍,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)pL(T? talent_scalet@ max_stack_cntPA attack_speedff>atk"A,0@HL:&?3-1skchr_qiubai_3问雪攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)L(D@ max_stack_cntdPA attack_speed>atkA,0@HL;$?3-1skchr_qiubai_3问雪攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)L(@ max_stack_cnt4@A attack_speedTp>atk¦A,0@HL`<$?3-1skchr_qiubai_3问雪攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)L(@ max_stack_cnt0A attack_speed$>atkA,0@HL0="?3-1skchr_qiubai_3问雪攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)L(@ max_stack_cnt A attack_speed>atkbA,0@HL>"?3-1skchr_qiubai_3问雪攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)L(@ max_stack_cnt A attack_speedq=>atk2A,0@HL? ?3-1skchr_qiubai_3问雪攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)L(T@ max_stack_cnttA attack_speedk>atkA,0@HL@ ?3-1skchr_qiubai_3问雪攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击2个目标,远程攻击不再降低伤害,每次攻击使自身攻击速度<@ba.vup>+{attack_speed}(最多叠加<@ba.vup>{max_stack_cnt}次)L($@ max_stack_cntDA attack_speeddL>atkskchr_qiubai_3lskchr_qiubai_2 P T X>@,0@H ?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,(@sword_end_duration33?atk@@sword_end_atk_scale @@sword_begin_atk_scale@,0@H, ?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,(@sword_end_duration$?atk8333@sword_end_atk_scale\333@sword_begin_atk_scale޴@,0@H| ?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,P(@sword_end_durationt?atkff&@sword_end_atk_scaleff&@sword_begin_atk_scale.@,0@H ?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,(@sword_end_durationfff?atk@sword_end_atk_scale@sword_begin_atk_scale~@,0@H ?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,(@sword_end_durationY?atk(@sword_end_atk_scaleL@sword_begin_atk_scaleλ@,0@Hl ?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,@(@sword_end_durationdL?atkxff@sword_end_atk_scaleff@sword_begin_atk_scale@,0@H 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?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,(@sword_end_duration333?atkff?sword_end_atk_scale{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,0(@sword_end_durationTff&?atkh33?sword_end_atk_scale33?sword_begin_atk_scale@(,<Dh?4-1skchr_qiubai_2承影N对前方范围内的地面敌人造成攻击力<@ba.vup>{sword_begin_atk_scale:0%}的法术伤害;攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击范围内的地面敌人<$ba.sluggish>停顿;技能结束时对范围内的地面敌人造成攻击力<@ba.vup>{sword_end_atk_scale:0%}的物理伤害lD,|(@sword_end_duration?atk?sword_end_atk_scale?sword_begin_atk_scaleskchr_qiubai_2`skchr_qiubai_1 d  Hp-$4<?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$@@duration@@ aoe_scale./$4<?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$ @duration 333@ aoe_scale0$4<?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$l @durationff&@ aoe_scale1$4<T?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$ @duration@ aoe_scalef3$4< ?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$< @durationX 33@ aoe_scale4$4<$ ?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$ @duration @ aoe_scale66$4< ?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$ @duration( ff@ aoe_scale7$4< ?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$t?duration@ aoe_scale9$4<\?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$?duration33? aoe_scalen:$4<?skchr_qiubai_1留羽下次攻击使目标<$ba.root>束缚<@ba.vup>{duration}秒,该次<$ba.root>束缚结束时对目标和附近的所有敌人造成相当于攻击力<@ba.vup>{aoe_scale:0%}的法术伤害$D?duration`ff? aoe_scaleskchr_qiubai_1skchr_thorns_3 H$ pL(BA(,<L<?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0\thorns_s_3[b].durationHBthorns_s_3[b].attack_speed?thorns_s_3[b].atkA attack_speed?atkbA(,<L<?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0|thorns_s_3[b].duration0Bthorns_s_3[b].attack_speed?thorns_s_3[b].atkA attack_speed?atkA(,<L<?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0thorns_s_3[b].durationBthorns_s_3[b].attack_speedfff?thorns_s_3[b].atkA attack_speed4ff>atkA(,<L<?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0thorns_s_3[b].durationBthorns_s_3[b].attack_speedL?thorns_s_3[b].atk4A attack_speedT>atkA(,<L<?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0thorns_s_3[b].durationAthorns_s_3[b].attack_speed0p=?thorns_s_3[b].atkT`A attack_speedtp>atkA(,<L<<?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0thorns_s_3[b].duration$Athorns_s_3[b].attack_speedP333?thorns_s_3[b].atkt`A attack_speed33>atkA(,<L<\?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0 thorns_s_3[b].durationD Athorns_s_3[b].attack_speedp (?thorns_s_3[b].atk `A attack_speed >atk"A(,<L<|!?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0<"thorns_s_3[b].durationd"Athorns_s_3[b].attack_speed"?thorns_s_3[b].atk"@A attack_speed">atkBA(,<L<#?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0\$thorns_s_3[b].duration$Athorns_s_3[b].attack_speed$)\?thorns_s_3[b].atk$@A attack_speed$)\>atkbA(,<L<%?3-3skchr_thorns_3 至高之术攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},远程攻击不再降低攻击力\n<@ba.rem>第二次及以后使用时能力加成变为最初的两倍,且持续时间无限`0|&thorns_s_3[b].duration&Athorns_s_3[b].attack_speed&?thorns_s_3[b].atk&@A attack_speed'>atkskchr_thorns_3<',skchr_thorns_2 $@ \ x  B,0@PL* ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$)@ max_target0)?cooldownL)̌?def`)?atkB,0@PLl, ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$*@ max_target+ff&?cooldown,+fff?def@+?atkB,0@PLL. ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$,@ max_target,333?cooldown -L?def -ff>atkB,0@PL,0 ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$.@ max_target.@?cooldown.333?def/>atkn B,0@PL 2 ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$0@ max_target0L?cooldown0ff&?def0>atkNB,0@PL3 ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$t2@ max_target2L?cooldown2?def2>atk.B,0@PL5  ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$T4@ max_targetp4L?cooldown4 ?def4>atkB,0@PL7! ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$46@ max_targetP6L?cooldownl6?def6>atkA,0@PL9" ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$8@ max_target08L?cooldownL8ff>def`8>atkA,0@PLl;# ?3-1skchr_thorns_2 护身尖刺停止攻击,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},受到敌人普通攻击时释放尖刺对前方最多<@ba.vup>{max_target}名敌人进行一次远程攻击(每<@ba.vup>{cooldown:0.0}秒最多触发一次)\D$9@ max_target:L?cooldown,:>def@:>atkskchr_thorns_2h:x?skchr_svrash_3 D 4 $A,0@L=ZK?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,;@attack@max_target<@atk0<333defA,0@L-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,|=@attack@max_target=ff?atk=333def"A,0@L@ZA?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,?@attack@max_target$??atk8?333defA,0@LDBZ<?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,@@attack@max_target@33?atk@333def*A,0@LCZ7?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,B@attack@max_target,B̬?atk@B333defA,0@LLEZ7?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,C@attack@max_targetCff?atkC333def2A,0@LFZ7?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,E@attack@max_target4E?atkHE333def A,0@LTHZ2?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,F@@attack@max_targetF?atkF333def: A,0@LIZ2?3-7skchr_svrash_3 真银斩防御力<@ba.vdown>-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,H@@attack@max_target-{-def:0%},攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击至多<@ba.vup>{attack@max_target}个目标(视为近距离攻击)D,I@@attack@max_targetǏ?atkI333defskchr_svrash_3ItOskchr_svrash_2 \ , d4;(,<P$K?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<Ku=#hp_recovery_per_sec_by_max_hp_ratioK?defB=(,<P$L?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<4ML=#hp_recovery_per_sec_by_max_hp_ratiohMY?def>(,<P$,N?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<NQ8=#hp_recovery_per_sec_by_max_hp_ratioN@?defj@(,<P$O?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<\P #=#hp_recovery_per_sec_by_max_hp_ratioPff&?defA(,<P$TQ?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<Q)\=#hp_recovery_per_sec_by_max_hp_ratio$R?defC(,<P$R?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<S)\=#hp_recovery_per_sec_by_max_hp_ratioS ?def&E(,<P$|T?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<U)\=#hp_recovery_per_sec_by_max_hp_ratioLU?defF(,<P$V?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<V<#hp_recovery_per_sec_by_max_hp_ratioVff>defNH(,<P$W?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<@X<#hp_recovery_per_sec_by_max_hp_ratiotX>defI(,<P$8Y?1-2skchr_svrash_2雪境生存法则<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围<@ba.vdown>缩小,防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}<Y<#hp_recovery_per_sec_by_max_hp_ratioZ33>defskchr_svrash_20Z skchr_svrash_1 $`PN[$4H8[?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}0[9@ atk_scale\$4H[?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}[)@ atk_scale\$4H\?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\@ atk_scale]$4Hx]?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}p]@ atk_scaleN^$4H8^?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}0^ @ atk_scale_$4H^?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}^ff@ atk_scale_$4H_?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}_33@ atk_scale`$4Hx`?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}p`@ atk_scaleNa$4H8a?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}0a? atk_scaleb$4Ha?skchr_svrash_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}a33? atk_scaleskcom_powerstrike[3]skchr_svrash_1{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$d@cast_cnt0d33s@ atk_scalee$4<\d ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$e@cast_cnte`@ atk_scalef$4<\f ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$g@cast_cntgL@ atk_scale~h$4<\hh ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害${atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$j@cast_cntk333@ atk_scalek$4<\k ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$l@cast_cntlff&@ atk_scalem$4<\m ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$dn@cast_cntn@ atk_scale^o$4<\Ho ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$p@cast_cnt8p @ atk_scaleq$4<\q ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$q@cast_cntq@ atk_scaler$4<\r ? skchr_chyue_3我无对目标及其周围造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;累计使用<@ba.vup>五次技能后:重岳攻击的<@ba.vup>范围扩大且攻击变为<@ba.vup>二连击,技能变为<@ba.vdown>自动释放且造成<@ba.vup>额外一次伤害$s@cast_cntsff? atk_scale skchr_chyue_3sPy skchr_chyue_2 @, t `e,0@H$w  ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$0v@ atk_scaleLv@atk_scale_downlv@ max_targetg,0@H|y ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$x33@ atk_scalex@atk_scale_downx@ max_target:j,0@H{ ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$z33s@ atk_scalez@atk_scale_down{@ max_targetl,0@H,~ ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$8}`@ atk_scaleT}@atk_scale_downt}@ max_targetn,0@H ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$33S@ atk_scale@atk_scale_down@ max_targetBq,0@H܂ ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$ffF@ atk_scale@atk_scale_down$@ max_targets,0@H4 ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$@9@ atk_scale\33@atk_scale_down|@ max_targetu,0@H ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$,@ atk_scaley@atk_scale_downԆ@ max_targetJx,0@H ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$ff&@ atk_scale l@atk_scale_down,@ max_targetz,0@H< ?x-4 skchr_chyue_2拂尘对周围至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其中第一天赋生效的目标<$ba.levitate>浮空;之后使周围所有<$ba.levitate>浮空敌人结束<$ba.levitate>浮空状态,对其100%触发第一天赋并造成相当于攻击力<@ba.vup>{atk_scale_down:0%}的物理伤害\n<@ba.rem>可充能2次H$H @ atk_scaled`@atk_scale_down@ max_target skchr_chyue_2`, skchr_chyue_1 d  HpΌ$4<? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 ,@@timesD@@cntX@ atk_scale6$4< ? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 @@times@@cnt`@ atk_scale$4<? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 @@times@@cnt(L@ atk_scale$4<? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 d@@times|@@cnt9@ atk_scalen$4<X? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 ̒@@times@@cnt,@ atk_scale֓$4<? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 4@@timesL@@cnt`ff&@ atk_scale>$4<(? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 @@times@@cntȕ @ atk_scale$4<? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 @@times@@cnt033@ atk_scale$4<? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 l@@times@@cnt @ atk_scalev$4<`? skchr_chyue_1冲盈对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能达到最大充能层数时消耗所有充能,造成对应次数的伤害\n<@ba.rem>可充能3次8 ԙ@@times@@cntff@ atk_scale skchr_chyue_10Xskchr_f12yin_3 T  t<^A,0@Pd(?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,$@attack@max_targetH? attack@forceh@? talent@prob?atk333?base_attack_timeaA,0@Pd*?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,X@attack@max_target|? attack@forceff&? talent@probfff?atk̞333?base_attack_timeJcA,0@Pd+?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,@attack@max_target? attack@forceР? talent@probL?atk333?base_attack_time~eA,0@Pd,?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,@@attack@max_target? attack@force ? talent@prob 333?atk4333?base_attack_timegA,0@PdP-?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,@@attack@max_target? attack@force8? talent@probTff&?atkh333?base_attack_timeiA,0@Pd.?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,(@@attack@max_targetL? attack@forcel? talent@prob?atk333?base_attack_timelA,0@Pd/?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,\@@attack@max_target? attack@force> talent@prob ?atkЩ333?base_attack_timeNnA,0@Pd0?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,@@attack@max_target? attack@forceԫG> talent@prob?atk333?base_attack_timepA,0@Pd 1?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,ĭ@@attack@max_target? attack@force= > talent@prob$ff>atk8333?base_attack_timerA,0@PdT2?x-5skchr_f12yin_3震地碎岩击攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击,第一天赋的发动几率提升至<@ba.vup>{talent@prob:0%},每次攻击周围最多<@ba.vup>{attack@max_target}个敌人并将其<@ba.vup>中等力度地推动pP,@@attack@max_target? attack@force<> talent@probX>atkl333?base_attack_timeskchr_f12yin_3Xskchr_f12yin_2 T  t<V(,<L?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$? block_cntԲ)\=#hp_recovery_per_sec_by_max_hp_ratioLdefL?atk(,<L?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$? block_cntu=#hp_recovery_per_sec_by_max_hp_ratio<defP333?atk(,<L?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$ ? block_cnt可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$T? block_cntpL=#hp_recovery_per_sec_by_max_hp_ratiodef?atk&(,<L| ?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$? block_cnt #=#hp_recovery_per_sec_by_max_hp_ratioػdefff>atkZ(,<L ?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$? block_cntؽ #=#hp_recovery_per_sec_by_max_hp_ratio def >atk(,<L ?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$? block_cnt #=#hp_recovery_per_sec_by_max_hp_ratio@defT33>atk±(,<L ?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$$? block_cnt@<#hp_recovery_per_sec_by_max_hp_ratiotdef>atk(,<LL ?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$X? block_cntt<#hp_recovery_per_sec_by_max_hp_ratiodef>atk*(,<L ?0-1skchr_f12yin_2 横扫架势?<@ba.rem>可以在下列状态和初始状态间切换:\n防御力<@ba.vdown>-{-def:0%},攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人,每秒恢复最大生命的<@ba.vup>{HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO:0.0%}t\$? block_cnt<#hp_recovery_per_sec_by_max_hp_ratiodefL>atkskchr_f12yin_2 skchr_f12yin_1 2$4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$0@ max_targetL33@ atk_scale*$4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$(@ max_targetD @ atk_scale"$4D ?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$ @ max_target{atk_scale:0%},额外攻击一个目标$@ max_target4@ atk_scale$4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$@ max_target,33? atk_scale $4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$@ max_target$ff? atk_scale$4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$@ max_target? atk_scale$4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$@ max_target? atk_scale$4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$@ max_target ? atk_scale$4D?skchr_f12yin_1 左勾扫拳V下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},额外攻击一个目标$@ max_target33? atk_scaleskchr_f12yin_14Xskchr_acguad_3 | T ,tA(8H0(?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,Amax_atk_stack_cnt = W>atk_each_stack,?atkA(8H04*?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,Amax_atk_stack_cnt\B>atk_each_stack ?atkNA(8H0,?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,PAmax_atk_stack_cnttQ8>atk_each_stack?atkA(8H0.?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,Amax_atk_stack_cnt({.>atk_each_stackHff>atkA(8H0P0?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,Amax_atk_stack_cnt #>atk_each_stack>atkjA(8H00?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,lAmax_atk_stack_cnt #>atk_each_stack33>atkA(8H00?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P, Amax_atk_stack_cntD #>atk_each_stackd>atkpA(8H0l2?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,Amax_atk_stack_cnt>atk_each_stack>atk pA(8H0 2?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,Amax_atk_stack_cnt>atk_each_stackL>atk: pA(8H02?skchr_acguad_3 力战不竭攻击力<@ba.vup>+{atk:0%};每次攻击时获得可叠加的攻击力<@ba.vup>+{atk_each_stack:0%}的增益(最多叠加8层),切换目标后层数清零,技能持续期间内干员的生命值始终不会低于1P,<Amax_atk_stack_cnt`>atk_each_stack>atkskchr_acguad_3, skchr_acguad_2 p<l8Z A(8@ ?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} ?max_hp @attack@atk_scaleA(8@$ ?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} $?max_hp<@attack@atk_scaleA(8@T!?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} T>max_hpl33?attack@atk_scaleA(8@"?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} >max_hpff?attack@atk_scaleA(8@#?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} >max_hp?attack@atk_scaleJA(8@$?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} >max_hp33?attack@atk_scalezA(8@%?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} >max_hp,?attack@atk_scaleA(8@D&?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} DL>max_hp\?attack@atk_scaleA(8@t'?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} tL>max_hp?attack@atk_scale A$4<`(?skchr_acguad_2亮剑防御力<@ba.vdown>降至0,生命上限<@ba.vup>+{max_hp:0%},每次攻击的攻击力提升至<@ba.vup>{attack@atk_scale:0%} L>max_hp33?attack@atk_scaleskchr_acguad_24 hskchr_acguad_1 tX< A,0@H@?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@ 333?atk L? attack@prob2@L> attack@prob1A,0@HX  ?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@$?atk8L? attack@prob2XL> attack@prob1ҵA,0@Hp" ?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@<?atkPL? attack@prob2pL> attack@prob1A,0@H$ ?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@T>atkhL? attack@prob2L> attack@prob1A,0@H&?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@l33>atkL? attack@prob2L> attack@prob1A,0@H&?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@>atkL? attack@prob2L> attack@prob12A,0@H&?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@>atkL? attack@prob2L> attack@prob1JA(,<D(?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@L>atkL? attack@prob2L> attack@prob1^A(,<D(?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@>atkL? attack@prob2L> attack@prob1rA(,<D(?1-1skchr_acguad_1快刀H攻击力<@ba.vup>+{atk:0%},每次攻击有20%概率变成二连击@=atkL? attack@prob2 L> attack@prob1skchr_acguad_1@@skchr_lessng_3  tX< $A(8H(?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\(HD magical_valueh @lessng_s3[atk_scale].atk_scalě?max_hp 'A(8H*?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\(`D magical_value@lessng_s3[atk_scale].atk_scale?max_hp")A(8H,?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\(xD magical_value33?lessng_s3[atk_scale].atk_scalefff?max_hp:+A(8H-?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\(D magical_valueff?lessng_s3[atk_scale].atk_scaleL?max_hpR-A(8H2?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\(D magical_value?lessng_s3[atk_scale].atk_scale@?max_hpj/A(8H2?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\(D magical_value33?lessng_s3[atk_scale].atk_scale333?max_hp1A(8H 2?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\(D magical_value?lessng_s3[atk_scale].atk_scale( ff&?max_hp3A(8H4 7?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\( D magical_value ?lessng_s3[atk_scale].atk_scale@ ?max_hp5A(8HL7?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\( D magical_value( ?lessng_s3[atk_scale].atk_scaleX ?max_hp7A(8Hd7?skchr_lessng_3 苦修破誓9自身免疫<$ba.debuff>异常状态,生命值<@ba.vup>+{max_hp:0%},攻击被阻挡目标时,造成相当于攻击力<@ba.vup>{lessng_s3[atk_scale].atk_scale:0%}的物理伤害\n<@ba.rem>干员处于异常状态时可以释放技能并清除异常状态,但会对自身造成600点法术伤害\( D magical_value@33?lessng_s3[atk_scale].atk_scalep?max_hpskchr_lessng_3h skchr_lessng_2 $  dD$JA,<Pskchr_lessng_2 虔修对决部署后,第一天赋效果提升至<@ba.vup>{talent_scale}倍,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击( @ talent_scale?atkfA,<Qskchr_lessng_2 虔修对决部署后,第一天赋效果提升至<@ba.vup>{talent_scale}倍,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连击(@ 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skchr_lessng_1 $`P>$4H(?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} 9@ atk_scale$4H?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%})@ atk_scale$4H?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@ atk_scale~$4Hh?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}`@ atk_scale>$4H(?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}  @ atk_scale$4H?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff@ atk_scale $4H ?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} 33@ atk_scale~!$4Hh!?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}`!@ atk_scale>"$4H("?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} "? atk_scale"$4H"?skchr_lessng_1强力击·γ型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}"33? atk_scaleskcom_powerstrike[3]skchr_lessng_1,#((sktok_nearl2_3    0@ :x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 $@@stun$̌? atk_scale 0@ x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 H&@@stun`&̌? atk_scale 0@ 2x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 '@@stun'̌? atk_scale 0@ x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 @)@@stunX)? atk_scale  0@ *x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 *@@stun*fff? atk_scale 0@ x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 8,@@stunP,fff? atk_scale 0@ "x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 -@@stun-fff? atk_scale~ 0@ x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 0/@@stunH/L? atk_scale 0@ x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 0@@stun0L? atk_scalev 0@ x-5sktok_nearl2_3 “耀阳”部署时对周围四格敌人造成<@ba.vup>{atk_scale:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒,上一名部署干员势力为【卡西米尔】时额外造成一次伤害 (2@@stun@2L? atk_scalesktok_nearl2_3p2 7skchr_nearl2_3 d 4 P"A,0@P5(?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< 4@@value24̌?value4?def433?atkjA,0@P8,?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< 7@@value27̌?value07fff?defD7?atkA,0@PP:/?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< H9@@value2`9̌?valuex9L?def9̌?atkA,0@P<2?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< ;@@value2;?value;333?def;?atkBA,0@P>7?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< =@@value2=fff?value>?def>fff?atkA,0@P(A7?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T<  @@@value28@fff?valueP@?defd@L?atkA,0@PpC7?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< hB@@value2Bfff?valueB>defB333?atkA,0@PE< ?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< D@@value2DL?valueD>defD?atkb A,0@PH< ?2-1skchr_nearl2_3 耀阳颔首j在周围四格可部署地面召唤一把"耀阳"对周围敌人造成<@ba.vup>{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< F@@value2GL?value(G>def{value:0%}耀骑士临光攻击力的真实伤害并<$ba.stun>晕眩<@ba.vup>{value2}秒,自身攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}、防御力<@ba.vup>+{def:0%},攻击自身与"耀阳"阻挡的单位时伤害类型变为<@ba.vup>真实T< @I@@value2XIL?valuepIL>defI>atkskchr_nearl2_3I$Oskchr_nearl2_2 @, t `ZA,<skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` K>valueK?(nearl2_s_2[withdraw][combo].respawn_timeL? respawn_time0L@timesHL?atkA,<:skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` N>value,N?(nearl2_s_2[withdraw][combo].respawn_timehN? respawn_timeN@timesN?atk "A,<skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` lP>valueP?(nearl2_s_2[withdraw][combo].respawn_timeP? respawn_timeP@timesPff?atkb$A,<skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` R>valueR?(nearl2_s_2[withdraw][combo].respawn_timeS? respawn_time8S@@timesPS?atk&A,<Bskchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` U>value4U?(nearl2_s_2[withdraw][combo].respawn_timepU? respawn_timeU@@timesǓ?atk)A,<skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` tW>valueW?(nearl2_s_2[withdraw][combo].respawn_timeW? respawn_timeW@@timesX?atkj+A,<skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` Y>valueY?(nearl2_s_2[withdraw][combo].respawn_time Z? respawn_time@Z@@timesXZfff?atk-A,<Jskchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` $\>value<\?(nearl2_s_2[withdraw][combo].respawn_timex\? respawn_time\@times\L?atk0A,<skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` |^>value^?(nearl2_s_2[withdraw][combo].respawn_time^? respawn_time^@times_333?atkr2A,<skchr_nearl2_2 逐夜烁光H被动效果:部署<@ba.vup>不消耗部署位。\n部署后攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{times}层<$ba.shield>护盾。技能结束后自动撤退,本次再部署时间延长<@ba.vup>{value:0%},上一名部署干员势力为【卡西米尔】时本次再部署时间<@ba.vup>不再延长` `>value`?(nearl2_s_2[withdraw][combo].respawn_time(a? respawn_timeHa@times`a?atkskchr_nearl2_2a gskchr_nearl2_1 l0|@:&(,<Lb<?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(bHB attack_speedc333?atkr'(,<Lc<?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(d8B attack_speed扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(Te(B attack_speedte?atk)(,<L扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(fB attack_speedf ?atk+(,<LtgA?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(gB attack_speedg?atkR,(,<LhA?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(hA attack_speediff>atk-(,<LiA?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(4jA attack_speedTj>atk.(,<LkF?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(lkA attack_speedk33>atk/(,<LTlF?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(lA attack_speedl>atk21(,<LmF?2-2skchr_nearl2_1 灿焰长刃攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(m`A attack_speedm>atkskchr_nearl2_1$n s skchr_skadi_3 ֘HB(8HpqZF? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8 0off?max_hpHoff?def\off?atkʙ+{atk:0%}8 $p?max_hp+{atk:0%}8 q̌?max_hp0q̌?defDq̌?atk$B(8HLtZ<? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8  r?max_hp$r?def8r?atkB(8H@uZ7? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8 s33s?max_hps33s?def,s33s?atkB(8H4vZ7? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8 sfff?max_hp tfff?def tfff?atkB(8H(wZ7? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8 tY?max_hpuY?defuY?atk B(8HxZ2? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8 uL?max_hpuL?defvL?atkv B(8HyZ2? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8 v@?max_hpv@?defv@?atkj B(8HzZ2? skchr_skadi_3 涌潮悲歌<攻击力、防御力和生命上限各<@ba.vup>+{atk:0%}8 w333?max_hpw333?defw333?atk skchr_skadi_3xH} skchr_skadi_2 TDtK(4x" skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$ yAduration(y?atkL(4x skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$yAdurationy?atk^M(4x skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$zAdurationz̬?atk*N(4x skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$p{Aduration{?atkN(4xR skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$<|AdurationX|̌?atkO(4x skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$}Aduration$}ff?atkP(4x skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$}Aduration}?atkZQ(4x skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$~Aduration~fff?atk&R(4x skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$lAdurationY?atkR(4xN skchr_skadi_2 跃浪击C部署后<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%}$8pAdurationTL?atk skchr_skadi_2|skchr_hsgma2_3 ,Pt .EB,0@P,̃-%?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX040Abefore_dead_duration\@@attack@max_target33@atk?max_hpHB,0@P,/#?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX0 0Abefore_dead_duration4@@attack@max_targetXff@atklfff?max_hpJB,0@P,|0!?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX00Abefore_dead_duration @@attack@max_target033?atkDL?max_hpMB,0@P,T2?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX00Abefore_dead_duration@attack@max_targetff?atk333?max_hpPB,0@P,,7?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX00Abefore_dead_duration@attack@max_target?atkff&?max_hpfSB,0@P,7?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX0l0Abefore_dead_duration@attack@max_target?atk̑?max_hp>VB,0@P,ܔ7?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX0D0Abefore_dead_durationl@attack@max_target?atk ?max_hpYB,0@P,<?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX00Abefore_dead_durationD@attack@max_targeth33?atk|?max_hp[B,0@P,<?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX00Abefore_dead_duration@attack@max_target@ff?atkTff>max_hp^B,0@P,d<?x-2skchr_hsgma2_3 地狱变相攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},以二连击攻击最多<@ba.vup>{attack@max_target}名敌人;主动关闭技能后<@ba.vup>{before_dead_duration}秒内保留技能加成且不会被击倒,攻击变为四连击,承担攻击范围内我方干员受到的致命伤害,<@ba.vup>{before_dead_duration}秒后强制退出战场\n<@ba.rem>可主动关闭(期间可随时停止技能)pX0̜0Abefore_dead_duration@attack@max_target?atk,>max_hpskchr_hsgma2_3XxТskchr_hsgma2_2 D4 $  $4D`?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$> heal_ratio?intervalП?sluggishff?shield_atk_scalefff?attack@atk_scale$4D?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$> heal_ratio8?intervalT?sluggishp?shield_atk_scaleL?attack@atk_scale$4Dh?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$> heal_ratio?intervalؤ?sluggish?shield_atk_scale@?attack@atk_scale$4D?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$$> heal_ratio@?interval\?sluggishx̌?shield_atk_scale333?attack@atk_scale$4Dp?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$= heal_ratioĩ?interval?sluggish?shield_atk_scale ff&?attack@atk_scale$4D?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$,= heal_ratioH?intervald?sluggishfff?shield_atk_scale?attack@atk_scale"$4Dx ?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$= heal_ratio̮?interval?sluggishL?shield_atk_scale( ?attack@atk_scale$4D ?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$4= heal_ratioP?intervall?sluggish333?shield_atk_scale?attack@atk_scale*$4D ?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$= heal_ratioԳ?interval?sluggish ?shield_atk_scale0ff>attack@atk_scale$4D ?skchr_hsgma2_2 无始无明n投出盾牌并以攻击力<@ba.vup>{attack@atk_scale:0%}的三连击攻击所有阻挡的敌人,盾牌会环绕斩业星熊飞行<@ba.vup>一圈;盾牌碰到敌人时使目标<$ba.sluggish>停顿,每{interval}秒对其造成攻击力<@ba.vup>{shield_atk_scale:0%}的法术伤害,自身回复盾牌造成伤害<@ba.vup>{heal_ratio:0%}的生命dD$<= heal_ratioX?intervalt?sluggish?shield_atk_scale>attack@atk_scaleskchr_hsgma2_2xdskchr_hsgma2_1 D 4 $$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$? atk_scale333?def333?atk"$4Dx?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$? atk_scale$ff&?def8ff&?atk$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$? atk_scale?def?atk*$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$ff? atk_scale, ?def@ ?atk$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$? atk_scale?defľ?atk2$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$̌? atk_scale4ff>defHff>atk$4D ?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$? atk_scale>def>atk:$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$ fff? atk_scale<33>defP33>atk$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$L? atk_scale>def>atkB$4D?skchr_hsgma2_1 恶业苦果攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次受到攻击时对目标造成相当于斩业星熊攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>持续时间无限<$(333? atk_scaleD>defX>atkskchr_hsgma2_1t skchr_yu_3 D4 $ .4B(4D7*? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D L>prob=ep_damage_ratiǒ?def,̌?atk@̌?max_hp0B(4DL7'? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D d>prob|Q=ep_damage_ratio?def?atk?max_hp6,B(4D7$? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D >prob ף=ep_damage_ratio fff?def4fff?atkHfff?max_hp(B(4DT7!? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D l>prob)\=ep_damage_ratioL?defL?atkL?max_hp>$B(4D7? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D =probu=ep_damage_ratio(333?def<333?atkP333?max_hp$B(4D\7? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D t=probu=ep_damage_ratio?def?atk?max_hpF$B(4D7? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D =probu=ep_damage_ratio0?defD?atkX?max_hp B(4Dd7? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D |=probL=ep_damage_ratio>def>atk>max_hpN B(4D7? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D =probL=ep_damage_ratio8>defL>atk`>max_hp B(4Dl7? skchr_yu_3 灶里乾坤生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},将第二天赋效果赋予全场所有干员;生成一面跨越整个战场的火墙,其他友方穿过火墙造成法术伤害时附带相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤,敌方子弹穿过火墙时有<@ba.vup>{prob:0%}几率被清除t\D =probL=ep_damage_ratioL>defL>atkL>max_hp skchr_yu_3  skchr_yu_2 | h T@,A,0<LxX?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$ @ block_cnt(? atk_scaleD9@atkX?max_hpʦA,0<Lxh?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$@ block_cnt8? atk_scaleTff&@atkh?max_hpڨA,0<Lxx?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$,@ block_cntH? atk_scaled33@atkx33?max_hpA,0<Lx?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$<@ block_cntX? atk_scalet@atkff?max_hpA,0<Lx ?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$L@ block_cnth? atk_scale33?atk?max_hp A,0<Lx ?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$\@ block_cntx? atk_scaleff?atǩ?max_hpA,0<Lx  ?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$l@ block_cnt? atk_scale?atk?max_hp*A,0<Lx! ?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$|@ block_cnt? atk_scale?atkfff?max_hp:A,0<Lx" ?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$@ block_cnt? atk_scale?atkL?max_hpJA,0<Lx# ?x-1 skchr_yu_2 厚礼上宾+立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并将其中的地面可达目标传送至自身位置,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害\D$@ block_cnt? atk_scale33?atk333?max_hp skchr_yu_2D skchr_yu_1 T  DtA$0@4? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$? taunt_level?ep_damage_ratio333?def333?max_hp!A$0@4? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$? taunt_level>ep_damage_ratio?def?max_hpV#A$0@4? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$`? taunt_level|>ep_damage_ratio?def?max_hp"%A$0@4x? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$,? taunt_levelH>ep_damage_ratioh>def|>max_hp&A$0@4D? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$? taunt_level>ep_damage_ratio433>defH33>max_hp(A$0@4? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$? taunt_level>ep_damage_ratio>def>max_hp*A$0@4? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$? taunt_level>ep_damage_ratio>def>max_hpR,A$0@4? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$\? taunt_levelx>ep_damage_ratioL>defL>max_hp.A$0@4t? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$(? taunt_levelD>ep_damage_ratiod>defx>max_hp/A$0@4@? skchr_yu_1 今日做东被动效果:自身更容易受到敌人攻击\n生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},每次受到攻击对目标造成相当于余攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`H$? taunt_level>ep_damage_ratio0=defD=max_hp skchr_yu_1lP# skchr_rmixer_3 $ *,4DTx #?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T, =base_attack_time Aattack@trigger_time @@attack@max_target @ammo L?max_hp L?def0 @atk.,4DTx@%?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,=base_attack_time$Aattack@trigger_timeH@@attack@max_targetl@@ammo333?max_hp333?def@atk1,4DTx'?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,>base_attack_timeAattack@trigger_time@@attack@max_target@@ammo?max_hp?def0?atk5,4DTx@)?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,>base_attack_time$Aattack@trigger_timeH@@attack@max_targetl@@ammo ?max_hp ?def?atk8,4DTx+?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,?base_attack_timeAattack@trigger_time@@attack@max_target@ammo?max_hp?def0?atk<,4DTx@+?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,?base_attack_time$Aattack@trigger_timeH@@attack@max_targetl@ammo>max_hp>def?atk?,4DTx+?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,?base_attack_timeAattack@trigger_time@@attack@max_target@ammo 33>max_hp 33>def0 33?atkC,4DTx@#-?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,#?base_attack_time$#Aattack@trigger_timeH#@@attack@max_targetl#@ammo#>max_hp#>def#ff?atkF,4DTx&-?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,&?base_attack_time&Aattack@trigger_time&@@attack@max_target&@ammo'>max_hp'>def0'?atkJ,4DTx@*-?3-13skchr_rmixer_3退休前布道 技能开启时为所有其他【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{ammo}发;攻击范围<@ba.vup>扩大,生命上限<@ba.vup>+{max_hp:0%},攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},停止主动攻击敌人,受到攻击时立即向攻击范围内最多<@ba.vup>{attack@max_target}个敌人进行1次反击,反击最小间隔为实际攻击间隔的<@ba.vup>{base_attack_time:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)|T,*?base_attack_time$*Aattack@trigger_timeH*@@attack@max_targetl*@ammo*L>max_hp*L>def*̌?atkskchr_rmixer_3*P0skchr_rmixer_2  (8HT(.2#?skchr_rmixer_2八臂电锯侠 攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,,HBattack@trigger_time,A ammo_cost,ff?def -?atk(8HT04"?skchr_rmixer_2八臂电锯侠 攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,.+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,0+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,24Battack@trigger_time2A ammo_cost2fff?def2ff?atk(8HT5<?skchr_rmixer_2八臂电锯侠 攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,x4(Battack@trigger_time4A ammo_cost4L?def4fff?atk(8HT7<?skchr_rmixer_2八臂电锯侠 攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,h6(Battack@trigger_time6A ammo_cost6@?def6Y?atk(8HT9<?skchr_rmixer_2八臂电锯侠 攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,X8(Battack@trigger_time|8A ammo_cost8333?def8L?atk(8HT;A?skchr_rmixer_2八臂电锯侠 攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,H: Battack@trigger_timel:A ammo_cost:?def:333?atk(8HT=A?skchr_rmixer_2八臂电锯侠 攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,8< Battack@trigger_time\<A ammo_costx< ?def+{atk:0%},防御力<@ba.vup>+{def:0%},技能期间若受到致命伤害,立即消耗<@ba.vup>{ammo_cost}发弹药抵挡这次伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dL,(> Battack@trigger_timeL>A ammo_costh>?def|>?atkskchr_rmixer_2>Dskchr_rmixer_1  p P,Vi(8H4A?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 X@?chargep@33? atk_scalej(8H4C?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 A?chargeBff? atk_scalevl(8H4E?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 xC?chargeC? atk_scalen$4D0\D?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 E?chargeE? atk_scaleo$4D0E?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 F?chargeF? atk_scaleq$4D0tG?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 H?charge4H33? atk_scaler$4D0I?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 I?chargeIff? atk_scale6t$4D0J?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 4K?chargeLK? atk_scaleu$4D0L?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 L?chargeĽ? atk_scaleNw$4D0M?skchr_rmixer_1铳骑主考官下次攻击变为<@ba.vup>三连击,每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并为自身周围另一名开启弹药类技能的【拉特兰】干员<$ba.addbullet>补弹<@ba.vup>{charge}发 LN?chargedN? atk_scaleskchr_rmixer_1N0* Tskchr_jesca2_3 %!p< l8(8HQ(?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,QL?jesca2_s_3[def].defQ?!attack@extrabomb.projectile_rangeRAattack@trigger_time4R @attack@extrabomb.atk_scale`R@attack@extrabomb.stunR?base_attack_timeR?ability_range_forward_extendR?jesca2_s_3_token[def].defSffF@atk(8HV*?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,U@?jesca2_s_3[def].def V?!attack@extrabomb.projectile_range@VAattack@trigger_timedV @attack@extrabomb.atk_scaleV@attack@extrabomb.stunV?base_attack_timeV?ability_range_forward_extend W?jesca2_s_3_token[def].def8W9@atk.(8HDZ-?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,Z333?jesca2_s_3[def].def+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,H^ff&?jesca2_s_3[def].defl^?!attack@extrabomb.projectile_range^Aattack@trigger_time^ @attack@extrabomb.atk_scale^@attack@extrabomb.stun_?base_attack_time<_?ability_range_forward_extendl_̬?jesca2_s_3_token[def].def_,@atk(8Hb2?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,xb?jesca2_s_3[def].defb?!attack@extrabomb.projectile_rangebAattack@trigger_timeb @attack@extrabomb.atk_scale c@attack@extrabomb.stunHc?base_attack_timelc?ability_range_forward_extendc?jesca2_s_3_token[def].defcff&@atk(8Hf2?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,f ?jesca2_s_3[def].deff?!attack@extrabomb.projectile_rangegAattack@trigger_time$g @attack@extrabomb.atk_scalePg@attack@extrabomb.stunxg?base_attack_timeg?ability_range_forward_extendǧ?jesca2_s_3_token[def].defg @atk(8Hk2?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,j?jesca2_s_3[def].defj?!attack@extrabomb.projectile_range0kAattack@trigger_timeTk @attack@extrabomb.atk_scalek@attack@extrabomb.stunk?base_attack_timek?ability_range_forward_extendk?jesca2_s_3_token[def].def(l@atk(8H4o2?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,o33>jesca2_s_3[def].def,o?!attack@extrabomb.projectile_range`oAattack@trigger_timeo @attack@extrabomb.atk_scaleo@attack@extrabomb.stuno?base_attack_timeo?ability_range_forward_extend,pfff?jesca2_s_3_token[def].defXp33@atkN (8Hds2?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,8s>jesca2_s_3[def].def\s?!attack@extrabomb.projectile_rangesAattack@trigger_times @attack@extrabomb.atk_scales@attack@extrabomb.stunt?base_attack_time,t?ability_range_forward_extend\tL?jesca2_s_3_token[def].deftff@atk~(8Hw2?skchr_jesca2_3 饱和迸射9攻击距离<@ba.vup>+1,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{jesca2_s_3[def].def:0%},机动盾牌防御力<@ba.vup>+{jesca2_s_3_token[def].def:0%}\n机动盾牌存在时,立刻向前发射一枚炮弹,命中或到达终点时对范围内所有敌人造成相当于攻击力<@ba.vup>{attack@extrabomb.atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{attack@extrabomb.stun}秒\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) tDd,hwL>jesca2_s_3[def].defw?!attack@extrabomb.projectile_rangewAattack@trigger_timew @attack@extrabomb.atk_scalex@attack@extrabomb.stun8x?base_attack_time\x?ability_range_forward_extendx@?jesca2_s_3_token[def].defx@atkskchr_jesca2_3x`X~skchr_jesca2_2 d  Hp=pA,0@P0|?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H Pz@?probhzfffbase_attack_timez@?atk>pA,0@P} ?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H {@?prob{fffbase_attack_time{333?atkb@pA,0@P#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H  }@?prob8}fffbase_attack_time\}ff&?atkApA,0@Ph#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H ~@?prob~fffbase_attack_time~?atk2CpA,0@PЁ#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H @?probfffbase_attack_time, ?atkDpA,0@P8#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H X@?probpfffbase_attack_time?atkFpA,0@P#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H @?prob؂fffbase_attack_timeff>atkjGpA,0@P#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H (@?prob@fffbase_attack_timed>atkHpA,0@Pp#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H @?probfffbase_attack_time̅33>atk:JpA,0@P؈#?2-5skchr_jesca2_2 掩蔽护卫攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩小,获得<@ba.vup>75%的物理和法术闪避H @?probfffbase_attack_time4>atkskchr_jesca2_2\Ԍskchr_jesca2_1 $ \0h$4DdF?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$ЈAduration333?atk333?defn$4DĉK?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$0AdurationLff&?atk`ff&?defδ$4D$P?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$Aduration?atk?def.$4DZ?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$Aduration ?atk ?def$4Dd?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$PAdurationl?atk?def$4DDd?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$Aduration̏ff>atkff>defN$4Dd?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$Aduration,>atk@>def$4Dd?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$pAduration33>atk33>def$4Ddd?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$ГAduration>atk>defn$4DĔd?skchr_jesca2_1 坚守阵线攻击力<@ba.vup>+{atk:0%},自身与机动盾牌防御力<@ba.vup>+{def:0%},机动盾牌持续时间<@ba.vup>+{duration}秒\n<@ba.rem>持续时间无限<$0AdurationL>atk`>defskchr_jesca2_1 skchr_horn_3  (Lp :A(8HԘ#? skchr_horn_3 终极防线P攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|D@A(horn_s_3[overload_start].damage_duration=!horn_s_3[overload_start].hp_ratio$L>!horn_s_3[overload_start].intervalX33?horn_s_3[overload_start].atkffbase_attack_time333?atkA(8H$? skchr_horn_3 终极防线P攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|D@A(horn_s_3[overload_start].damage_durationК=!horn_s_3[overload_start].hp_ratioL>!horn_s_3[overload_start].interval8?horn_s_3[overload_start].atkhffbase_attack_time?atkA(8H&? skchr_horn_3 终极防线P攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|Dt@A(horn_s_3[overload_start].damage_duration=!horn_s_3[overload_start].hp_ratioL>!horn_s_3[overload_start].interval?horn_s_3[overload_start].atkHffbase_attack_timel?atkA(8Ht(? skchr_horn_3 终极防线P攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|DT@A(horn_s_3[overload_start].damage_duration=!horn_s_3[overload_start].hp_ratioĠL>!horn_s_3[overload_start].intervalL?horn_s_3[overload_start].atk(ffbase_attack_timeL>atkA(8HT-? skchr_horn_3 终极防线J攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|D,@A(horn_s_3[overload_start].damage_durationh=!horn_s_3[overload_start].hp_ratioL>!horn_s_3[overload_start].intervalУ333?horn_s_3[overload_start].atkbase_attack_time$33>atkA(8H,-? skchr_horn_3 终极防线J攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|D@A(horn_s_3[overload_start].damage_duration@=!horn_s_3[overload_start].hp_ratiotL>!horn_s_3[overload_start].interval?horn_s_3[overload_start].atkئbase_attack_time>atkjA(8H2? skchr_horn_3 终极防线J攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|Dܨ@A(horn_s_3[overload_start].damage_duration=!horn_s_3[overload_start].hp_ratioLL>!horn_s_3[overload_start].interval?horn_s_3[overload_start].atkbase_attack_timeԩ>atkBA(8Hܬ2? skchr_horn_3 终极防线P攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|D@A(horn_s_3[overload_start].damage_duration=!horn_s_3[overload_start].hp_ratio,L>!horn_s_3[overload_start].interval`>horn_s_3[overload_start].atkbase_attack_timeL>atk"A(8H2? skchr_horn_3 终极防线P攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|D@A(horn_s_3[overload_start].damage_durationخ=!horn_s_3[overload_start].hp_ratio L>!horn_s_3[overload_start].interval@>horn_s_3[overload_start].atkpbase_attack_time>atkA(8H2? skchr_horn_3 终极防线P攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短\n<$ba.overdrive>过载:攻击力改为<@ba.vup>+{horn_s_3[overload_start].atk:0%},逐渐流失生命({horn_s_3[overload_start].damage_duration}秒后到达最大生命{horn_s_3[overload_start].hp_ratio:0%}/秒)<@ba.rem>该技能可随时主动关闭|D|@A(horn_s_3[overload_start].damage_duration=!horn_s_3[overload_start].hp_ratioL>!horn_s_3[overload_start].interval L>horn_s_3[overload_start].atkPbase_attack_timet=atk skchr_horn_3X skchr_horn_2 | T ,tM(8H? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$?hp_ratio Aattack@s2.trigger_time4?attack@s2.hp_ratioX?attack@s2.magic_atk_scale@attack@s2.atk_scaleP(8H? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$?hp_ratio Aattack@s2.trigger_time?attack@s2.hp_ratio ?attack@s2.magic_atk_scale8 @attack@s2.atk_scale>S(8HT? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$X?hp_ratiot Aattack@s2.trigger_time?attack@s2.hp_ratio?attack@s2.magic_atk_scale@attack@s2.atk_scaleU(8H? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$ ?hp_ratio( Aattack@s2.trigger_timeP?attack@s2.hp_ratiot>attack@s2.magic_atk_scale33?attack@s2.atk_scaleX(8H? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$?hp_ratioܿ Aattack@s2.trigger_time?attack@s2.hp_ratio(33>attack@s2.magic_atk_scaleTff?attack@s2.atk_scaleZ[(8Hp? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$t?hp_ratio Aattack@s2.trigger_time?attack@s2.hp_ratio33>attack@s2.magic_atk_scale?attack@s2.atk_scale^(8H$? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$(?hp_ratioD Aattack@s2.trigger_timel?attack@s2.hp_ratio33>attack@s2.magic_atk_scale?attack@s2.atk_scale`(8H# ? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$?hp_ratio Aattack@s2.trigger_time ?attack@s2.hp_ratioD>attack@s2.magic_atk_scalep?attack@s2.atk_scalevc(8H# ? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$?hp_ratio Aattack@s2.trigger_time?attack@s2.hp_ratio>attack@s2.magic_atk_scale$33?attack@s2.atk_scale*f(8H@# ? skchr_horn_2 暴风号令{每次攻击造成<@ba.vup>{attack@s2.atk_scale:0%}攻击力的物理溅射伤害\n<$ba.overdrive>过载:每次攻击额外造成<@ba.vup>{attack@s2.magic_atk_scale:0%}攻击力的<@ba.vup>法术溅射伤害,主动关闭时发射剩余全部弹药并流失<@ba.vdown>{attack@s2.hp_ratio:0%}生命值\n<@ba.rem>技能拥有10枚弹药,可随时主动关闭xP$D?hp_ratio` Aattack@s2.trigger_time?attack@s2.hp_ratio>attack@s2.magic_atk_scaleff?attack@s2.atk_scale skchr_horn_2 skchr_horn_1 pdXL @ 4($4D\? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD@cnt?projectile_range,Aprojectile_delay_timeT333@ atk_scale$4D\ ? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD@cnt?projectile_range4@projectile_delay_time\ff&@ atk_scale$4D\(? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD@cnt?projectile_range<@projectile_delay_timed@ atk_scale$4D\0? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD @cnt ?projectile_rangeD@projectile_delay_timel @ atk_scale$4D\8? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD?cnt(?projectile_rangeL@projectile_delay_timetff@ atk_scale$4D\@? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD?cnt0?projectile_rangeT@projectile_delay_time|@ atk_scale$4D\H? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD$?cnt8?projectile_range\@projectile_delay_time33? atk_scale$4D\P? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD,?cnt@?projectile_ranged@projectile_delay_timeff? atk_scale $4D\X? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD4?cntH?projectile_rangel@projectile_delay_time? atk_scale $4D\`? skchr_horn_1 照明榴弹下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,若为远程攻击则溅射范围<@ba.vup>扩大且在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的照明区域使敌人<$ba.invisible>隐匿失效\n<@ba.rem>可充能{cnt}次pD<?cntP?projectile_ranget@projectile_delay_time? atk_scale skchr_horn_1Dskchr_zumama_3  ~  B(8H4-?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX @stunu=#hp_recovery_per_sec_by_max_hp_ratio@ block_cnt?def33@atkvB(8H4/?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX @stunL=#hp_recovery_per_sec_by_max_hp_ratio@ block_cnt33?defff@atknB(8H40?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX |@stun #=#hp_recovery_per_sec_by_max_hp_ratio@ block_cntff?def33?atkfB(8H41?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX t@stun<#hp_recovery_per_sec_by_max_hp_ratio@ block_cnt?def?atk^A(8H42?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX l@stun<#hp_recovery_per_sec_by_max_hp_ratio@ block_cnť?def?atkVA(8H43?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX d@stun|<#hp_recovery_per_sec_by_max_hp_ratio@ block_cnt?def?atkNA(8H44?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX \@stunt<#hp_recovery_per_sec_by_max_hp_ratio@ block_cntfff?def33?atkFA(8H45?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX T@stunl<#hp_recovery_per_sec_by_max_hp_ratio@ block_cntL?defff?atk>A(8H46?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX L@stund<#hp_recovery_per_sec_by_max_hp_ratio@ block_cnt333?def?atk6A(8H47?skchr_zumama_3 钢铁意志攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}生命\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒xX D@stun\<#hp_recovery_per_sec_by_max_hp_ratio@ block_cnt?def̌?atkskchr_zumama_30 `skchr_zumama_2 p<l8!A(8H4?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,8>base_attack_time\ff?atk"A(8Hd?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,h>base_attack_time?atk#A(8H ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,>base_attack_time?atk*%A(8H  ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,>base_attack_timeff?atkZ&A(8H! ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,>base_attack_time?atk'A(8H$" ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,(>base_attack_timeĽ?atk(A(8HT# ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,X>base_attack_time|?atk)pA(8H$ ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,>base_attack_timefff?atk+pA(8H% ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,>base_attack_timeL?atkJ,pA(8H& ?skchr_zumama_2 震慑劈砍攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},技能期间持续使阻挡的敌人全部<$ba.stun>晕眩,>base_attack_time 333?atkskchr_zumama_24skchr_zumama_1 $`Pց(8x:skchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}$>atk8>def(8xskchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}Ga>atkGa>defV(8xskchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}L>atkL>def(8xzskchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}dQ8>atkxQ8>defք(8x:skchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}$ #>atk8 #>def(8xskchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>atk>defV(8xskchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%})\>atk)\>def(8xzskchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}d =atkx =defև(8x:skchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}$ G=atk8 G=def(8xskchr_zumama_1 轻型挂斧?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%} =atk =defskchr_zumama_1  skchr_judge_3 $ 8L5A$4D( ? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$ ? taunt_level @atk fff?base_attack_time ff?hp_ratior7A$4D ? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$H? taunt_leveldl@atkxfff?base_attack_time?hp_ratio9A$4Dh? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$? taunt_level`@atkfff?base_attack_time<̌?hp_ratio:A$4D? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$? taunt_levelL@atkfff?base_attack_time?hp_ratioR<A$4D? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$(? taunt_levelD@@atkXfff?base_attack_time|fff?hp_ratio=A$4DH? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$? taunt_level333@atkfff?base_attack_timeL?hp_ratio?A$4D? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$h? taunt_levelff&@atkfff?base_attack_time333?hp_ratio2AA$4D? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$? taunt_level$@atk8fff?base_attack_time\?hp_ratioBA$4D(? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$? taunt_level @atkfff?base_attack_time?hp_ratiorDA$4D? skchr_judge_3 披荆斩棘立即获得相当于生命上限<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},自身更容易受到敌人攻击d<$H? taunt_leveld@atkxfff?base_attack_time>hp_ratio skchr_judge_3(D! skchr_judge_2   ~A,0@Pl?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(? shield_scale33? atk_scale?damage_resistancezA,0@Pl!?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(L? shield_scaleff? atk_scale ?damage_resistancevA,0@Pl# ?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(!L? shield_scale!? atk_scale! ?damage_resistancerA,0@Pl%"?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(#L? shield_scale#̌? atk_scale#?damage_resistancenA,0@Pl '# ?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(%? shield_scale%? atk_scale%>damage_resistancejA,0@Pl)$ ?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H('? shield_scale'33s? atk_scale'>damage_resistancefA,0@Pl+% ?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H()? shield_scale)fff? atk_scale)>damage_resistancebA,0@Pl-& ?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(+> shield_scale+L? atk_scale+>damage_resistance^A,0@Pl.' ?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(-> shield_scale-@? atk_scale->damage_resistanceZA,0@Pl0( ?x-4 skchr_judge_2 坚心苦修停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,每秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,技能期间第一天赋的<$ba.barrier>屏障获取效果提升<@ba.vup>{shield_scale:0%}H(/> shield_scale/333? atk_scale/>damage_resistance skchr_judge_20H5 skchr_judge_1 T  DtZ$4D81? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X 1@stun1@#judge_s_1_enhance_checker.atk_scale2@ atk_scale_2\$4D82? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X 3@stun3@#judge_s_1_enhance_checker.atk_scale3? atk_scale_2Z^$4D84? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X d5@stun|5ff?#judge_s_1_enhance_checker.atk_scale533? atk_scale_2&`$4D8|6? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X 07@@stunH7ff?#judge_s_1_enhance_checker.atk_scale|7ff? atk_scale_2a$4D8H8? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X 8@@stun9ff?#judge_s_1_enhance_checker.atk_scaleH9? atk_scale_2c$4D8:? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X :@@stun:ff?#judge_s_1_enhance_checker.atk_scale;33? atk_scale_2e$4D8;? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X <@@stun{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X `>@@stunx>ff?#judge_s_1_enhance_checker.atk_scale>? atk_scale_2"i$4D8x?? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X ,@@@stunD@ff?#judge_s_1_enhance_checker.atk_scalex@? atk_scale_2j$4D8DA? skchr_judge_1 一锤定音下次攻击额外造成相当于攻击力<@ba.vup>{atk_scale_2:0%}的法术伤害\n<$ba.charged>蓄力额外效果:攻击时攻击力提升至<@ba.vup>{judge_s_1_enhance_checker.atk_scale:0%}并使目标晕眩<@ba.vup>{stun}秒X A@@stunBff?#judge_s_1_enhance_checker.atk_scaleDB33? atk_scale_2 skchr_judge_1tBGskchr_mudrok_3 8| T ,&A,0@PE?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH D@stunDbase_attack_timeDAawakeE AsleepE move_speed4EL?defHE33?atk A,0@PTH?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH {sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH I@stunIbase_attack_timeJAawake J Asleep8J move_speedTJ?defhJ̌?atkA,0@PtM ?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH \L`@stuntLbase_attack_timeLAawakeL AsleepL move_speedL?defL?atkfA,0@PP ?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH N@@stunObase_attack_time(OAawake@O AsleepXO move_speedtO>defO33s?atkA,0@PR ?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH |Q@@stunQbase_attack_timeQAawakeQ AsleepQ move_speedR>defRfff?atkA,0@P$U  ?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH  T@@stun$Tbase_attack_timeHTAawake`T AsleepxT move_speedT>defTY?atkA,0@PW! ?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH V@@stunVbase_attack_timeVAawakeV AsleepW move_speed$W>def8WL?atkA,0@PDZ" ?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH ,Y@@stunDYbase_attack_timehYAawakeY AsleepY move_speedY>defY@?atk6A,0@P\# ?x-1skchr_mudrok_3秽壤的血脉N技能开启后无法行动且不受到伤害<@ba.vup>{sleep}秒并使周围敌人移动速度<@ba.vup>-{-move_speed:0%};该状态结束后<$ba.stun>晕眩周围地面敌人<@ba.vup>{stun}秒,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击阻挡的所有敌人dH [@@stun[base_attack_time[Aawake\ Asleep(\ move_speedD\>defX\333?atkskchr_mudrok_3\askchr_mudrok_2 $@ \ x 2N(,<HD]?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$L^u=hp_ratioh^?stun^> buff_prob^,@ atk_scaleP(,<HDh_?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$,`L=hp_ratioH`?stun``> buff_prob|` @ atk_scaleQ(,<HDHa?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$ bL=hp_ratio(bL?stun@b> buff_prob\b33@ atk_scaleS(,<HD(c?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$cL=hp_ratiod?stun d> buff_prob{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$e #=hp_ratioe?stunf> buff_probf@ atk_scaleW(,<HDf?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$g #=hp_ratiog?stung> buff_probg? atk_scalerY(,<HDh?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$i #=hp_ratioi?stuni> buff_probi33? atk_scaleR[(,<HDj?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$lk #=hp_ratiok>stunk> buff_probkff? atk_scale2](,<HDl?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$Lm #=hp_ratiohm>stunm> buff_probm? atk_scale_(,<HDhn?x-4skchr_mudrok_2 岩崩锤下次攻击时回复自身<@ba.vup>{hp_ratio:0%}的最大生命,对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并有<@ba.vup>{buff_prob:0%}的几率<$ba.stun>晕眩其<@ba.vup>{stun}秒`@$,o #=hp_ratioHo>stun`o> buff_prob|o? atk_scaleskchr_mudrok_2oP$u skchr_nian_3 ($    ^44B,0@HrUF?x-2 skchr_nian_3铁御攻击力<@ba.vup>+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,nian_s_3[ally].defy?nian_s_3[ally].block_cntrnian_s_3[self].block_cnt^> B,0@H|U2?x-2 skchr_nian_3铁御攻击力<@ba.vup>+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,<{333?nian_s_3[self].atk`{one_minus_status_resistance{>nian_s_3[ally].def{?nian_s_3[ally].block_cntrnian_s_3[self].block_cnt^@ B,0@H~U0?x-2 skchr_nian_3铁御攻击力<@ba.vup>+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,<}ff&?nian_s_3[self].atk`}one_minus_status_resistance}>nian_s_3[ally].def}?nian_s_3[ally].block_cntrnian_s_3[self].block_cnt^B B,0@HU,?x-2 skchr_nian_3铁御攻击力<@ba.vup>+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,<?nian_s_3[self].atk`one_minus_status_resistance>nian_s_3[ally].def?nian_s_3[ally].block_cntrnian_s_3[self].block_cnt^D B,0@HU*?x-2 skchr_nian_3铁御攻击力<@ba.vup>+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,< ?nian_s_3[self].atk`one_minus_status_resistance>nian_s_3[ally].def?nian_s_3[ally].block_cntrnian_s_3[self].block_cnt^F B,0@HU(?x-2 skchr_nian_3铁御攻击力<@ba.vup>+{nian_s_3[self].atk:0%};周围其他友方干员的防御力<@ba.vup>+{nian_s_3[ally].def:0%},阻挡数<@ba.vup>+1,并获得<$ba.buffres>抵抗\,< ?nian_s_3[self].atk`one_minus_status_resistance>nian_s_3[ally].def?nian_s_3[ally].block_cntrnian_s_3[self].block_cnt skchr_nian_3H skchr_nian_2 T  Dtʮ B(8@8d2#? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ ؅@silencefff? atk_scale ? block_cnt(ff?defB(8@802!? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ @silenceL? atk_scale؇? block_cnt?defbB(8@82 ? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ p@silence333? atk_scale? block_cnť?def.B(8@8Ȍ2? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ <@@silenceT333? atk_scalep? block_cnt?defA(8@82? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ @@silence ? atk_scale<? block_cntXfff?defƷA(8@8`2? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ Ԏ@@silence? atk_scale? block_cnt$Y?defA(8@8,2? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ @@silence? atk_scaleԐ? block_cntL?def^A(8@82? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ l@@silence? atk_scale? block_cnt333?def*A(8@8ĕ2? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ 8@@silenceP? atk_scalel? block_cntff&?defA(8@82? skchr_nian_2铜印<@ba.vdown>停止攻击;防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},每次受到攻击时对目标造成相当于年攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使其失去特殊能力<@ba.vup>{silence}秒`@ @@silence? atk_scale8? block_cntT?def skchr_nian_2|P  skchr_nian_1 ( $  .A(8@ș ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害333?defff>atk.A(8@Ț ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害ff&?def>atk.A(8@ț ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害?def33>atk.A(8@Ȝ ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害 ?def>atk.A(8@ȝ ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害?defL>atk.A(8@Ȟ ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害ff>defL>atk.A(8@ȟ ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害>defL>atk.A(8@Ƞ ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害33>def=atk.A(8@ȡ ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害>def=atk.A(8@Ȣ ? skchr_nian_1锡灼l防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害>def=atk skchr_nian_1` skchr_shu_3 dL 4 eA,0<L4-?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(8@ max_distanceX?e_max_stack_cntxAe_attack_speed>e_atk?atkhA,0<L/?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(@@ max_distance?e_max_stack_cntAe_attack_speed >e_atk8G>atkjA,0<LD/?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(H@@ max_distanceh?e_max_stack_cntAe_attack_speedL>e_atk\>atk.mA,0<L̫2?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(Ъ@@ max_distance?e_max_stack_cntAe_attack_speed0L>e_atkH{>atkoA,0<LT7?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(X@ max_distancex?e_max_stack_cntpAe_attack_speed>e_atkЭ>atk>rA,0<Lܰ7?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(@ max_distance?e_max_stack_cnt pAe_attack_speed@>e_atkX>atktA,0<Ld7?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(h@ max_distance?e_max_stack_cntpAe_attack_speedȲ>e_atkGa>atkNwA,0<L<?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(@ max_distance?e_max_stack_cnt0 Ae_attack_speedP=e_atkhQ8>atkyA,0<Lt<?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(x@ max_distance?e_max_stack_cnt Ae_attack_speedط=e_atk)\>atk^|A,0<L<?x-2 skchr_shu_3 离离枯荣t治疗范围<@ba.vup>扩大,攻击同时可治疗我方干员,攻击力<@ba.vup>+{atk:0%},有地面敌人处于播种地块时技能范围内的我方单位攻击力<@ba.vup>+{e_atk:0%}、攻击速度<@ba.vup>+{e_attack_speed},敌人经过播种地块时获得如下效果:当远离该地块超过<@ba.vup>{max_distance}格时被传送回该地块pL(@ max_distance ?e_max_stack_cnt@ Ae_attack_speed`=e_atkx=atk skchr_shu_3 skchr_shu_2 H$ pL(JA,0<LL?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,tff?base_attack_time@attack@max_target? block_cntؼ?extra_extend_scale?atkjA,0<LL?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,ff?base_attack_time@attack@max_targetܾ? block_cnt33?extra_extend_scalě?atkA,0<LL(?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,ff?base_attack_time@attack@max_target? block_cnt33?extra_extend_scale<?atkA,0<LLH?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,ff?base_attack_time@attack@max_target? block_cnt833?extra_extend_scale\fff?atkʇA,0<LLh#?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,ff?base_attack_time@attack@max_target<? block_cntXff?extra_extend_scale|L?atkA,0<LL#?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,ff?base_attack_time8@attack@max_target\? block_cntxff?extra_extend_scale333?atk A,0<LL#?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,4ff?base_attack_timeX@attack@max_target|? block_cntff?extra_extend_scale?atk*A,0<LL( ?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,Tff?base_attack_timex@attack@max_target? block_cnt?extra_extend_scale?atkJA,0<LL( ?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,tff?base_attack_time@attack@max_target? block_cnt?extra_extend_scale>atkjA,0<LL( ?x-1 skchr_shu_2 嘉禾盈仓<@ba.vdown>停止攻击专注治疗范围内至多<@ba.vup>两名我方单位,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},第一天赋效果提升至<@ba.vup>{extra_extend_scale}倍\n<@ba.rem>治疗拥有特殊间隔tT,ff?base_attack_time@attack@max_target? block_cnt?extra_extend_scale>atk skchr_shu_2@  skchr_shu_1 h $ XH(,8HD?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次@@ctff? heal_scale.(,8H?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次@ct? heal_scalen(,8H?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次$@ct8? heal_scale(,8H?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次d@ctx? heal_scale(,8HD?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?ct33? heal_scale.(,8H?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?ct̬? heal_scalen(,8H?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次$?ct8ff? heal_scale(,8H?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次d?ctx? heal_scale(,8HD?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?ct33? heal_scale.(,8H?x-4 skchr_shu_1 化被草木下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?cť? heal_scale skchr_shu_1$0skchr_blemsh_3 p<  l8֡A,0@Pxt?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$(? heal_scaleD?,attack@blemsh_s_3_extra_dmg[magic].atk_scale?def̌?atkA,0@Px?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$Xfff? heal_scaletfff?,attack@blemsh_s_3_extra_dmg[magic].atk_scale?def?atk6A,0@Px?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$fff? heal_scaleL?,attack@blemsh_s_3_extra_dmg[magic].atk_scale>deffff?atkfA,0@Px?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$L? heal_scale333?,attack@blemsh_s_3_extra_dmg[magic].atk_scale>def(L?atkA,0@Px4?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$333? heal_scale?,attack@blemsh_s_3_extra_dmg[magic].atk_scaleD>defX@?atkƬA,0@Pxd?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$333? heal_scale4?,attack@blemsh_s_3_extra_dmg[magic].atk_scalet>def333?atkA,0@Px?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$H333? heal_scaled?,attack@blemsh_s_3_extra_dmg[magic].atk_scale>defff&?atk&A,0@Px?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$x? heal_scale?,attack@blemsh_s_3_extra_dmg[magic].atk_scaleL>def?atkVA,0@Px?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$? heal_scale?,attack@blemsh_s_3_extra_dmg[magic].atk_scaleL>def ?atkA,0@Px$?x-1skchr_blemsh_3 先贤化身$攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},每次攻击额外造成相当于攻击力<@ba.vup>{attack@blemsh_s_3_extra_dmg[magic].atk_scale:0%}的法术伤害,并恢复周围一名<@ba.rem>其他友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h$? heal_scale?,attack@blemsh_s_3_extra_dmg[magic].atk_scale4L>defH?atkskchr_blemsh_3pskchr_blemsh_2 $ 8L" A(,<L0| ?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8$L>attack@atk_to_hp_recovery_ratioŤ?atk¹ A(,<L0?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8\B>attack@atk_to_hp_recovery_ratiofff?atkb A(,<L0?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8dQ8>attack@atk_to_hp_recovery_ratioL?atk A(,<L0\?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8{.>attack@atk_to_hp_recovery_ratio4333?atk A(,<L0?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8 #>attack@atk_to_hp_recovery_ratioff&?atkB A(,<L0?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8D #>attack@atk_to_hp_recovery_ratiot?atk A(,<L0<?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8 #>attack@atk_to_hp_recovery_ratio ?atk A(,<L0?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8>attack@atk_to_hp_recovery_ratio?atk" A(,<L0|?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8$>attack@atk_to_hp_recovery_ratioTff>atk A(,<L0?x-1skchr_blemsh_2 慑敌辉光攻击力<@ba.vup>+{atk:0%},立即使自身这格内的所有地面敌人陷入<$ba.sleep>沉睡,且周围的所有友方单位每秒恢复相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命值8>attack@atk_to_hp_recovery_ratio>atkskchr_blemsh_2 skchr_blemsh_1  d D$(,<L$?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<@@ct? heal_scaleff&@ atk_scaleZ(,<L?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<@@ctT33? heal_scalep@ atk_scale(,<L<?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<@ctff? heal_scale33@ atk_scaler(,<L ?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<X @ctl ? heal_scale @ atk_scale(,<LT ?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次< ?ct ̌? heal_scale ff@ atk_scale(,<L ?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<p ?ct ̌? heal_scale 33@ atk_scale(,<Ll?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<?cť? heal_scale,@ atk_scale(,<L?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<?ct? heal_scale33? atk_scale.(,<L?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<?ct(? heal_scaleD? atk_scale(,<L?x-4skchr_blemsh_1 光芒涌动下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且恢复周围一名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次<?ct? heal_scaleff? atk_scaleskchr_blemsh_1xskchr_demkni_3 t A,0@L,PPF?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL  ?fake.bff?demkni_s_3.damage_scaledemkni_s_3.move_speed 33>attack@heal_scaleA,0@L,<PA?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL ?fake.b?demkni_s_3.damage_scaledemkni_s_3.move_speed >attack@heal_scaleA,0@L,(P<?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL ff>fake.b?demkni_s_3.damage_scaledemkni_s_3.move_speed>attack@heal_scalevA,0@L,P7?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL |>fake.b33?demkni_s_3.damage_scaledemkni_s_3.move_speedL>attack@heal_scalebA,0@L,P2?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL h>fake.bff?demkni_s_3.damage_scaledemkni_s_3.move_speed>attack@heal_scaleNA,0@L, P2?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL T>fake.blff?demkni_s_3.damage_scaledemkni_s_3.move_speed>attack@heal_scale:A,0@L,"P2?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL @!>fake.bX!ff?demkni_s_3.damage_scale!demkni_s_3.move_speed!>attack@heal_scale&`A,0@L,$P-?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL ,#L>fake.bD#?demkni_s_3.damage_scalel#demkni_s_3.move_speed#=attack@heal_scale@A,0@L,&P-?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL %L>fake.b0%?demkni_s_3.damage_scaleX%demkni_s_3.move_speed%=attack@heal_scale A,0@L,(P-?x-3skchr_demkni_3 钙质化附近所有友军每秒回复相当于塞雷娅攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n附近所有敌军受到的法术伤害<@ba.vup>+{fake.b:0%},移动速度<@ba.vup>-{-demkni_s_3.move_speed:0%}xL 'L>fake.b'?demkni_s_3.damage_scaleD'demkni_s_3.move_speedl'=attack@heal_scaleskchr_demkni_3' -skchr_demkni_2 V(,<L(?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命(33? heal_scaleN(,<L)?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命)ff? heal_scaleF(,<L*?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命*? heal_scale>(,<L+?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命+̌? heal_scale6(,<L, ?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命,ff? heal_scale.(,<L- ?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命-? heal_scale&(,<L|. ?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命.33s? heal_scale (,<Lt/ ?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命/fff? heal_scale!(,<Ll0 ?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命0Y? heal_scale"(,<Ld1 ?x-2skchr_demkni_2 药物配置i治疗附近一定范围内的所有友军相当于塞雷娅攻击力<@ba.vup>{heal_scale:0%}的生命1L? heal_scaleskchr_demkni_21 87skchr_demkni_1 D  DDr#(,<D2?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次$3@@ct83ff? heal_scale$(,<D4?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次`4@ctt4? heal_scale%(,<D@5?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次5@ct5? heal_scale&'(,<D|6?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次6@ct6? heal_scaleb((,<D7?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次8?ct(833? heal_scale)(,<D8?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次P9?ctd9̬? heal_scale*(,<D0:?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次:?ct:ff? heal_scale,(,<Dl;?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次;?ct;? heal_scaleR-(,<D<?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次=?ct=33? heal_scale.(,<D=?x-4skchr_demkni_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次@>?ctT>̌? heal_scaleskchr_demkni_1>Cskchr_acfend_3  0 H`x6iA(8HA7?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$@? block_cnt@?def0@333? atk_scalejA(8H@C:?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$pA? block_cntAfff?defAff&? atk_scalelA(8HD=?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$B? block_cntBL?defC? atk_scalemA(8H F@?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$PD? block_cntlD333?defD ? atk_scalenA(8HGB?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$E? block_cntE?defE? atk_scalefpA(8HID?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$0G? block_cntLG ?def`Gff> atk_scaleqA(8HpJF?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$H? block_cntH?defH> atk_scaleFsA(8HKH?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$J? block_cnt,J>def@J33> atk_scaletA(8HPMJ?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$K? block_cntK33>defK> atk_scale&vA(8HNL?skchr_acfend_3 应力倒置技能持续时间内防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+1,每秒对自身阻挡的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害<$L? block_cnt M>def M> atk_scaleskchr_acfend_3PM( Rskchr_acfend_2  xA(8HP?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$tN@@ talent_multNL?defxA(8HQ!?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$pO@@ talent_multO@?defyA(8HR!?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$lP@@ talent_multP333?defzA(8HS#?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$hQ@@ talent_multQff&?def{A(8HT& ?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$dR@ talent_multR?def|A(8HU( ?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$`S@ talent_mult|S ?def}A(8HV* ?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$\T@ talent_multxT?def~A(8HW,?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$XU@ talent_multtUff>defA(8H|X.?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$TV@ talent_multpV>defހA(8HxY0?skchr_acfend_2不变性原理[防御力<@ba.vup>+{def:0%},第二天赋的效果提升至<@ba.vup>{talent_mult}倍$PW@ talent_multlW33>defskchr_acfend_2W` ]skchr_acfend_1 PdxF B(8HZ(?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X ?defX ?max_hp. B(8H[,?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}Y?defY?max_hp B(8H\/?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}xZff>defZff>max_hp B(8H]2?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}`[>deft[>max_hp B(8H^6?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}H\{>def\\{>max_hpΆ B(8Hh_9?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}0]>defD]>max_hp B(8HP`<?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}^>def,^>max_hp B(8H8a@ ?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}_Ga>def_Ga>max_hp B(8H bC ?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}_Q8>def_Q8>max_hpn B(8HcF ?skchr_acfend_1 结构稳定H最大生命值<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}`{.>def`{.>max_hpskchr_acfend_1a fskchr_hsguma_3 |hT@,‹A(8D\d2?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割Pbfff?defdb33?atkҌA(8Dle4?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割`cL?deftc?atkA(8D|f5?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割pd333?defď?atkA(8Dg6?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割e?defe33s?atkA(8Dh7?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割f?defffff?atkA(8Di8?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割g?defgY?atk"A(8Dj9?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割h?defhL?atk2A(8Dk:?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割i>defi@?atkBA(8Dl;?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割j>defj333?atkRA(8Dm<?skchr_hsguma_3 力之锯x攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},对前方一格的所有敌人使用盾牌进行切割k>defkff&?atkskchr_hsguma_3l qskchr_hsguma_2 tdTD4$,4p8?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害Pm>defdm? atk_scale,4|9?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害\nq=>defpnfff? atk_scale,4:?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害hou>def|oY? atk_scale,4;?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害tp= W>defpL? atk_scale,4<?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害q{.>defq@? atk_scale,4=?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害r>defr333? atk_scale,4>?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害s>defsff&? atk_scale,4??skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害tQ=deft? atk_scale,4@?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害u)\=defu ? atk_scale*,4A?skchr_hsguma_2荆棘防御力<@ba.vup>+{def:0%}\n每次受到攻击时对目标造成相当于星熊攻击力<@ba.vup>{atk_scale:0%}的物理伤害vL=defv? atk_scaleskchr_hsguma_2wpx|skchr_hsguma_1 x(TA(8@Lz(?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}xL?defx>atkA(8@{*?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}x@?defx>atkRA(8@{+?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}y333?defy>atk"A(8@|,?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}pzff&?defz>atkA(8@}-?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}@{?defT{L>atk¥A(8@\~.?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}| ?def$|L>atkA(8@,/?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}|?def|L>atkbA(8@0?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}}ff>def}=atk2A(8@̀1?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}~>def~=atkA(8@2?skchr_hsguma_1战意?防御力<@ba.vup>+{def:0%},攻击力<@ba.vup>+{atk:0%}P33>defd=atkskchr_hsguma_1 sktok_monstr_prosts3 $\0hb4DXN?sktok_monstr_prosts3策略:熔毁4DN?sktok_monstr_prosts3策略:熔毁"4DO?sktok_monstr_prosts3策略:熔毁4DxO?sktok_monstr_prosts3策略:熔毁4DO?sktok_monstr_prosts3策略:熔毁B4D8P?sktok_monstr_prosts3策略:熔毁4DP?sktok_monstr_prosts3策略:熔毁4DP?sktok_monstr_prosts3策略:熔毁b4DXQ?sktok_monstr_prosts3策略:熔毁‚4DQ?sktok_monstr_prosts3策略:熔毁sktok_monstr_prosts3ȃ@skchr_monstr_3 @  p L(zHA,0@P0 ?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,?attack@heal_scalebase_attack_timeԆ@ block_cnt@Emax_hpBdamage_per_second,33S@atkKA,0@P08 ?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,?attack@heal_scaleЉbase_attack_time@ block_cnt@Emax_hp(Bdamage_per_secondLffF@atkNA,0@P0X?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,̌?attack@heal_scalebase_attack_time@ block_cnt0@Emax_hpHBdamage_per_secondl@@atkQA,0@P0x?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,?attack@heal_scalebase_attack_time4@ block_cntP@Emax_hphBdamage_per_second333@atkTA,0@P0?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT, ?attack@heal_scale0base_attack_timeT@ block_cntp@Emax_hpBdamage_per_second,@atkXA,0@P0?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,,?attack@heal_scalePbase_attack_timet@ block_cnt@Emax_hpBdamage_per_second̖ff&@atk:[A,0@P0ؙ?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,L?attack@heal_scalepbase_attack_time@ block_cnt@Emax_hpșBdamage_per_second @atkZ^A(,<L,?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,h?attack@heal_scalebase_attack_time@ block_cnt̜@Emax_hpBdamage_per_second33@atkvaA(,<L,Н?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,?attack@heal_scalebase_attack_time̟@ block_cnt@Emax_hpBdamage_per_second$ @atkdA(,<L,?x-4skchr_monstr_3策略:熔毁攻击范围改变,<$ba.addash>移动至重构体位置,攻击力<@ba.vup>+{atk:0%},攻击间隔降低,阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp},每秒流失<@ba.vdown>{damage_per_second}点生命值,同时攻击阻挡的所有敌人,伤害类型变为<@ba.vup>真实,攻击治疗自身相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值\n<@ba.rem>技能结束或受到致命伤害时,返回初始位置tT,?attack@heal_scaleĢbase_attack_time@ block_cnt@Emax_hpBdamage_per_second@@atkskchr_monstr_3h sktok_monstr_prosts2 0H`xB $<P8r?x-4sktok_monstr_prosts2策略:超负荷 $<Pr?x-4sktok_monstr_prosts2策略:超负荷" $<Ps?x-4sktok_monstr_prosts2策略:超负荷 $<Ps?x-4sktok_monstr_prosts2策略:超负荷 $<Ps?x-4sktok_monstr_prosts2策略:超负荷r $<Pht?x-4sktok_monstr_prosts2策略:超负荷 $<Pt?x-4sktok_monstr_prosts2策略:超负荷R $<PHu?x-4sktok_monstr_prosts2策略:超负荷³ $<Pu?x-4sktok_monstr_prosts2策略:超负荷2 $<P(v?x-4sktok_monstr_prosts2策略:超负荷sktok_monstr_prosts2D skchr_monstr_2 d  4PlA,0@T ?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍ĩ333@ talent_scale>nA,0@Tܬ ?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍 ff&@ talent_scaleoA,0@T$ ?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍T @ talent_scalepA,0@Tl?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍33@ talent_scalerA,0@T?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍ff@ talent_scale^sA,0@T?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍,@ talent_scaletA,0@TD?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍tff? talent_scaleuA,0@T?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍? talent_scale6wA,0@TԵ?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍? talent_scale~xA,0@T?y-2skchr_monstr_2策略:超负荷技能期间优先治疗重构体,重构体每受到一次Mon3tr的治疗,就会进行一次跳跃治疗,第二天赋的效果提升至<@ba.vup>{talent_scale}倍L? talent_scaleskchr_monstr_2 sktok_monstr_prosts1 <L\l|Z $<TP?x-4sktok_monstr_prosts1策略:超压链接 $<TĄ?x-4sktok_monstr_prosts1策略:超压链接B $<T8?x-4sktok_monstr_prosts1策略:超压链接 $<T?x-4sktok_monstr_prosts1策略:超压链接* $<T ?x-4sktok_monstr_prosts1策略:超压链接 $<T?x-4sktok_monstr_prosts1策略:超压链接 $<T?x-4sktok_monstr_prosts1策略:超压链接 $<T|?x-4sktok_monstr_prosts1策略:超压链接 $<T?x-4sktok_monstr_prosts1策略:超压链接n $<Td?x-4sktok_monstr_prosts1策略:超压链接sktok_monstr_prosts1 skchr_monstr_1 l0|@6(,<T?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,Ի@chain.max_target@ heal_scalen(,<Tȼ?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1, @chain.max_target033? heal_scale(,<T?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,D@chain.max_targethff? heal_scaleނ(,<T8?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,|@chain.max_target? heal_scale(,<Tp?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,@chain.max_target? heal_scaleN(,<T?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,@chain.max_target? heal_scale(,<T?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,$@chain.max_targetH̬? heal_scale(,<T?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,\@chain.max_target? heal_scale(,<TP?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,@chain.max_target? heal_scale.(,<T?y-2skchr_monstr_1策略:超压链接t下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,治疗的跳跃次数<@ba.vup>+1,@chain.max_targeť? heal_scaleskchr_monstr_1 ! skchr_reed2_3 @,t  `A(8Hl(? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$@ max_target?talent@damage_scale` talent@atk?talent@range_radius<33?talent@aoe_scale`?talent@s3_atk_scale?reed2_skil_3[switch_mode].atk? talent@prob*A(8H(? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$@ max_target4?talent@damage_scalec talent@atkp?talent@range_radiusff?talent@aoe_scale?talent@s3_atk_scale?reed2_skil_3[switch_mode].atk ? talent@probA(8H(? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$p@ max_target?talent@damage_scaleFg talent@atk?talent@range_radius?talent@aoe_scale>talent@s3_atk_scale4ff>reed2_skil_3[switch_mode].atkd? talent@probA(8Ht(? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$@ max_target?talent@damage_scalej talent@atk ?talent@range_radiusĎ?talent@aoe_scaleh>talent@s3_atk_scale>reed2_skil_3[switch_mode].atk? talent@prob2A(8H-? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$ @ max_target<?talent@damage_scalem talent@atkx?talent@range_radius?talent@aoe_scaleL>talent@s3_atk_scale33>reed2_skil_3[switch_mode].atk? talent@probA(8H$-? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$x@ max_target?talent@damage_scaleNq talent@atk?talent@range_radius?talent@aoe_scaleL>talent@s3_atk_scale<>reed2_skil_3[switch_mode].atkl? talent@probA(8H|-? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$@ max_target?talent@damage_scalet talent@atk(?talent@range_radiusL?talent@aoe_scalepL>talent@s3_atk_scale>reed2_skil_3[switch_mode].atk? talent@prob: A(8H2 ? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$(@ max_targetD?talent@damage_scalew talent@atk?talent@range_radiusfff?talent@aoe_scale=talent@s3_atk_scaleL>reed2_skil_3[switch_mode].atk? talent@prob A(8H,2 ? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$@ max_target?talent@damage_scaleV{ talent@atk?talent@range_radiusfff?talent@aoe_scale =talent@s3_atk_scaleD>reed2_skil_3[switch_mode].atkt? talent@probA(8H2 ? skchr_reed2_3 生命火种同时攻击<@ba.vup>两名敌人,攻击力<@ba.vup>+{reed2_skil_3[switch_mode].atk:0%},第一天赋触发几率提升至<@ba.vup>100%,技能期间附带灼痕效果的敌人每秒受到<@ba.vup>{talent@s3_atk_scale:0%}焰影苇草攻击力的法术伤害、被击倒时对周围敌人造成<@ba.vup>{talent@aoe_scale:0%}焰影苇草攻击力的法术伤害并施加灼痕效果\n<@ba.rem>灼痕效果持续至技能结束hL$@ max_target?talent@damage_scale~ talent@atk0?talent@range_radiusTfff?talent@aoe_scalex=talent@s3_atk_scale=reed2_skil_3[switch_mode].atk? talent@prob skchr_reed2_3t skchr_reed2_2  A(8HDH? skchr_reed2_2 枯荣共息优先使<@ba.vup>两名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$@ max_target?cooldown@ atk_scaleAprojectile_life_timeA(8HD8? skchr_reed2_2 枯荣共息优先使<@ba.vup>两名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$@ max_target?cooldown @ atk_scale Aprojectile_life_timeA(8HD(? skchr_reed2_2 枯荣共息优先使<@ba.vup>两名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$@ max_target?cooldown@ atk_scaleAprojectile_life_time~A(8HD!? skchr_reed2_2 枯荣共息优先使<@ba.vup>两名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$@ max_target?cooldown33? atk_scaleAprojectile_life_timenA(8HD# ? skchr_reed2_2 枯荣共息优先使<@ba.vup>一名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$? max_target?cooldownff? atk_scaleAprojectile_life_time^A(8HD$ ? skchr_reed2_2 枯荣共息优先使<@ba.vup>一名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$x? max_target?cooldown? atk_scaleAprojectile_life_timeNA(8HD% ? skchr_reed2_2 枯荣共息优先使<@ba.vup>一名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$h? max_target?cooldown? atk_scaleAprojectile_life_time>!pA(8HD&? skchr_reed2_2 枯荣共息优先使<@ba.vup>一名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$X? max_targett?cooldown? atk_scalepAprojectile_life_time.#pA(8HD'? skchr_reed2_2 枯荣共息优先使<@ba.vup>一名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$H? max_targetd?cooldown33? atk_scalepAprojectile_life_time%pA(8HD(? skchr_reed2_2 枯荣共息优先使<@ba.vup>一名部署在地面的干员获得三颗火球,效果如下:每<@ba.vup>{cooldown}秒对一名敌人造成相当于焰影苇草<@ba.vup>{atk_scale:0%}攻击力的法术伤害并仅对该干员触发焰影苇草特性dD$8? max_targetT?cooldownpff? atk_scalepAprojectile_life_time skchr_reed2_20@skchr_agoat2_3 X <  lz'HB(8HD<(?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(@ talent_scale?attack@heal_scale*)HB(8HD?(?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(<33@ talent_scale\ ?attack@heal_scale*HB(8HDtB(?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(ff@ talent_scale ?attack@heal_scale,HB(8HD$F(?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(33s@ talent_scaleff>attack@heal_scale:.HB(8HDI?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(L`@ talent_scalel33>attack@heal_scale/HB(8HDJ?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(L@ talent_scale33>attack@heal_scale1HB(8HD4 K?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(9@ talent_scale33>attack@heal_scaleJ3HB(8HD N?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍(\ ff&@ talent_scale| >attack@heal_scale4HB(8HD O?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍( 33@ talent_scale, >attack@heal_scale6HB(8HDDP?skchr_agoat2_3 火山回响攻击范围扩大至整个战场,治疗变为<@ba.vup>{attack@heal_scale:0%}治疗量和<$ba.dt.element>元素损伤回复量的<@ba.vup>5连发,优先治疗不同的目标,第二天赋的效果提升至<@ba.vup>{talent_scale}倍( @ talent_scale >attack@heal_scaleskchr_agoat2_3skchr_agoat2_2   < d8$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$AdurationAagoat2_s_2[shield].atk_scale:$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$AdurationAagoat2_s_2[shield].atk_scalen<$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$Aduration@agoat2_s_2[shield].atk_scaleB>$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$p`Aduration@agoat2_s_2[shield].atk_scale@$4D`l?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$D@Aduration`@agoat2_s_2[shield].atk_scaleA$4D`@?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$@Aduration4@agoat2_s_2[shield].atk_scaleC$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$@Aduration@agoat2_s_2[shield].atk_scaleE$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$ Aduration@agoat2_s_2[shield].atk_scalefG$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$ Aduration@agoat2_s_2[shield].atk_scale:I$4D`?skchr_agoat2_2 云霭荫佑立即对攻击范围内所有友方单位进行一次治疗,并生成一个持续<@ba.vup>{duration}秒的范围<$ba.epbarrier>损伤屏障,为范围内的友方单位吸收相当于攻击力<@ba.vup>{agoat2_s_2[shield].atk_scale:0%}的<$ba.dt.element>元素损伤$h Aduration `@agoat2_s_2[shield].atk_scaleskchr_agoat2_2 0@&skchr_agoat2_1 X <  lzK$4DD!<?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8" ף=agoat2_s_1[aura].ep_heal_ratio">atk*M$4DD#>?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8<$ ף=agoat2_s_1[aura].ep_heal_ratiol$>atkN$4DD0%@?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8%)\=agoat2_s_1[aura].ep_heal_ratio&>atkP$4DD&D?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8'u=agoat2_s_1[aura].ep_heal_ratio'>atk:R$4DD(F?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8L)u=agoat2_s_1[aura].ep_heal_ratio|)L>atkS$4DD@*H?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8*L=agoat2_s_1[aura].ep_heal_ratio,+L>atkU$4DD+J?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8, #=agoat2_s_1[aura].ep_heal_ratio,L>atkJW$4DD-L?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8\. #=agoat2_s_1[aura].ep_heal_ratio.=atkX$4DDP/N?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限8 0<agoat2_s_1[aura].ep_heal_ratio<0=atkZ$4DD1P?skchr_agoat2_1 无声润物攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位,攻击范围内所有友方单位每秒回复纯烬艾雅法拉攻击力<@ba.vup>{agoat2_s_1[aura].ep_heal_ratio:0%}的<$ba.dt.element>元素损伤\n<@ba.rem>持续时间无限81 ף<agoat2_s_1[aura].ep_heal_ratio1=atkskchr_agoat2_1207 skchr_lumen_3 X< lN$4D 32? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dD4 ?atk4Aattack@trigger_time4@ heal_scale4A attack_speed$4D55? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dDX7?atkl7@attack@trigger_time7? heal_scale7A attack_speed$4D87? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dD:ff>atk:@attack@trigger_time@:? heal_scale\:A attack_speed^$4D0;9? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dD<>atk<@attack@trigger_time<? heal_scale =A attack_speed$4D=;? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dDh?Q>atk|?@attack@trigger_time?? heal_scale?A attack_speed$4D@<? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dDB>atk,B@attack@trigger_timePB33? heal_scalelBA attack_speedn$4D@C=? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dDD>atkD@attack@trigger_timeE̬? heal_scaleEA attack_speed$4DE?? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dDxG>atkG@attack@trigger_timeGff? heal_scaleG A attack_speed$4DH@? skchr_lumen_3 灯火不灭攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dD(Jk>atk+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的单位;只在治疗<$ba.debuff>异常状态中的单位时会消耗子弹,使该次治疗量提升至攻击力的<@ba.vup>{heal_scale:0%}并解除目标所受的<$ba.debuff>异常状态\n<@ba.rem>攻击装有<@ba.vup>{attack@trigger_time}发子弹,打完后技能结束(期间可随时停止技能)dDLL>atkL@@attack@trigger_timeM? heal_scale,M A attack_speed skchr_lumen_3`M(R skchr_lumen_2   x(8@P ? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$N@@ max_targetOff&@ heal_scaley(8@(R? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$xP@@ max_targetP@ heal_scale {(8@S? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$Q@@ max_targetR @ heal_scale|(8@ U? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$pS@ max_targetS@ heal_scale~(8@V? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$T@ max_targetUff? heal_scale~(8@X? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$hV@ max_targetV? heal_scale(8@Y? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$W@ max_targetX? heal_scalev(8@[? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$`Y@ max_target|Y33? heal_scale(8@\? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$Z@ max_targetZff? heal_scalen(8@^? skchr_lumen_2沛霖立刻恢复攻击范围内最多<@ba.vup>{max_target}名友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命;\n<$ba.charged>蓄力额外效果:并解除目标所受的<$ba.debuff>异常状态$X\@ max_targett\? heal_scale skchr_lumen_2\xb skchr_lumen_1 D 4 $V$4<] ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(^? aura.interval4^@aura.projectile_life_time`^ ?aura.heal_scaleڈ$4<0_ ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(_? aura.interval_@aura.projectile_life_time_?aura.heal_scale^$4<` ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(a? aura.intervalaura.heal_scale$4<8b ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(b? aura.intervalb@aura.projectile_life_timeb>aura.heal_scalef$4<c ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X($d? aura.intervalDd@aura.projectile_life_timepdp>aura.heal_scale$4<@e ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(e? aura.intervale@aura.projectile_life_timee33>aura.heal_scalen$4<f ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(,g? aura.intervalLg@aura.projectile_life_timexg ף>aura.heal_scale$4<Hh ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(h? aura.intervalh@@aura.projectile_life_timeh>aura.heal_scalev$4<i ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(4j? aura.intervalTj@@aura.projectile_life_timejq=>aura.heal_scale$4<Pk ? skchr_lumen_1沐雨下次攻击使目标和周围的友军每秒受到相当于<@ba.vup>{aura.heal_scale:0%}流明攻击力的治疗效果,持续<@ba.vup>{aura.projectile_life_time}秒X(k? aura.intervalk@@aura.projectile_life_timel>aura.heal_scale skchr_lumen_18lxqskchr_cgbird_3 D 4 $0pB,0@Hoxs?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H m>probm?magic_resistancenL?atkn2pB,0@H qxn?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H HoL>prob`o̬?magic_resistanceo333?atk3pB,0@Hrxn?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H pL>probp?magic_resistanceq?atkv5pB,0@Htxn?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H PrL>probhrff?magic_resistancer?atk6pB,0@Huxi?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H s>probs?magic_resistancet>atk~8pB,0@Hwxi?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H Xu>probpu33s?magic_resistanceu>atk:pB,0@Hxxi?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H v>probvfff?magic_resistancew>atk;pB,0@H$zxd?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H `x=probxxY?magic_resistancex>atk =pB,0@H{xd?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H y=probyL?magic_resistance z>atk>pB,0@H,}xd?y-4skchr_cgbird_3圣域攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击范围内的友方单位法术抗性<@ba.vup>+{magic_resistance:0%}并获得<@ba.vup>{prob:0%}的法术闪避H h{=prob{@?magic_resistance{>atkskchr_cgbird_3{PDskchr_cgbird_2 ($    ~$4D`|?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<}@@ct}@duration}Amagic_resistance~fff? atk_scale~$4D`~ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<@@ct@durationpAmagic_resistanceL? atk_scale~$4D`Ԁ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<@@ctȁ@durationpAmagic_resistance333? atk_scale~$4D`Ԃ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<@ctȃ@durationpAmagic_resistance? atk_scale~$4D`Ԅ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<@ctȅ`@duration Amagic_resistance)\? atk_scale~$4D`Ԇ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<@ctȇ`@duration Amagic_resistance? atk_scale~$4D`Ԉ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<@ctȉ`@duration Amagic_resistance? atk_scale~$4D`Ԋ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<?ctȋ@@duration@magic_resistance> atk_scale~$4D`Ԍ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<?ctȍ@@duration@magic_resistance(> atk_scale~$4D`Ԏ ?skchr_cgbird_2 法术护盾下次治疗使所有目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障能吸收相当于夜莺攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害,同时使目标法术抗性<@ba.vup>+{magic_resistance};<@ba.rem>可充能{ct}次d<?ctȏ@@duration@magic_resistance> atk_scaleskchr_cgbird_28@ skchr_kalts_3  tX< A$4D@? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(P?attack@hp_ratiop@ attack@defff&@ attack@atkA$4DX? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(h?attack@hp_ratioff? attack@def33@ attack@atkA$4Dp? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(?attack@hp_ratio? attack@defff@ attack@atk2A$4D? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(?attack@hp_ratio33? attack@defԘ33? attack@atkJA$4D? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(?attack@hp_ratioК? attack@defff? attack@atkbA$4D? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(Ȝ?attack@hp_ratio? attack@def? attack@atkzA$4DН? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(?attack@hp_ratio? attack@def? attack@atkA$4D? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(?attack@hp_ratio? attack@def4? attack@atkA$4D? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H(?attack@hp_ratio0? attack@defL33? attack@atkA$4D? skchr_kalts_3指令:熔毁OMon3tr的防御力<@ba.vup>+{attack@def:0%},技能期间攻击力从<@ba.vup>+{attack@atk:0%}逐渐降低至+0%且伤害类型变为<@ba.vup>真实,此期间如果未击杀任何敌人则技能结束后流失最大生命的<@ba.vup>{attack@hp_ratio:0%}。<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定H((?attack@hp_ratioH? attack@defdff? attack@atk skchr_kalts_3P  skchr_kalts_2 $   FA$4L? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$0fff? attack@atkLB attack_speedA$4L ? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$@? attack@atk̨B attack_speedFA$4L ? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$0? attack@atkLB attack_speedA$4L ? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$? attack@atk̫pB attack_speedFA$4L ? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$0ff> attack@atkL\B attack_speedA$4L ? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$> attack@atk̮HB attack_speedFA$4L ? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$033> attack@atkL4B attack_speedpA$4L? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$> attack@atḵ B attack_speedFpA$4L? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$0> attack@atkL B attack_speedpA$4L? skchr_kalts_2指令:战术协同自身的攻击速度<@ba.vup>+{attack_speed},Mon3tr的攻击力<@ba.vup>+{attack@atk:0%},Mon3tr可以攻击阻挡的所有敌人\n<@ba.rem>该技能与Mon3tr<$ba.binding><@ba.rem>绑定$L> attack@atk̴A attack_speed skchr_kalts_2 x skchr_kalts_1 T$d4 B(8PL ? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ <?probT? attack@defp?defB(8Px? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ h>prob33? attack@def33?def B(8P? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ >probff? attack@defȸff?def6B(8Pл? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ >probع? attack@def?defb B(8P? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ >prob̌? attack@def ̌?defB(8P(? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ >prob0? attack@defL?defB(8PT? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ D>prob\fff? attack@defxfff?defB(8P? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ pL>probL? attack@defL?defA(8P? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ L>prob333? attack@defп333?def>A$4L? skchr_kalts_1指令:结构加固f自身和Mon3tr的防御力<@ba.vup>+{def:0%},且自身获得<@ba.vup>{prob:0%}的物理格挡@ L>prob? attack@def?def skchr_kalts_1 skchr_acmedc_3 $8 L҅ B,0@PpF2?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4d>attack@addition_heal_scale?hp_ratio? heal_scale@attack@max_target@@mode>atkr B,0@PF-?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4>attack@addition_heal_scale0?hp_ratioLH? heal_scaleh@attack@max_target@@modeQ>atk B,0@PF-?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4>attack@addition_heal_scale?hp_ratio= ? heal_scale@attack@max_target,@@modeD>atk B,0@PPF-?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4D>attack@addition_heal_scalep?hp_ratio33? heal_scale@attack@max_target@@mode>atkR B,0@PF(?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4>attack@addition_heal_scale?hp_ratio,̬? heal_scaleH@attack@max_targetl@@mode>atk B,0@PF(?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4>attack@addition_heal_scale?hp_ratio̬? heal_scale@attack@max_target @@mode$k>atk B,0@P0F(?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4$>attack@addition_heal_scaleP?hp_ratiol̬? heal_scale@attack@max_target@@modeL>atk2 B,0@PF#?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4>attack@addition_heal_scale?hp_ratio ff? heal_scale(@attack@max_targetL@@moded #>atkҚ B,0@PpF#?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4d>attack@addition_heal_scale?hp_ratioff? heal_scale@attack@max_target@@mode>atkr B,0@PF#?5-2skchr_acmedc_3 恳切福音^自身攻击距离<@ba.vup>+2,攻击力<@ba.vup>+{atk:0%},每次治疗<@ba.vup>{attack@max_target}个目标,并额外治疗一次目标或目标相邻1个友方单位,治疗量为主目标的<@ba.vup>{attack@addition_heal_scale:0%}。对生命值不高于一半的友方单位治疗量提高为原来的<@ba.vup>{heal_scale:0%}tT4>attack@addition_heal_scale0?hp_ratioLff? heal_scaleh@attack@max_target@@mode=atkskchr_acmedc_3Dskchr_acmedc_2  0 H`x~A,4DT ?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,<@attack@max_target`@modex> attack@atkA,4DT ?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,@attack@max_target@modep> attack@atk^A,4DT!?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,@attack@max_target@@modeX> attack@atkΤA,4DTl"?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,@attack@max_target@mode> attack@atk>A,4DT#?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,@attack@max_target @mode8q=> attack@atkA,4DTL$?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,l@attack@max_target@modeu> attack@atkA,4DT%?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,@attack@max_target@mode= W> attack@atkA,4DT,&?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,L@attack@max_targetp@modeQ8> attack@atkA,4DT'?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,@attack@max_target@mode> attack@atknA(0@P(?3-10skchr_acmedc_2 宛如天启自身攻击距离<@ba.vup>+1,每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{attack@atk:0%}H,(@attack@max_targetL@moded= attack@atkskchr_acmedc_2P skchr_acmedc_1 ( $  FA(8@(?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$? attack@prob?atkFA(8@)?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$? attack@prob?atkFA(8@*?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$? attack@probq= ?atkFA(8@+?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$? attack@prob?atkFA(8@,?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$> attack@prob>atkFA(8@-?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$> attack@prob(>atkFA(8@.?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$> attack@prob>atkFA(8@/ ?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$> attack@probQ>atkFA(8@0 ?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$> attack@prob>atkFA(8@1 ?skchr_acmedc_1慨赠d攻击力<@ba.vup>+{atk:0%},每次治疗有<@ba.vup>{attack@prob:0%}概率额外治疗一次$> attack@prob>atkskchr_acmedc_1( xskchr_shining_3  pB(8HLxs?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%},?atk@?def pB(8HHxn?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%}(>atk+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%}$>atk8333?def"pB(8H@xd?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%} >atk4?def#pB(8H<xd?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%}>atk0 ?def$pB(8H8xd?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%}>atk,?def%pB(8H4xd?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%}>atk(ff>def&pB(8H0xd?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%}L>atk$>def'pB(8H,xd?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%} L>atk 33>def(pB(8H(xd?skchr_shining_3 教条力场b攻击力<@ba.vup>+{atk:0%}\n攻击范围内的所有友方单位防御力<@ba.vup>+{def:0%}L>atk>defskchr_shining_3DHskchr_shining_2 T  Dt)$4D<L?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\<@@ct@@duration8? atk_scaleT?def+$4D<?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\<@ct@@durationff> atk_scale 33>def-$4D<?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\<@ct@@duration> atk_scale33>defZ/$4D<?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\<l@ct@@duration33> atk_scale33>def&1$4D<|?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\<8?ctL@durationh> atk_scale>def2$4D<H ?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\< ?ct @duration4 > atk_scaleP >def4$4D< ?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\< ?ct @duration )\> atk_scale >def6$4D< ?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\< ?ct @duration > atk_scale L>defV8$4D<?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\<h?ct|@durationk> atk_scaleL>def":$4D<x?skchr_shining_2 自动掩护下次治疗使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障\n屏障可以吸收相当于闪灵攻击力<@ba.vup>{atk_scale:0%}的伤害,同时使目标防御力<@ba.vup>+{def:0%};<@ba.rem>可充能{ct}次\<4?ctH@durationdL> atk_scaleL>defskchr_shining_2T skchr_shining_1 H`xZ<A(8@(?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speedL?atkB=A(8@*?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speed@?atk*>A(8@+?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speed333?atk?A(8@,?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(lA attack_speed+?atk?A(8@- ?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(T A attack_speedt #?atk@A(8@|. ?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(< A attack_speed\(?atkAA(8@d/ ?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}($ A attack_speedDz?atkBA$4<0?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( A attack_speed(?atkCA$4<1?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( A attack_speed >atkzDA$4<2?skchr_shining_1信条H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( A attack_speedff>atkskchr_shining_14 skchr_thorn2_3 /D*$l$ L,0@Th<0?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d8 #magic_resistance_per_intervalmax_magic_resistance33magic_resistance( #def_per_intervalLmax_defd33defx #atk_per_intervalmax_atkatk=atk_scale_per_intervaly@ max_atk_scale ff@ atk_scale, ?intervalH pA max_stack_cnth Aprojectile_delay_time @max_target_token,0@T#@-?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d8#omagic_resistance_per_interval $ףmax_magic_resistanceH$33magic_resistancel$odef_per_interval$ףmax_def$33def$oatk_per_interval$q=max_atk$atk %=atk_scale_per_interval4%l@ max_atk_scaleT%33? atk_scalep%?interval%pA max_stack_cnt%Aprojectile_delay_time%@max_target_tokenR,0@T(@*?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d84)omagic_resistance_per_intervald)max_magic_resistance){magic_resistance)odef_per_interval)max_def){def*oatk_per_interval$*max_atk<*)\atkP*=atk_scale_per_intervalx*`@ max_atk_scale*? atk_scale*?interval*pA max_stack_cnt*Aprojectile_delay_time+@max_target_token,0@T4.@(?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d8x.omagic_resistance_per_interval.ffmax_magic_resistance.magic_resistance.odef_per_interval/ffmax_def0/defD/oatk_per_intervalh/max_atk/atk/=atk_scale_per_interval/33S@ max_atk_scale/? atk_scale/?interval0pA max_stack_cnt40Aprojectile_delay_time\0@@max_target_token,0@Tx3C&?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d83Ļmagic_resistance_per_interval3Ѿmax_magic_resistance4 ףmagic_resistance84Ļdef_per_interval\4Ѿmax_deft4 ףdef4Ļatk_per_interval4= Wmax_atk4atk4=atk_scale_per_interval5L@ max_atk_scale 533? atk_scale<5?intervalX5pA max_stack_cntx5Aprojectile_delay_time5@@max_target_token,0@T8C%?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d89Ļmagic_resistance_per_interval09Ѿmax_magic_resistanceX9 ףmagic_resistance|9Ļdef_per_interval9Ѿmax_def9 ףdef9Ļatk_per_interval9= Wmax_atk:atk:=atk_scale_per_intervalD:ffF@ max_atk_scaled:ff? atk_scale:?interval:pA max_stack_cnt:Aprojectile_delay_time:@@max_target_tokenb,0@T>C$?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d8D>Ļmagic_resistance_per_intervalt>Ѿmax_magic_resistance> ףmagic_resistance>Ļdef_per_interval>Ѿmax_def> ףdef?Ļatk_per_interval4?= Wmax_atkL?atk`?=atk_scale_per_interval?@@ max_atk_scale?? atk_scale??interval?pA max_stack_cnt@Aprojectile_delay_time(@@@max_target_token,0@TDCF"?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d8Comagic_resistance_per_intervalCpmax_magic_resistanceCRmagic_resistanceDodef_per_interval(Dpmax_def@DRdefTDoatk_per_intervalxD{.max_atkDGatkD=atk_scale_per_intervalD9@ max_atk_scaleĎ? atk_scaleE?interval$EpA max_stack_cntDEAprojectile_delay_timelE@@max_target_token ,0@THF!?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d8Homagic_resistance_per_intervalHpmax_magic_resistance$IRmagic_resistanceHIodef_per_intervallIpmax_defIRdefIoatk_per_intervalI{.max_atkIGatkI=atk_scale_per_intervalJ333@ max_atk_scale0J? atk_scaleLJ?intervalhJpA max_stack_cntJAprojectile_delay_timeJ@@max_target_token.,0@TMF ?3-9skchr_thorn2_3“我的海疆”被动效果:攻击范围扩大 主动开启:向阻挡数最低的<@ba.vup>{max_target_token}名干员投掷炼金单元,在<@ba.vup>{projectile_delay_time}秒内使围绕区域内的敌人攻击力<@ba.vup>-{-atk:0%},防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%}(不叠加),每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害,效果逐渐提升(<@ba.vup>{max_stack_cnt}秒后达到最大,攻击力<@ba.vup>-{-max_atk:0%},防御力<@ba.vup>-{-max_def:0%},法术抗性<@ba.vup>-{-max_magic_resistance:0%},每秒伤害<@ba.vup>{max_atk_scale:0%})$pD,d8Nomagic_resistance_per_interval@Npmax_magic_resistancehNRmagic_resistanceNodef_per_intervalNpmax_defNRdefNoatk_per_intervalO{.max_atkOGatk,O=atk_scale_per_intervalTO,@ max_atk_scaletOfff? atk_scaleO?intervalOpA max_stack_cntOAprojectile_delay_timeO@@max_target_tokenskchr_thorn2_3,P&Uskchr_thorn2_2 ",Pt z(8H$xS?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能2次 xP\8RQ8>hp_recovery_per_sec_ratio_chr SpAremaining_time@Š?projectile_rangedS=projectile_move_speedS>valueSff? atk_scaleSpAprojectile_delay_timeS#hp_recovery_per_sec_by_max_hp_ratioThp_recovery_per_sec@T? heal_scale~(8H$PW ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能2次 xP\8V{.>hp_recovery_per_sec_ratio_chrVpAremaining_timeW̌?projectile_rangevalue|W33? atk_scaleWpAprojectile_delay_timeW#hp_recovery_per_sec_by_max_hp_ratioWhp_recovery_per_secX? heal_scale(8H$([ ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能2次 xP\8Z #>hp_recovery_per_sec_ratio_chrZpAremaining_timeŽ?projectile_range[=projectile_move_speed<[>valueT[? atk_scalep[pAprojectile_delay_time[#hp_recovery_per_sec_by_max_hp_ratio[hp_recovery_per_sec[? heal_scalef(8H$_ ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能2次 xP\8x^>hp_recovery_per_sec_ratio_chr^pAremaining_time^̌?projectile_range^=projectile_move_speed_>value,_33? atk_scaleH_pAprojectile_delay_timep_#hp_recovery_per_sec_by_max_hp_ratio_hp_recovery_per_sec_? heal_scale>(8H$b ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能1次 xP\8Pb)\>hp_recovery_per_sec_ratio_chrb@Aremaining_timeb̌?projectile_rangeb=projectile_move_speedb>valuecff? atk_scale c@Aprojectile_delay_timeHc#hp_recovery_per_sec_by_max_hp_ratio|chp_recovery_per_secc? heal_scale(8H$f ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能1次 xP\8(f>hp_recovery_per_sec_ratio_chrXf@Aremaining_timexf̌?projectile_rangef=projectile_move_speedf>valuef? atk_scalef@Aprojectile_delay_time g#hp_recovery_per_sec_by_max_hp_ratioTghp_recovery_per_secxg? heal_scale(8H$j ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能1次 xP\8j=hp_recovery_per_sec_ratio_chr0j@Aremaining_timePǰ?projectile_rangetj=projectile_move_speedj>valuej? atk_scalej@Aprojectile_delay_timej#hp_recovery_per_sec_by_max_hp_ratio,khp_recovery_per_secPk? heal_scaleƕ(8H$`n ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能1次 xP\8mG=hp_recovery_per_sec_ratio_chrn Aremaining_time(ň?projectile_rangeLn=projectile_move_speedtn>valueň? atk_scalen Aprojectile_delay_timen#hp_recovery_per_sec_by_max_hp_ratioohp_recovery_per_sec(o? heal_scale(8H$8r ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能1次 xP\8q=hp_recovery_per_sec_ratio_chrq Aremaining_timeř?projectile_range$r=projectile_move_speedLr>valuedrff? atk_scaler Aprojectile_delay_timer#hp_recovery_per_sec_by_max_hp_ratiorhp_recovery_per_secs? heal_scalev(8H$v ?skchr_thorn2_2 解构涌潮投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人受到的治疗和回复效果降低<@ba.vup>{heal_scale:0%},每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio_chr:0%}的生命;炼金单元能在<@ba.vup>{remaining_time}秒内缓慢沿投掷方向移动且影响范围持续扩大\n<@ba.rem>可充能1次 xP\8uQ=hp_recovery_per_sec_ratio_chru Aremaining_timeǔ?projectile_rangeu=projectile_move_speed$v>value{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4:@ x-4projectile_rangexBdefyAprojectile_delay_time0yL>hp_recovery_per_sec_ratio(8H8P|?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL46B x-4projectile_rangezBdef{@projectile_delay_time,{Q8>hp_recovery_per_sec_ratio(8H8L~?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL42D x-4projectile_range|Bdef}@projectile_delay_time(} #>hp_recovery_per_sec_ratio(8H8H?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4.F x-4projectile_range~Bdef~@projectile_delay_time$)\>hp_recovery_per_sec_ratio(8H8D?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4*H x-4projectile_rangeBdef@projectile_delay_time >hp_recovery_per_sec_ratio(8H8@?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4&J x-4projectile_rangeBdef@projectile_delay_time=hp_recovery_per_sec_ratio(8H8<?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4"L x-4projectile_range܄pBdef@projectile_delay_timeG=hp_recovery_per_sec_ratio$4D4?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4N x-4projectile_rangeԆ\Bdef@projectile_delay_time=hp_recovery_per_sec_ratio$4D4?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4P x-4projectile_rangëHBdef@projectile_delay_timeQ=hp_recovery_per_sec_ratio$4D4?skchr_thorn2_1 度算浪波向友方单位投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点和周围8格的友方单位防御力<@ba.vup>+{def},每秒回复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命值xL4 R x-4projectile_rangeĊ4Bdef؊@projectile_delay_time ף=hp_recovery_per_sec_ratioskchr_thorn2_1@4 skchr_ascln_3 X< ,tO4B,4DL-#?y-10 skchr_ascln_3降临W攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>较大幅度缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8xattack@damage_hitrate_magicalattack@damage_hitrate_physical؍ ף=attack@hp_ratio@ taunt_level?atk(base_attack_timeR4B,4DLD.?y-10 skchr_ascln_3降临W攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>较大幅度缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8,attack@damage_hitrate_magical\attack@damage_hitrate_physical)\=attack@hp_ratio@ taunt_levelȐ>atkܐbase_attack_timeZU4B,4DL/?y-10 skchr_ascln_3降临W攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>较大幅度缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l833attack@damage_hitrate_magical33attack@damage_hitrate_physical@u=attack@hp_ratio`@ taunt_level|>atkbase_attack_timeX4B,4DL1?y-10 skchr_ascln_3降临W攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>较大幅度缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8attack@damage_hitrate_magicalĕattack@damage_hitrate_physicalL=attack@hp_ratio@ taunt_level0L>atkDbase_attack_timeZ4B,4DL`3?y-10 skchr_ascln_3降临K攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8<attack@damage_hitrate_magicallattack@damage_hitrate_physical #=attack@hp_ratio@ taunt_levelؘL>atkbase_attack_timej]4B,4DL4?y-10 skchr_ascln_3降临K攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8Lattack@damage_hitrate_magicalLattack@damage_hitrate_physicalD #=attack@hp_ratiod@ taunt_levelL>atkbase_attack_time`4B,4DL5?y-10 skchr_ascln_3降临K攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8attack@damage_hitrate_magicalattack@damage_hitrate_physical #=attack@hp_ratio @ taunt_level(L>atk<base_attack_timeb4B,4DLX8?y-10 skchr_ascln_3降临T攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>小幅度缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8@attack@damage_hitrate_magicalpattack@damage_hitrate_physical<attack@hp_ratio@ taunt_levelܠL>atk333base_attack_timene4B,4DL :?y-10 skchr_ascln_3降临T攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>小幅度缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8̽attack@damage_hitrate_magical$̽attack@damage_hitrate_physicalT<attack@hp_ratiot@ taunt_levelL>atk333base_attack_time"h4B,4DL<?y-10 skchr_ascln_3降临T攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>小幅度缩短,使攻击范围内的地面敌人物理与法术命中率<@ba.vup>{attack@damage_hitrate_physical:0%}。自身更易受到敌人攻击,敌人未命中自身或自身闪避时回复<@ba.vup>{attack@hp_ratio:0%}最大生命值l8̽attack@damage_hitrate_magicalإ̽attack@damage_hitrate_physical<attack@hp_ratio(@ taunt_levelD=atkX333base_attack_time skchr_ascln_3\ skchr_ascln_2 d  HpB B(8@ܩ? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(ff? range_radius  move_speed+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(hff? range_radius move_speed?atk B(8@ ? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(Ъff? range_radiusff move_speed ?atkz B(8@ ? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(8ff? range_radiusX̾ move_speedtfff?atk B(8@|? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(ff? range_radius33 move_speedܭ333?atkJ B(8@? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(ff? range_radius(33 move_speedD?atk B(8@L? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(pff? range_radius move_speed?atk B(8@? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(رff? range_radius move_speed>atk B(8@? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(@ff? range_radius`L move_speed|>atk B$4<@? skchr_ascln_2恩赐攻击力<@ba.vup>+{atk:0%},使攻击范围内地面敌人移动速度<@ba.vup>{move_speed:0%},并在其被击倒时对周围敌人施加一层第一天赋效果H(ff? range_radiusĴL move_speedL>atk skchr_ascln_2  skchr_ascln_1 tdTD4$(8@T? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次<@@cntPff@ atk_scale(8@`? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次H@@cnt\ff? atk_scale(8@l? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次T@@cnthff? atk_scale(8@x? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次`@@cntt? atk_scale(8@ ? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次l@cnt? atk_scale(8@ ? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次x@cnt? atk_scale(8@ ? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次@cntff? atk_scale(8@ ? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次?cntff? atk_scale(8@ ? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次?cnt33? atk_scale&$4<| ? skchr_ascln_1追袭r下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次\n<@ba.rem>可充能{cnt}次?cntff? atk_scale skchr_ascln_1s  sktok_ela_3 D D  D ,D? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lDl@cnt Battack@trigger_time33base_attack_timefff?atk?projectile_range33>fake_damage_scale$̬? damage_scaleD@ weak[limit]`@sluggish ,D? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD@cnt Battack@trigger_time33base_attack_timeL?atk?projectile_range<>fake_damage_scale`ff? damage_scale@ weak[limit]@sluggish ,D(? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD@cnt Battack@trigger_time33base_attack_time@333?atkT?projectile_rangex>fake_damage_scaleff? damage_scale@ weak[limit]@sluggishN ,Dd? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD @cnt4 Battack@trigger_timeX33base_attack_time|?atk?projectile_range>fake_damage_scale? damage_scale@ weak[limit]@sluggish ,D? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD\@cntp Battack@trigger_time33base_attack_time ?atk?projectile_rangeL>fake_damage_scale? damage_scale4@ weak[limit]P@sluggish ,Dܙ? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD@cnt Battack@trigger_time33base_attack_time?atk?projectile_range,L>fake_damage_scaleP? damage_scalep@ weak[limit]@sluggish ,D? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD@cnt Battack@trigger_time 33base_attack_time0ff>atkD?projectile_rangehL>fake_damage_scale? damage_scale@ weak[limit]@sluggish> ,DT? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD@cnt$ Battack@trigger_timeH33base_attack_timel>atk?projectile_range>fake_damage_scale33? damage_scale@ weak[limit]@sluggishz ,D? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lDL@cnt` Battack@trigger_time33base_attack_time33>atk?projectile_range>fake_damage_scale33? damage_scale$@ weak[limit]@@sluggish ,D̢? sktok_ela_3“博萨克风暴”触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒 lD@cnt Battack@trigger_time33base_attack_time>atk?projectile_range>fake_damage_scale@33? damage_scale`@ weak[limit]|@sluggishsktok_ela_grzmot sktok_ela_34"8 skchr_ela_3 Dt  < lq(4L  "? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lDh@cnt| Battack@trigger_time33base_attack_timefff?atk?projectile_range33>fake_damage_scale ̬? damage_scale@@ weak[limit]\@sluggishZu(4L p$? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD@cnt Battack@trigger_time33base_attack_time(L?atkfake_damage_scaleff? damage_scale@ weak[limit]@sluggishx(4L &? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD0@cntD Battack@trigger_timeh33base_attack_time333?atk?projectile_range>fake_damage_scaleff? damage_scale@ weak[limit]$@sluggish"|(4L 8(? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD@cnt Battack@trigger_time33base_attack_time?atk?projectile_range(>fake_damage_scaleL? damage_scalel@ weak[limit]@sluggish(4L *? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD@cnt Battack@trigger_time033base_attack_timeT ?atkh?projectile_rangeL>fake_damage_scale? damage_scale@ weak[limit]@sluggish(4L +? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD\@cntp Battack@trigger_time33base_attack_time?atk?projectile_rangeL>fake_damage_scale? damage_scale4@ weak[limit]P@sluggishN(4L d, ? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD@cnt Battack@trigger_time33base_attack_timeff>atk0?projectile_rangeTL>fake_damage_scalex? damage_scale@ weak[limit]@sluggish(4L . ? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD$@cnt8 Battack@trigger_time\33base_attack_time>atk?projectile_range>fake_damage_scale33? damage_scale@ weak[limit]@sluggish(4L ,/ ? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD@cnt Battack@trigger_time33base_attack_time33>atk?projectile_range>fake_damage_scale@33? damage_scale`@ weak[limit]|@sluggishz(4L 0 ? skchr_ela_3“博萨克风暴”被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿并获得<@ba.vup>{fake_damage_scale:0%}的<$ba.fragile>脆弱效果,持续<@ba.vup>{sluggish}秒\n主动效果:攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},优先攻击受到雷鸣地雷效果影响的敌人\n<@ba.rem>攻击装有40发子弹,打完后技能结束(期间可随时停止技能),技能结束时获得两个陷阱 lD@cnt Battack@trigger_time$33base_attack_timeH>atk\?projectile_range>fake_damage_scale33? damage_scale@ weak[limit]@sluggish skchr_ela_3   sktok_ela_2 d  D$d# ,<? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0$̌?attack@projectile_rangeLHDdef_penetrate_fixedp@@def?projectile_range@stun% ,<0? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0̌?attack@projectile_range/Ddef_penetrate_fixed @def?projectile_range@stunv& ,<? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0̌?attack@projectile_rangeDdef_penetrate_fixed( @def晕眩,持续<@ba.vup>{stun}秒pX08̌?attack@projectile_range`Cdef_penetrate_fixed @def?projectile_range@stun.) ,<D? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0̌?attack@projectile_rangeCdef_penetrate_fixed@def?projectile_range@stun* ,<? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0̌?attack@projectile_rangeCdef_penetrate_fixed<@defP?projectile_ranget@stun+ ,<? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0Ľ?attack@projectile_rangetCdef_penetrate_fixed@def?projectile_range@stunB- ,<X? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0̌?attack@projectile_rangeCdef_penetrate_fixed?def?projectile_range,@stun. ,<? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0̌?attack@projectile_range,zCdef_penetrate_fixedP?defd?projectile_range@stun/ ,<? sktok_ela_2 震荡坚守O触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒pX0`̌?attack@projectile_rangeHCdef_penetrate_fixed?def?projectile_range@stunsktok_ela_grzmot sktok_ela_2$  skchr_ela_2 d D $A,0<Lp  ?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0h ̌?attack@projectile_range HDdef_penetrate_fixed @@def ?projectile_range @stun^A,0<L ?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0 ̌?attack@projectile_range /Ddef_penetrate_fixed@ @defT ?projectile_rangex @stunA,0<L?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0̌?attack@projectile_rangeDdef_penetrate_fixed @def?projectile_range@stunvA,0<L?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0 ̌?attack@projectile_range4Cdef_penetrate_fixedX @defl?projectile_range@stunA,0<L?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0̌?attack@projectile_rangeCdef_penetrate_fixed@def?projectile_range@stunA,0<L,?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0$̌?attack@projectile_rangeLCdef_penetrate_fixedp@def?projectile_range@stunA,0<L?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0̌?attack@projectile_rangeCdef_penetrate_fixed@def?projectile_range4@stunA(,8H?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX08̌?attack@projectile_range`Cdef_penetrate_fixed?def?projectile_range@stun.A(,8H?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0̌?attack@projectile_rangezCdef_penetrate_fixed ?def ?projectile_rangeD@stunA(,8H?3-6 skchr_ela_2 震荡坚守i被动效果:陷阱触发时使周围所有目标<$ba.stun>晕眩,持续<@ba.vup>{stun}秒\n主动效果:架设机动护盾使自身防御力<@ba.vup>+{def:0%},攻击范围<@ba.vdown>缩小,攻击对目标周围造成溅射物理伤害且无视其<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>技能结束时获得一个陷阱pX0H ̌?attack@projectile_rangep HCdef_penetrate_fixed ?def ?projectile_range @stun skchr_ela_2  p sktok_ela_1  ( l 8|K ,<? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\0X"̾damage_hitrate_magical"̾damage_hitrate_physical"?projectile_range" Asluggish" Aduration^M ,<t? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\0$̾damage_hitrate_magical8$̾damage_hitrate_physical`$?projectile_range$Asluggish$AdurationO ,<,? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\0%33damage_hitrate_magical%33damage_hitrate_physical&?projectile_range<&AsluggishX&AdurationP ,<? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\0'damage_hitrate_magical'damage_hitrate_physical'?projectile_range'Asluggish(AdurationR ,<? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\08)damage_hitrate_magical`)damage_hitrate_physical)?projectile_range)Asluggish)Aduration>T ,<T? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\0*damage_hitrate_magical+damage_hitrate_physical@+?projectile_ranged+Asluggish+AdurationU ,< ? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\0,Ldamage_hitrate_magical,Ldamage_hitrate_physical,?projectile_range-Asluggish8-AdurationW ,<? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\0`.Ldamage_hitrate_magical.Ldamage_hitrate_physical.?projectile_range.@sluggish.@durationfY ,<|? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\00damage_hitrate_magical@0damage_hitrate_physicalh0?projectile_range0@sluggish0@duration[ ,<4? sktok_ela_1 眩目阻滞触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\01̽damage_hitrate_magical1̽damage_hitrate_physical 2?projectile_rangeD2@sluggish`2@durationsktok_ela_grzmot sktok_ela_12$8 skchr_ela_1   R]$0@3? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\0H4̾damage_hitrate_magicalp4̾damage_hitrate_physical4?projectile_range4 Asluggish4 AdurationN_$0@5? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\0D6̾damage_hitrate_magicall6̾damage_hitrate_physical6?projectile_range6Asluggish6AdurationJa$0@7? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\0@833damage_hitrate_magicalh833damage_hitrate_physical8?projectile_range8Asluggish8AdurationFc$0@9? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\0<:damage_hitrate_magicald:damage_hitrate_physical:?projectile_range:Asluggish:AdurationBe$0@;? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\08<damage_hitrate_magical`<damage_hitrate_physicalg$0@=? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\04>damage_hitrate_magical\>damage_hitrate_physical>?projectile_range>Asluggish>Aduration:i$0@?? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\00@Ldamage_hitrate_magicalX@Ldamage_hitrate_physical@?projectile_range@Asluggish@Aduration6k$0@A? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\0,BLdamage_hitrate_magicalTBLdamage_hitrate_physical|B?projectile_rangeB@sluggishB@duration2m$0@C? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\0(Ddamage_hitrate_magicalPDdamage_hitrate_physicalxD?projectile_rangeD@sluggishD@duration.o$0@E? skchr_ela_1 眩目阻滞被动效果:陷阱触发时使周围所有目标<$ba.sluggish>停顿且物理与法术命中率<@ba.vup>{damage_hitrate_physical:0%},持续<@ba.vup>{sluggish}秒\n主动效果:立即获得一个陷阱\0$F̽damage_hitrate_magicalLF̽damage_hitrate_physicaltF?projectile_rangeF@sluggishF@duration skchr_ela_1FXXLsktok_doroth_3 | T ,t $(8L?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$H@intervalH@sluggishH`@ atk_scaleH?cntF $(8L`?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$8J@intervalTJ@sluggishpJL@ atk_scaleJ?cnt$(8L?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$K@intervalL@sluggish$L@@ atk_scale@L?cnt$(8L?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$M@intervalM`@sluggishM333@ atk_scaleM?cntb$(8L|?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$TO@intervalpO@@sluggishO,@ atk_scaleO?cnt$(8L0?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$Q@interval$Q@@sluggish@Qff&@ atk_scale\Q?cnt$(8L?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$R@intervalR@@sluggishR @ atk_scaleS?cnt~$(8L!?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$pT@intervalT@@sluggishT33@ atk_scaleT?cnt2$(8LL#?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$$V@interval@V@@sluggish\Vff@ atk_scalexV?cnt$(8L%?x-6sktok_doroth_3高速共振排障触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置dD$W@intervalW@@sluggishX@ atk_scale,X?cntsktok_doroth_3TX]skchr_doroth_3 t $4HT\Y ?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$0Z@intervalLZ@sluggishhZ`@ atk_scaleZ?cnt$4HTH[?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$\@interval8\@sluggishT\L@ atk_scalep\?cntކ$4HT4]?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$^@interval$^@sluggish@^@@ atk_scale\^?cntʈ$4HT _?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$_@interval``@sluggish,`333@ atk_scaleH`?cnt$4HT a?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$a@intervala@@sluggishb,@ atk_scale4b?cnt$4HTb?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$c@intervalc@@sluggishdff&@ atk_scale d?cnt$4HTd?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$e@intervale@@sluggishe @ atk_scale f?cntz$4HTf?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$g@intervalg@@sluggishg33@ atk_scaleg?cntf$4HTh?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$i@intervali@@sluggishiff@ atk_scalei?cntR$4HTj?skchr_doroth_3高速共振排障 被动效果:陷阱触发时对范围内所有目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒,并延迟触发范围内的其他共振装置\n主动效果:立即获得一个陷阱dD$|k@intervalk@@sluggishk@ atk_scalek?cntskchr_doroth_3k(pqsktok_doroth_2    0DH:?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$m@ duration_2m`@durationn?cnt_2n@@ atk_scale8n?cnt 0DH<?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$o@ duration_2o@@durationp?cnt_2p333@ atk_scale4p?cnt 0DH>?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$q@ duration_2q@@durationq?cnt_2r,@ atk_scale0r?cnt 0DH@?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$s@ duration_2s @durations?cnt_2tff&@ atk_scale,t?cnt 0DHB?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$u`@ duration_2u@durationu?cnt_2 v @ atk_scale(v?cnt 0DHD?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$w`@ duration_2w@durationw?cnt_2x@ atk_scale$x?cnt 0DHF?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$y`@ duration_2y@durationy?cnt_2z33@ atk_scale z?cnt 0DHH?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D${`@ duration_2{@duration{?cnt_2| @ atk_scale|?cnt 0DHJ?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$}`@ duration_2}@duration}?cnt_2}ff@ atk_scale~?cnt 0DHL?sktok_doroth_2流沙区域生成触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒`D$`@ duration_2@duration?cnt_2@ atk_scale?cntsktok_doroth_2<skchr_doroth_2 D D  D$4HD ?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$P@ duration_2l`@duration?cnt_2@@ atk_scale?cnt*$4H?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$@ duration_2@@durationĄ?cnt_2܄333@ atk_scale?cntf$4H?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$Ȇ@ duration_2@@duration?cnt_2,@ atk_scale4?cnt$4H?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$@ duration_2 @duration<?cnt_2Tff&@ atk_scalep?cnt޳$4H4?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$@`@ duration_2\@durationx?cnt_2 @ atk_scale?cnt$4Hp?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$|`@ duration_2@duration?cnt_2̍@ atk_scale?cntV$4H?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$`@ duration_2ԏ@duration?cnt_233@ atk_scale$?cnt$4H?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$`@ duration_2@duration,?cnt_2D @ atk_scale`?cntμ$4H$?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$0`@ duration_2L@durationh?cnt_2ff@ atk_scale?cnt $4H`?skchr_doroth_2流沙区域生成>被动效果:陷阱触发时对周围所有目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{duration}秒,如果陷阱只命中<@ba.vup>1名敌人,则使其<$ba.root>束缚<@ba.vup>{duration_2}秒\n主动效果:立即获得一个陷阱`D$l`@ duration_2@duration?cnt_2@ atk_scaleؖ?cntskchr_doroth_2xsktok_doroth_1 ` h px 0De?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$p@duration33def@ atk_scale?cnt* 0D@g?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$@durationdefff@ atk_scale4?cnt 0Dh?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$`@duration| ףdefy@ atk_scale?cnt 0D0j?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$؜@durationdefl@ atk_scale$?cnt 0Dk?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$P@durationldeffff@ atk_scale?cnt  0D m?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$ȟ@durationdef`@ atk_scale?cnt 0Dn?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$@@duration\defp33S@ atk_scale?cnt 0Dp?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$@durationԢdefL@ atk_scale?cntr 0Dq?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$0@durationLdef`ffF@ atk_scale|?cnt 0Ds?sktok_doroth_1危险目标清除触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\<$@durationĥdefإ@@ atk_scale?cntsktok_doroth_1skchr_doroth_1 D D$4H,$ ?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$Ч@duration33def@ atk_scale?cnt$4H,?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$@durationdefff@ atk_scaleة?cntF$4H,?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$H@durationd ףdefxy@ atk_scale?cnt$4H,X?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$@duration def4l@ atk_scaleP?cnt$4H,?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$@durationܮdeffff@ atk_scale ?cntz$4H,Я?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$|@durationdef`@ atk_scaleȰ?cnt6$4H,?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$8@durationTdefh33S@ atk_scale?cnt$4H,H?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$@durationdef$L@ atk_scale@?cnt$4H,?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$@duration̵defffF@ atk_scale?cntj$4H,?skchr_doroth_1危险目标清除被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%},持续<@ba.vup>{duration}秒\n主动效果:立即获得一个陷阱\<$l@durationdef@@ atk_scale?cntskchr_doroth_1Xskchr_ghost2_3 @, t `A(8H,(?skchr_ghost2_3生存的重压G攻击间隔<@ba.vdown>延长,攻击所有阻挡的敌人,攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击生命比例高于或等于自身的敌人时额外造成一次攻击力<@ba.vup>{attack@atk_scale_ex:0%}的物理伤害,否则自身流失<@ba.vdown>{attack@hp_ratio:0%}生命xP(<attack@hp_ratio?base_attack_time@333?attack@atk_scale_exd@max_hp|ff&@atkA(8H(?skchr_ghost2_3生存的重压G攻击间隔<@ba.vdown>延长,攻击所有阻挡的敌人,攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击生命比例高于或等于自身的敌人时额外造成一次攻击力<@ba.vup>{attack@atk_scale_ex:0%}的物理伤害,否则自身流失<@ba.vdown>{attack@hp_ratio:0%}生命xP(T<attack@hp_ratiot?base_attack_time333?attack@atk_scale_ex?max_hpԼ@atkBA(8Hܿ(?skchr_ghost2_3生存的重压G攻击间隔<@ba.vdown>延长,攻击所有阻挡的敌人,攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击生命比例高于或等于自身的敌人时额外造成一次攻击力<@ba.vup>{attack@atk_scale_ex:0%}的物理伤害,否则自身流失<@ba.vdown>{attack@hp_ratio:0%}生命xP(<attack@hp_ratio̾?base_attack_time333?attack@atk_scale_ex?max_hp, 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<attack@hp_ratio,?base_attack_timeP?attack@atk_scale_extff?max_hp?atkA(8H2?skchr_ghost2_3生存的重压G攻击间隔<@ba.vdown>延长,攻击所有阻挡的敌人,攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击生命比例高于或等于自身的敌人时额外造成一次攻击力<@ba.vup>{attack@atk_scale_ex:0%}的物理伤害,否则自身流失<@ba.vdown>{attack@hp_ratio:0%}生命xP(d<attack@hp_ratio?base_attack_time>attack@atk_scale_ex?max_hp?atkRA(8H2?skchr_ghost2_3生存的重压G攻击间隔<@ba.vdown>延长,攻击所有阻挡的敌人,攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击生命比例高于或等于自身的敌人时额外造成一次攻击力<@ba.vup>{attack@atk_scale_ex:0%}的物理伤害,否则自身流失<@ba.vdown>{attack@hp_ratio:0%}生命xP(<attack@hp_ratio?base_attack_time>attack@atk_scale_ex$̌?max_hp<33?atkA(8HD2?skchr_ghost2_3生存的重压G攻击间隔<@ba.vdown>延长,攻击所有阻挡的敌人,攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击生命比例高于或等于自身的敌人时额外造成一次攻击力<@ba.vup>{attack@atk_scale_ex:0%}的物理伤害,否则自身流失<@ba.vdown>{attack@hp_ratio:0%}生命xP(<attack@hp_ratio4?base_attack_timeX>attack@atk_scale_ex|?max_hpff?atkskchr_ghost2_3 4skchr_ghost2_2 d  D$dnA(8H#?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(<HB attack_speed\ff?atkA(8Hd#?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(0B attack_speed?atk&A(8H#?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(B attack_speeď?atkA(8H#?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(PB attack_speedp?atkpA(8Hx(?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(A attack_speedfff?atk:pA(8H(?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(A attack_speed(L?atkpA(8H0(?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(dA attack_speed333?atkPA(8H(?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(A attack_speed?atkNPA(8H(?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(`A attack_speed<?atkPA(8HD(?skchr_ghost2_2生存的渴望攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},技能持续期间内干员的生命值不会低于<@ba.vup>1\n<@ba.rem>技能结束后视为被击倒(x A attack_speed>atkskchr_ghost2_2 8skchr_ghost2_1 |dL4rA,0@P#?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}?atkA,0@P$#?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%},33?atkA,0@P8(?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}@ff?atkA,0@PL(?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}T?atk¦A,0@P`( ?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}ȟ?atk֧A,0@Pt( ?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}|?atkA,0@P( ?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}fff?atkA,0@P-?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}L?atkA,0@P-?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}333?atk&A,0@P-?x-4skchr_ghost2_1生存的技巧开启时立即与范围内生命上限比例最低的其他我方干员交换生命上限比例,自身攻击力<@ba.vup>+{atk:0%}?atkskchr_ghost2_1lskchr_mizuki_3  | dL4A,0@PlD<?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,@attack@max_target=attack@hp_ratio0? attack@stunL?atkA,0@PlXA?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,@attack@max_target$=attack@hp_ratioD? attack@stun`̬?atkαA,0@PllA?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,@attack@max_target8>attack@hp_ratioX? attack@stunt?atkA,0@PlF?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,(@attack@max_targetL>attack@hp_ratiol? attack@stunff?atkA,0@PlK?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,<@attack@max_target`>attack@hp_ratio333? attack@stun?atk A,0@PlK?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,P@attack@max_targett>attack@hp_ratio333? attack@stun33s?atkA,0@PlK?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,d@attack@max_target>attack@hp_ratio333? attack@stunfff?atk2A,0@PlP?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,x@attack@max_target>attack@hp_ratio? attack@stunY?atkFA,0@PlP?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,@attack@max_target>attack@hp_ratio? attack@stunL?atkZA,0@PlP?y-4skchr_mizuki_3 镜花水月攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>2个目标并附加<@ba.vup>{attack@stun}秒<$ba.stun>晕眩;每次攻击命中目标少于3名敌人时,自身流失最大生命值的<@ba.vup>{attack@hp_ratio:0%}。pP,@attack@max_target>attack@hp_ratio? attack@stun@?atkskchr_mizuki_3(skchr_mizuki_2 D ( th(A(8Ht ?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>较大幅度缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT,?attack@max_targetff?attack@unmovable>atkbase_attack_time*A(8H( ?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT,\?attack@max_target?attack@unmovable>atkbase_attack_time6,A(8H?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT,?attack@max_target(̌?attack@unmovableLk>atk`base_attack_time-A(8Hx?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT,?attack@max_target?attack@unmovableL>atkbase_attack_time/A(8H ?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT,\?attack@max_targetL?attack@unmovable{.>atk333base_attack_time61A(8H ?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT, ?attack@max_target0L?attack@unmovableT #>atkh333base_attack_time2A(8H ?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT, ?attack@max_target L?attack@unmovable >atk 333base_attack_time4A(8H0 ?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT,l ?attack@max_target ?attack@unmovable =atk 333base_attack_timeF6A(8H?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT, ?attack@max_target@ ?attack@unmovabled G=atkx 333base_attack_time7A(8H?skchr_mizuki_2 囚徒困境攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},第一天赋额外攻击<@ba.vup>1个目标并附加<@ba.vup>{attack@unmovable}秒<$ba.root>束缚lT,?attack@max_target?attack@unmovable=atk(333base_attack_timeskchr_mizuki_2`skchr_mizuki_1  4Ttz$4<d?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@@@cnt@@ talent_scale@@ atk_scale$4<?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@@@@cntT,@ talent_scalet,@ atk_scaleR$4<<?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@@@cnt @ talent_scale @ atk_scale$4<?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@@cnt,33@ talent_scaleL33@ atk_scale*$4< ?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@@cnt@ talent_scale @ atk_scale$4< ?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@@cnt@ talent_scale$ff@ atk_scale$4< ?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@\@cntp@ talent_scale@ atk_scalen$4<X ?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@?cnt? talent_scale33? atk_scale$4< ?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@4?cntH? talent_scalehff? atk_scaleF$4<0 ?skchr_mizuki_1唤醒下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,且第一天赋伤害倍率提升至<@ba.vup>{talent_scale:0.0}倍\n<@ba.rem>可充能{cnt}次@?cnt? talent_scale? atk_scaleskchr_mizuki_1|# skchr_glady_3 @ $ \HA(8PP!#? skchr_glady_3缺水的碎漩狂舞b对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>较大力度地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>较大力度地拖拽至面前hH$L  move_speedh A hit_duration ?interval Aprojectile_delay_time @force @ attack@force!ff? atk_scalezKA(8P$%? skchr_glady_3缺水的碎漩狂舞b对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>中等力度地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>中等力度地拖拽至面前hH$# move_speed,#A hit_durationL#?intervalh#Aprojectile_delay_time#?force#? attack@force#? atk_scale>NA(8P&&? skchr_glady_3缺水的碎漩狂舞b对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>中等力度地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>中等力度地拖拽至面前hH$% move_speed%A hit_duration&?interval,&Aprojectile_delay_timeT&?forcel&? attack@force&̌? atk_scaleQA(8P)'? skchr_glady_3缺水的碎漩狂舞b对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>中等力度地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>中等力度地拖拽至面前hH$( move_speed(A hit_duration(?interval(Aprojectile_delay_time)?force0)? attack@forceP)? atk_scaleSA(8P`,(? skchr_glady_3缺水的碎漩狂舞V对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>小力地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>小力地拖拽至面前hH$P+ move_speedl+A hit_duration+?interval+Aprojectile_delay_timefforcez attack@force,33s? atk_scalevVA(8P/)? skchr_glady_3缺水的碎漩狂舞V对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>小力地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>小力地拖拽至面前hH$. move_speed.A hit_duration<.?intervalX.Aprojectile_delay_timeforce* attack@force.fff? atk_scale&YA(8P1*? skchr_glady_3缺水的碎漩狂舞V对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>小力地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>小力地拖拽至面前hH$0 move_speed0A hit_duration0?interval1Aprojectile_delay_timeforce attack@force`1Y? atk_scale[A(8Pp4+? skchr_glady_3缺水的碎漩狂舞V对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>小力地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>小力地拖拽至面前hH$`3 move_speed|3A hit_duration3?interval3Aprojectile_delay_timevforce attack@force4L? atk_scale^A(8P 7,? skchr_glady_3缺水的碎漩狂舞V对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>小力地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>小力地拖拽至面前hH$6 move_speed,6A hit_durationL6?intervalh6Aprojectile_delay_time&force: attack@force6@? atk_scale6aA(8P9-? skchr_glady_3缺水的碎漩狂舞V对一个远处目标<$ba.root>束缚并制造一个龙卷风使周围敌人移动速度<@ba.vup>-{-move_speed:0%},每<@ba.vup>{interval}秒造成<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>法术伤害并<@ba.vup>小力地拖拽至中心。技能结束时把目标地点周围的敌人<@ba.vup>小力地拖拽至面前hH$8 move_speed8A hit_duration8?interval9Aprojectile_delay_timeforce attack@forcep9333? atk_scale skchr_glady_398? skchr_glady_2     RA,4D\@<?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>较大力度地拖拽至自己面前xP(l;@ attack@force;ff?attack@atk_scale;@attack@max_target;?base_attack_timeRA,4D\@>?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>中等力度地拖拽至自己面前xP(l=? attack@force=?attack@atk_scale=@attack@max_target=?base_attack_timeRA,4D\@@?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>中等力度地拖拽至自己面前xP(l?? attack@force??attack@atk_scale?@attack@max_target??base_attack_timeRA,4D\@B?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>中等力度地拖拽至自己面前xP(lA? attack@forceA?attack@atk_scaleA@attack@max_targetA?base_attack_timeRA,4D\@D?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>中等力度地拖拽至自己面前xP(lC? attack@forceC?attack@atk_scaleC@attack@max_targetC?base_attack_timeRA,4D\@F?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>中等力度地拖拽至自己面前xP(lE? attack@forceE33?attack@atk_scaleE@attack@max_targetE?base_attack_timeR A,4D\@H ?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>中等力度地拖拽至自己面前xP(lG? attack@forceG̬?attack@atk_scaleG@attack@max_targetG?base_attack_timeR A,4D\<J!?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>小力地拖拽至自己面前tL$ attack@forceIff?attack@atk_scaleI@attack@max_targetI?base_attack_timeJA,4D\<L"?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>小力地拖拽至自己面前tL$ attack@force|K?attack@atk_scaleK@attack@max_targetK?base_attack_timeBA,4D\<N#?3-14 skchr_glady_2缺水的掌握怒海攻击间隔<@ba.vdown>增大,攻击范围扩大,每次攻击优先对被阻挡的两个目标造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害且以<@ba.vup>小力地拖拽至自己面前tL$ attack@forcetM?attack@atk_scaleM@attack@max_targetM?base_attack_time skchr_glady_2MplS skchr_glady_1 |  4TtO$4LN? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>较大力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次8pO@@cntO@forceOff@ atk_scalezP$4LdP? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次8P@@cntP?forceQ@ atk_scaleQ$4LQ? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次8HR@@cnt\R?forcetR33? atk_scaleRS$4L中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次8S@cntS?forceSff? atk_scaleT$4LT? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次8 U@cnt4U?forceLU? atk_scale*V$4LV? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次8V@cntV?forceV? atk_scaleW$4LW? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次8W@cnt X?force$X? atk_scaleY$4LX? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次4`Y?cnt forceY33? atk_scalefZ$4LPZ? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次4Z?cntnforceZff? atk_scale[$4L[? skchr_glady_1缺水的大洋裂断下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能{cnt}次4(\?cntforceP\? atk_scale skchr_glady_1\a sktok_angel2_target_3 dD$d684DH+?sktok_angel2_target_3使命必达!84D+?sktok_angel2_target_3使命必达!84D,?sktok_angel2_target_3使命必达!J94D\,?sktok_angel2_target_3使命必达!94D,?sktok_angel2_target_3使命必达!:4D-?sktok_angel2_target_3使命必达!^:4Dp-?sktok_angel2_target_3使命必达!:4D-?sktok_angel2_target_3使命必达!;4D(.?sktok_angel2_target_3使命必达!r;4D.?sktok_angel2_target_3使命必达!sktok_angel2_target_3` f sktok_angel2_target_2 dD$dJ<4D\/?sktok_angel2_target_2开火成瘾症<4D/?sktok_angel2_target_2开火成瘾症=4D0?sktok_angel2_target_2开火成瘾症^=4Dp0?sktok_angel2_target_2开火成瘾症=4D0?sktok_angel2_target_2开火成瘾症>4D(1?sktok_angel2_target_2开火成瘾症r>4D1?sktok_angel2_target_2开火成瘾症>4D1?sktok_angel2_target_2开火成瘾症*?4D<2?sktok_angel2_target_2开火成瘾症?4D2?sktok_angel2_target_2开火成瘾症sktok_angel2_target_2d j sktok_angel2_target_1 dD$d^@4Dp3?sktok_angel2_target_1天空大扫除@4D3?sktok_angel2_target_1天空大扫除A4D(4?sktok_angel2_target_1天空大扫除rA4D4?sktok_angel2_target_1天空大扫除A4D4?sktok_angel2_target_1天空大扫除*B4D<5?sktok_angel2_target_1天空大扫除B4D5?sktok_angel2_target_1天空大扫除B4D5?sktok_angel2_target_1天空大扫除>C4DP6?sktok_angel2_target_1天空大扫除C4D6?sktok_angel2_target_1天空大扫除sktok_angel2_target_1h!4nskchr_angel2_3 @,t  `(8HT l#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<k>atkk@ attack@spk?attack@atk_scalekBmax_deploy_character lHBattack@trigger_timeDl @attack@cannon_atk_scaleN(8HTdo#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<n>atko@ attack@sp,off?attack@atk_scalePoBmax_deploy_characterxoHBattack@trigger_timeo @attack@cannon_atk_scale (8HTr#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<TrGa>atkhr@ attack@spr?attack@atk_scalerBmax_deploy_characterrHBattack@trigger_timer @attack@cannon_atk_scale (8HTv#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<uL>atku@ attack@spu̬?attack@atk_scalevBmax_deploy_character(vHBattack@trigger_timeLv @attack@cannon_atk_scaleV(8HTly#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<yQ8>atky@ attack@sp4y?attack@atk_scaleXyBmax_deploy_characteryHBattack@trigger_timey @attack@cannon_atk_scale(8HT|#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<\| #>atkp|@ attack@sp|?attack@atk_scale|Bmax_deploy_character|HBattack@trigger_time| @attack@cannon_atk_scale(8HT#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<>atk@ attack@sp33?attack@atk_scaleBmax_deploy_character0HBattack@trigger_timeT @attack@cannon_atk_scale^(8HTt#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d< >atk @ attack@sp<̌?attack@atk_scale`Bmax_deploy_characterHBattack@trigger_time @attack@cannon_atk_scale(8HT̆#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<d=atkx@ attack@spff?attack@atk_scaleBmax_deploy_characterHBattack@trigger_time @attack@cannon_atk_scale"(8HT$#?skchr_angel2_3使命必达! 攻击力<@ba.vup>+{atk:0%},每次攻击变为相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>5连击,若存在投递坐标,立即对该处造成一次相当于攻击力<@ba.vup>{attack@cannon_atk_scale:0%}的物理溅射伤害并将一名再部署时间最长的地面干员部署至该处,使其获得<@ba.vup>{attack@sp}点技力\n<@ba.rem>部署后获得投递坐标,攻击装有{attack@trigger_time}发弹药,每次攻击消耗5发,打完后结束(可随时停止技能)d<=atkЉ@ attack@sp?attack@atk_scaleBmax_deploy_character8HBattack@trigger_time\ @attack@cannon_atk_scaleskchr_angel2_3@)skchr_angel2_2 % tX < %(8H?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$yD steal_max؍333base_attack_timeBstealAshield_max_duration8 @shield_max_hp_ratio\@recover_each_cnt? max_target@addtional_ammo_each Battack@trigger_time@@attack@atk_scale)(8H?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$ԑyD steal_max333base_attack_timeBsteal,Ashield_max_durationP33@shield_max_hp_ratiot@recover_each_cnt? max_target@addtional_ammo_eachؒ Battack@trigger_time9@attack@atk_scale.(8H?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$yD steal_max333base_attack_time,BstealDAshield_max_durationh @shield_max_hp_ratio@recover_each_cnt? max_target̖@addtional_ammo_each Battack@trigger_time333@attack@atk_scale2(8H0?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$yD steal_max 333base_attack_timeDBsteal\Ashield_max_duration@shield_max_hp_ratio@recover_each_cntȚ? max_target@addtional_ammo_each Battack@trigger_time,,@attack@atk_scale26(8HH?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$yD steal_max8333base_attack_time\BstealtAshield_max_durationff?shield_max_hp_ratio@recover_each_cnt? max_target@addtional_ammo_each Battack@trigger_timeD @attack@atk_scaleJ:(8H`?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$4yD steal_maxP333base_attack_timetBstealAshield_max_durationff?shield_max_hp_ratioԢ@recover_each_cnt? max_target@addtional_ammo_each8 Battack@trigger_time\@attack@atk_scaleb>(8Hx?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$LyD steal_maxh333base_attack_timeBstealAshield_max_durationȦff?shield_max_hp_ratio@recover_each_cnt? max_target,@addtional_ammo_eachP Battack@trigger_timet33@attack@atk_scalezB(8H?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$dyD steal_max333base_attack_timeBstealAshield_max_duration?shield_max_hp_ratio@recover_each_cnt(? max_targetD@addtional_ammo_eachh Battack@trigger_time @attack@atk_scaleF(8H?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$|yD steal_max333base_attack_timeBstealԮAshield_max_duration?shield_max_hp_ratio@recover_each_cnt@? max_target\@addtional_ammo_each Battack@trigger_timeff@attack@atk_scaleJ(8H?skchr_angel2_2开火成瘾症6立即<$ba.steal>偷取攻击范围内<@ba.vup>1名友方干员<@ba.vup>{steal}点攻击速度(持续至技能结束或新约能天使离场),自身与其获得最大生命值<@ba.vup>{shield_max_hp_ratio:0%}的<$ba.barrier>屏障,该<$ba.barrier>屏障会持续衰减,攻击间隔降低,每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),如果成功<$ba.steal>偷取攻击速度则额外获得5发弹药 P(hL$yD steal_max333base_attack_timeԲBstealAshield_max_duration?shield_max_hp_ratio4@recover_each_cntX? max_targett@addtional_ammo_each Battack@trigger_time@attack@atk_scaleskchr_angel2_2lskchr_angel2_1  .O(8H\D ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,J} 3-3range_idAattack@trigger_time @attack@atk_scale&Q(8H\< ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,B 3-3range_idAattack@trigger_time33@attack@atk_scaleS(8H\4 ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,: 3-3range_idAattack@trigger_time @attack@atk_scaleU(8H\, ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,2 3-3range_idAattack@trigger_timeff@attack@atk_scaleW(8H\$ ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,* 3-3range_idܽAattack@trigger_time@attack@atk_scaleY(8H\ ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T," 3-3range_idԿAattack@trigger_time33?attack@atk_scaleZ(8H\ ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T, 3-3range_idAattack@trigger_timeff?attack@atk_scale\$4DX ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T, 3-3range_idAattack@trigger_time?attack@atk_scale^$4DX ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T, 3-3range_idAattack@trigger_time?attack@atk_scale`$4DX ?skchr_angel2_1天空大扫除每次攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,优先攻击空中单位,主动关闭时发射剩余所有弹药攻击范围内的随机敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T, 3-3range_idAattack@trigger_time?attack@atk_scaleskchr_angel2_1| skchr_haak_3 D DA(8PDP#? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D CdamageHB attack_speed?atkrA(8PD %? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D Cdamage4B attack_speedff>atk.A(8PD'? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D DCdamage\ B attack_speed|>atkA(8PD)? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D Cdamage B attack_speed833>atkA(8PD@*? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D CdamageA attack_speed>atkbA(8PD+? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D xCdamageA attack_speed>atkA(8PD,? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D 4CdamageLA attack_speedl>atkA(8PDt-? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D CdamageA attack_speed(>atkA(8PD0.? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D CdamageA attack_speed>atkRA(8PD/? skchr_haak_3爆发剂·榴莲味立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}D hCdamageA attack_speed>atk skchr_haak_3@@ skchr_haak_2  H t<zA(8L(? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 tCdamageL?defL?max_hpA(8L( ? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8  Cdamage$333?def8333?max_hpA(8L(D!? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 Cdamage?def?max_hpB A(8L("? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 <CdamageT?defh?max_hp A(8L(t#? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 Cdamage>def>max_hpr A(8L( $? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 lCdamage>def>max_hp A(8L(%? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 Cdamage>def0>max_hpA(8L(<&? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 Cdamage>def>max_hp:A(8L('? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 4CdamageL>def`>max_hpA(8L(l(? skchr_haak_2爆发剂·γ型立即对前方最近(优先选取正前方)的一名友方单位用<@ba.vup>{damage}的攻击力攻击<@ba.vup>15次,之后持续时间内使自身和目标防御力和生命上限<@ba.vup>+{max_hp:0%}8 Cdamage>def>max_hp skchr_haak_2$X skchr_haak_1 | T,tA(8Hpp? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed}B attack_speedA(8Hp$? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed}B attack_speed>A(8Hp? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed}xB attack_speedA(8Hp? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed},B attack_speedA(8Hp@? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed}pB attack_speedZA(8Hp? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed}\B attack_speedA(8Hp? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed}HHB attack_speedA(8Hp\? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed} B attack_speedvA(8Hp? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed} B attack_speed*A(8Hp? skchr_haak_1 快速射击'攻击速度<@ba.vup>+{attack_speed}dA attack_speed skchr_haak_1Dsktok_weedy_token    N$(<Lh?4-1sktok_weedy_token 液氮大炮<立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist Aduration(`@ atk_scaleڊstunX@@forceʸ$(<L?4-1sktok_weedy_token 液氮大炮?立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>较大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$<+=intervalXDvaluep?dist@durationY@ atk_scaleVstun@forceF$(<L`?4-1sktok_weedy_token 液氮大炮?立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>较大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@duration 33S@ atk_scaleҏstunP@force½$(<L?4-1sktok_weedy_token 液氮大炮?立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>较大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$4+=intervalPDvalueh?dist@durationL@ atk_scaleNstun@force>$(<LX?4-1sktok_weedy_token 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@durationffF@ atk_scaleΔstunL?force$(<L?4-1sktok_weedy_token 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$4+=intervalPDvalueh?dist@duration@@ atk_scaleNstun?force>$(<LX?4-1sktok_weedy_token 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@duration9@ atk_scaleΙstunL?force$(<L?4-1sktok_weedy_token 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$4+=intervalPDvalueh?dist@duration333@ atk_scaleNstun?force>$(<LX?4-1sktok_weedy_token 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@duration,@ atk_scaleΞstunL?force$(<L?4-1sktok_weedy_token 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$4 +=intervalP Dvalueh ?dist @duration ff&@ atk_scaleNstun ?forcesktok_weedy_token ht skchr_weedy_3 4$   ,0@PL!?4-1 skchr_weedy_3 液氮大炮<立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$$ +=interval@ DvalueX ?distp Aduration `@ atk_scale>stun @@force.,0@P#?4-1 skchr_weedy_3 液氮大炮?立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>较大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@duration Y@ atk_scalestun<@force,0@PL$?4-1 skchr_weedy_3 液氮大炮?立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>较大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$$+=interval@DvalueX?distp@duration33S@ atk_scale>stun@force.,0@P%?4-1 skchr_weedy_3 液氮大炮?立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>较大力地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@duration L@ atk_scalestun<@force,0@PL&?4-1 skchr_weedy_3 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$(+=intervalDDvalue\?distt@durationffF@ atk_scaleBstun?force2,0@P'?4-1 skchr_weedy_3 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@duration@@ atk_scaleưstunD?force,0@PT( ?4-1 skchr_weedy_3 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$0+=intervalLDvalued?dist|@duration9@ atk_scaleJstun?force:,0@P) ?4-1 skchr_weedy_3 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$+=intervalDvalue?dist@duration333@ atk_scaleεstunL?force,0@P\"* ?4-1 skchr_weedy_3 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$8!+=intervalT!Dvaluel!?dist!@duration!,@ atk_scaleRstun!?forceB,0@P$+ ?4-1 skchr_weedy_3 液氮大炮B立即发射一个压缩液氮炮,造成相当于攻击力<@ba.vup>{atk_scale:0%}的群体法术伤害并将敌人<@ba.vup>中等力度地推开,令其<@ba.vup>{duration}秒内移动时受到正比于距离的<@ba.vup>真实伤害;<@ba.rem>如果蓄水炮在周围4格内的话也会同样进行发射|\@$#+=interval#Dvalue#?dist$@duration$$ff&@ atk_scaleֺstunT$?force skchr_weedy_3$x) skchr_weedy_2 dt %$4D<%F? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>中等力度地推开\n<@ba.rem>持续时间无限T,@&?base_force_leveld& @base_attack_time&@ability_range_forward_extend&@atk'$4D4x'J? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>小力地推开\n<@ba.rem>持续时间无限P(¾base_force_levelL( @base_attack_timep(@ability_range_forward_extend(33?atkv)$4D4`)L? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>小力地推开\n<@ba.rem>持续时间无限P(base_force_level4* @base_attack_timeX*?ability_range_forward_extend*ff?atk^+$4D4H+N? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>小力地推开\n<@ba.rem>持续时间无限P(base_force_level, @base_attack_time@,?ability_range_forward_extendp,?atkF-$4D40-P? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>小力地推开\n<@ba.rem>持续时间无限P(zbase_force_level. @base_attack_time(.?ability_range_forward_extendX.?atk./$4D4/R? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>小力地推开\n<@ba.rem>持续时间无限P(bbase_force_level/ @base_attack_time0?ability_range_forward_extend@0?atk1$4D41T? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>小力地推开\n<@ba.rem>持续时间无限P(Jbase_force_level1 @base_attack_time1?ability_range_forward_extend(233?atk2$4D42V? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>稍微推开\n<@ba.rem>持续时间无限T,3base_force_level3 @base_attack_time3?ability_range_forward_extend4ff?atk4$4D44X? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>稍微推开\n<@ba.rem>持续时间无限T,5base_force_level5 @base_attack_time5?ability_range_forward_extend6?atk6$4D46Z? skchr_weedy_2 水炮模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend}格且切换为远程群体攻击,且会把击中目标<@ba.vup>稍微推开\n<@ba.rem>持续时间无限T,t7base_force_level7 @base_attack_time7?ability_range_forward_extend7̌?atk skchr_weedy_28= skchr_weedy_1 D d lt|.9$4D9? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>较大力地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒< 9?stun9@force9? atk_scale:$4D:? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒<  ;̌?stun$;?force<;? atk_scale<$4D<? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒< <?stun<?force<33? atk_scale=$4D|=? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒< =fff?stun>?force,>̬? atk_scale ?$4D>? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒< t?L?stun??force?ff? atk_scale@$4Dl@? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒< @L?stunA?forceA? atk_scaleA$4DA? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒< dBL?stun|B?forceB? atk_scalerC$4D\C? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>小力地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒8 CL?stunforceD33? atk_scaleD$4DD? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>小力地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒8 @EL?stunforcelĚ? atk_scaleJF$4D4F? skchr_weedy_1 炮管敲击下次攻击会把目标往攻击方向<@ba.vup>小力地推开,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒8 FL?stunZforceFff? atk_scale skchr_weedy_1G,Lskchr_swire2_3 p$ @ \ (,<LH?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>中等力度地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为108lI AspI?forceI? atk_scale(,<LhJ?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104K AspbforceK33? atk_scaleV(,<LL?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104N Aspforce(Nff? atk_scale(,<LN?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104HP AspforcepP? atk_scale(,<L@Q?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104R Asp:forceŘ? atk_scale.(,<LS?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104T AspforceUff? atk_scalev(,<LU?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104 W AspforceHW? atk_scale(,<LX?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104hY AspforceYfff? atk_scale(,<L`Z?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104[ AspZforce[Y? atk_scaleN (,<L\?1-1skchr_swire2_3 千金一掷攻击变为二连击,击倒敌人时获得一枚金币;主动关闭技能时消耗<@ba.vup>所有金币对前方范围内敌人随机攻击,每消耗一枚金币造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并将目标<@ba.vup>小力地向前推开\n<@ba.rem>持续时间无限,可随时主动关闭技能;携带此技能时金币上限为104] Aspforce ^L? atk_scaleskchr_swire2_3P^csktok_swire2_gdtrap $ \0h0@*?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(_@attack@sluggish_@attack@atk_scale_@@duration_switchV0@,?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(a@attack@sluggish(a33?attack@atk_scaleLa@@duration_switch0@h-?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(hb@attack@sluggishbff?attack@atk_scaleb@@duration_switch0@.?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(c@attack@sluggishc?attack@atk_scale d@@duration_switchv0@(0?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P((e@attack@sluggishHe33?attack@atk_scalele@@duration_switch0@1?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(f@attack@sluggishf?attack@atk_scalef@@duration_switch60@2?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(g@attack@sluggishhff?attack@atk_scale,h@@duration_switch0@H4?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(Hi@attack@sluggishhi?attack@atk_scalei@@duration_switch0@5?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(j@attack@sluggishj?attack@atk_scalej@@duration_switchV0@7?sktok_swire2_gdtrap“见面礼”对触碰到的首个敌人造成物理伤害,并使目标<$ba.sluggish>停顿\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害P(l@attack@sluggish(l33?attack@atk_scaleLl@@duration_switchsktok_swire2_gdtraplqskchr_swire2_2 l d \r $4D1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为5dD$n attack@spn@sluggisho@ atk_scaleo@sp $4D1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为5dD$q attack@sp8q@sluggishTq33? atk_scalepq@sp $4Df1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为4dD$ps attack@sps@sluggishsff? atk_scales@spn $4D1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为4dD$u attack@spu@sluggishu? atk_scalev@sp $4D1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为3dD$x attack@sp4x@sluggishPx33? atk_scalelx@@sp $4Db1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为3dD$lz attack@spz@sluggishz? atk_scalez@@spj $4D1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为3dD$| attack@sp|@sluggish|ff? atk_scale}@@sp $4D 1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为3dD$ attack@sp0@sluggishL? atk_scaleh@@sp" $4D^1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为3dD$h attack@sp@sluggish? atk_scale@@spf$ $4D1-1skchr_swire2_2“见面礼”t消耗<@ba.vup>一枚金币在范围内一个可放置且可通行的地面放置香槟炸弹,香槟炸弹会对触碰到的首个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒\n<@ba.rem>香槟炸弹在场3秒后可额外造成一次伤害;携带此技能时金币上限为3dD$ attack@sp؃@sluggish33? atk_scale@@spskchr_swire2_28skchr_swire2_1 D LT&' $4D$r1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为3<$ attack@sp@@spL?attack@heal_scale( $4D$1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为3<$ attack@sp@@sp333?attack@heal_scalen* $4D$1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为3<$( attack@spD@@spX?attack@heal_scale, $4D$^1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为2<$̊ attack@sp@sp ?attack@heal_scale- $4D$1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为2<$p attack@sp@sp?attack@heal_scaleZ/ $4D$1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为2<$ attack@sp0@spDff>attack@heal_scale0 $4D$J1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为2<$ attack@spԏ@sp>attack@heal_scale2 $4D$1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为1<$\ attack@spx?sp33>attack@heal_scaleF4 $4D$1-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为1<$ attack@sp?sp0>attack@heal_scale5 $4D$61-1skchr_swire2_1 仗义疏财消耗<@ba.vup>一枚金币,下一次攻击会为周围八格内血量不足70%的一名友方单位恢复相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命\n<@ba.rem>携带此技能时金币上限为1<$ attack@sp?spԔ>attack@heal_scaleskchr_swire2_1 p skchr_lmlee_3 P T XY(,<Lt?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$- attack@force0?attack@prob_knockbackX333?probp? taunt_level?def?atk\(,<Lth?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$/ attack@force?attack@prob_knockback?prob? taunt_levelܙff>defff>atk^^(,<Lt ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$J2 attack@forceЛ?attack@prob_knockback?prob? taunt_level,>def@>atk`(,<Lt ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$4 attack@force ?attack@prob_knockbackH?prob`? taunt_level|p>defp>atkb(,<LtX ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$6 attack@forcep?attack@prob_knockback ?prob? taunt_level̠33>def33>atkNe(,<Lt ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$:9 attack@force?attack@prob_knockback ?prob? taunt_level>def0>atkg(,<Lt ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$; attack@force?attack@prob_knockback8 ?probP? taunt_levellR>defR>atki(,<LtH ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$= attack@force`?attack@prob_knockback?prob? taunt_levelz>defЧz>atk>l(,<Lt ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$*@ attack@force?attack@prob_knockbackة?prob? taunt_level q=>def q=>atkn(,<Lt ?x-4 skchr_lmlee_3 贵客盈门%攻击范围<@ba.vup>扩大,攻击力和防御力<@ba.vup>+{atk:0%};攻击<@ba.vup>小力度推开范围内除当前目标外的敌人。自身容易成为攻击目标,且有<@ba.vup>{prob:0%}概率闪避来自范围外的物理或法术伤害\n<@ba.rem>持续时间无限lP$zB attack@force?attack@prob_knockback(?prob@? taunt_level\>defp>atk skchr_lmlee_3 skchr_lmlee_2  $4D? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL( A attack_speed@@paper_duration`? taunt_level|A max_stack_cntL>factor_atk_scale@@default_atk_scale$4D? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL(A attack_speed4@paper_durationT? taunt_levelpA max_stack_cnt>factor_atk_scale333@default_atk_scale$4D ? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL(A attack_speed(@paper_durationH? taunt_leveldA max_stack_cnt>factor_atk_scale,@default_atk_scale$4Dx ? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL(A attack_speed@paper_duration<? taunt_levelXA max_stack_cntx>factor_atk_scaleff&@default_atk_scale$4Dl ? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL(pA attack_speed@paper_duration0? taunt_levelLA max_stack_cntl=factor_atk_scale @default_atk_scalev$4D` ? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL(pA attack_speed@paper_duration$? taunt_level@A max_stack_cnt`=factor_atk_scale@default_atk_scalej$4DT ? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL(pA attack_speed@paper_duration? taunt_level4A max_stack_cntT=factor_atk_scalex33@default_atk_scale^$4DH ? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL( A attack_speed@paper_duration ? taunt_level(A max_stack_cntHL=factor_atk_scalel @default_atk_scaleR$4D< ? skchr_lmlee_2 驱凶辟邪被动效果:攻击速度<@ba.vup>+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL( A attack_speed@paper_duration? taunt_levelA max_stack_cnt+{attack_speed};主动开启:标记目标使其更易受我方攻击,<@ba.vup>{paper_duration}秒后标记爆炸对周围造成<@ba.vup>{default_atk_scale:0%}的法术伤害。期间我方每对目标造成一次伤害,爆炸伤害增加老鲤攻击力的<@ba.vup>{factor_atk_scale:0%}(最多增加<@ba.vup>{max_stack_cnt}次,达到上限或目标被击倒时提前爆炸)lL( A attack_speed@paper_duration? taunt_levelA max_stack_cnt0L=factor_atk_scaleT@default_atk_scale skchr_lmlee_2  skchr_lmlee_1 p dXL@4(>$4D? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 >prob?atkF$4D? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 33>prob?atkN$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 >probff>atkV$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 >prob>atk^$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 L>prob33>atkf$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 L>prob>atkn$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 L>prob>atkv$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 >probL>atk~$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 >prob>atk$4D ? skchr_lmlee_1 小惩大诫n攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}的法术闪避\n<@ba.rem>持续时间无限 >prob =atk skchr_lmlee_1HXskchr_acspec_3 | T ,t6x 0@<Vlx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<mforce@@ atk_scale8@sluggishy 0@< nx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<Roforce333@ atk_scale`@sluggish{ 0@<ox-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<qforceff&@ atk_scale@@sluggishR} 0@<rqx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<rforce8@ atk_scaleT @sluggish 0@<&sx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<ntforce33@ atk_scale @sluggish 0@<tx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<"vforce @ atk_scale @sluggishn 0@<vx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<wforceTff@ atk_scalep @sluggish" 0@<Bxx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<yforce33? atk_scale$@sluggishօ 0@<yx-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<>{forceff? atk_scale@sluggish 0@<{x-4skchr_acspec_3空间的归依部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,开启空间源石技艺将所有未被阻挡的敌人<@ba.vup>小力地拖拽至面前并施加<@ba.vup>{sluggish}秒<$ba.sluggish>停顿<|forcep? atk_scale@sluggishskchr_acspec_38 4skchr_acspec_2 ,D\tj A(8}skchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speed?atkN A(8~skchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speed ?atk2 A(8skchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speed?atk A(8rskchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(ppA attack_speedff>atk A(8Vskchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(TpA attack_speedt>atk޾ A(8:skchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(8pA attack_speedX33>atk¿ A(8skchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(pA attack_speed<>atk A(8skchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( A attack_speed >atk A(8skchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( A attack_speedL>atkn A(8ʅskchr_acspec_2战争的恭顺Q部署后攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( A attack_speed>atkskchr_acspec_2 skchr_acspec_1 T$d4 A(8skchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ <@?probT? attack@probp?attack@normal_prob A(8Fskchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ h333?prob> attack@prob?attack@normal_prob A(8rskchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ ff&?prob> attack@prob333?attack@normal_probB A(8skchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ ?prob> attack@prob@?attack@normal_probn A(8ʋskchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@  ?prob> attack@prob @?attack@normal_prob A(8skchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ ?prob0> attack@probL@?attack@normal_prob A(8"skchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ Dff>prob\> attack@probx@?attack@normal_prob A(8Nskchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ p>probL> attack@probL?attack@normal_prob A(8zskchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ 33>probL> attack@probL?attack@normal_probJ A(8skchr_acspec_1物理的服从p部署后第一天赋触发概率提升至<@ba.vup>{attack@prob:0%},获得<@ba.vup>{prob:0%}物理闪避@ >probL> attack@probL?attack@normal_probskchr_acspec_14skchr_crosly_3 ,Pt "A 0@Bx-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH(@ mark_duration@ attack@stun @attack@atk_scale_s3=attack@hit_interval$@ attack@timesD@ attack@s3_cdA 0@x-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH(x@ mark_duration@@ attack@stun33@attack@atk_scale_s3=attack@hit_interval@ attack@times@ attack@s3_cdҤA 0@x-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH(P@ mark_durationp@ attack@stunff@attack@atk_scale_s3=attack@hit_interval@ attack@times@ attack@s3_cdA 0@ʛx-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH((@ mark_durationH? attack@stund33?attack@atk_scale_s3=attack@hit_interval@ attack@times@ attack@s3_cdA 0@x-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH( @ mark_duration ? attack@stun< ?attack@atk_scale_s3` =attack@hit_interval @ attack@times @ attack@s3_cdZA 0@zx-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH( @ mark_duration ? attack@stun ?attack@atk_scale_s38 =attack@hit_interval\ @ attack@times| @ attack@s3_cd2A 0@Rx-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH(@ mark_duration? attack@stun?attack@atk_scale_s3=attack@hit_interval4@ attack@timesT@ attack@s3_cd A 0@*x-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH(@ mark_duration? attack@stunff?attack@atk_scale_s3=attack@hit_interval @ attack@times,@ attack@s3_cdA 0@x-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH(`@ mark_duration? attack@stun?attack@atk_scale_s3=attack@hit_interval@ attack@times@ attack@s3_cdA 0@ڬx-1skchr_crosly_3烽烟行刑场部署后第一天赋的生效范围扩大,弑君者消失在烟雾中,获得<$ba.invisible>隐匿且阻挡数变为0,每<@ba.vup>{attack@times}秒现身对烟雾内的一名地面敌人造成两次相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的物理伤害并使目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒(对同一目标<@ba.vup>{mark_duration}秒内只会触发一次)pH(8@ mark_durationX? attack@stunť?attack@atk_scale_s3=attack@hit_interval@ attack@times@ attack@s3_cdskchr_crosly_3skchr_crosly_2 D D  D 0@1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP(( @ talent_scaleH@attack@atk_scale_s2l taunt_levelAduration: 0@Z1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP(d @ talent_scale@attack@atk_scale_s2 taunt_levelAdurationv 0@1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP( @ talent_scale@attack@atk_scale_s2 taunt_level Aduration 0@Ҷ1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP(!@ talent_scale!`@attack@atk_scale_s2 " taunt_level<"Aduration 0@1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP($@ talent_scale8$ffF@attack@atk_scale_s2\$ taunt_levelx$Aduration* 0@J1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP(T&@ talent_scalet&9@attack@atk_scale_s2& taunt_level&Adurationf 0@1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP((@ talent_scale(,@attack@atk_scale_s2( taunt_level(Aduration 0@¿1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP(*? talent_scale*@attack@atk_scale_s2+ taunt_level,+Aduration 0@1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP(-? talent_scale(- @attack@atk_scale_s2L- taunt_levelh-Aduration 0@:1-1skchr_crosly_2 硝烟震爆M部署后<@ba.vup>{duration}秒内停止攻击,自身不容易成为敌人的攻击目标,第一天赋使地面敌人物理与法术命中率降低的效果提高至<@ba.vup>{talent_scale}倍,并在技能结束时对烟雾内的所有地面敌人造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的物理伤害pP(D/? talent_scaled/@attack@atk_scale_s2/ taunt_level/Adurationskchr_crosly_2/ L5skchr_crosly_1  A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 0?prob 1?atk A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 1>prob2fff?atk A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 2>prob2Y?atk A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 3>prob3L?atk A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 4>prob4@?atk A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 5>prob5333?atkz A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 6>prob6ff&?atkn A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 7L>prob7?atkb A 0@1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 8L>prob8 ?atkV A 0@v1-1skchr_crosly_1 尘烟蔽目]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 9L>prob9?atkskchr_crosly_19(@? skchr_yato2_3   v (<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$;> dist_unit;L> dist_interval;@max_dist;@min_dist<@@ atk_scaler(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$=> dist_unit=L> dist_interval=@max_dist=@min_dist=333@ atk_scalen(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$?> dist_unit?L> dist_interval?@max_dist?@min_dist?,@ atk_scalej(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$A> dist_unitAL> dist_intervalA@max_distA@min_distAff&@ atk_scalef(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$|C> dist_unitCL> dist_intervalC@max_distC@min_distC @ atk_scaleb(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$xE> dist_unitEL> dist_intervalE@max_distE@min_distE@ atk_scale^(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$tG> dist_unitGL> dist_intervalG@max_distG@min_distG33@ atk_scaleZ(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$pI> dist_unitIL> dist_intervalI@max_distI@min_distI @ atk_scaleV(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$lK> dist_unitKL> dist_intervalK@max_distK@min_distKff@ atk_scaleR(<< skchr_yato2_3空中回旋乱舞向前突进2格,每突进一段距离都会对周围所有敌人发动攻击力<@ba.vup>{atk_scale:0%}的斩击;期间每攻击到一个敌人都会使突进距离<@ba.vup>延长(最多延长至5格,<@ba.vup>可以攻击空中单位)hH$hM> dist_unitML> dist_intervalM@max_distM@min_distM@ atk_scale skchr_yato2_3 NS skchr_yato2_2  ( l 8|!(0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0O @talent_scale_displayO? taunt_levelO? atk_scaleOp@ talent_scaler#(0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0TQff@talent_scale_display|Q? taunt_levelQ33? atk_scaleQ\R@ talent_scale*%(0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0 S @talent_scale_display4S? taunt_levelPS̬? atk_scalelS{>@ talent_scale&(0 > skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0Tff@talent_scale_displayT? taunt_levelUff? atk_scale$UR.@ talent_scale((0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0|V@talent_scale_displayV? taunt_levelV? atk_scaleV @ talent_scaleR*(0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP04X33?talent_scale_display\X? taunt_levelxX? atk_scaleX@ talent_scale ,(0 f skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0Yff?talent_scale_displayZ? taunt_level0Zz? atk_scaleLZˡ@ talent_scale-(0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0[?talent_scale_display[? taunt_level[)\? atk_scale\F? talent_scalez/(0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0\]?talent_scale_display]? taunt_level]q=? atk_scale]/? talent_scale21(0  skchr_yato2_2乱舞第一天赋效果提升至<@ba.vup>{talent_scale_display:0.0}倍,攻击力提升至<@ba.vup>{atk_scale:0%}并对前方一格的所有敌人发动16次斩击,<@ba.vdown>期间更容易受到敌人的攻击pP0_?talent_scale_display<_? taunt_levelX_ff? atk_scalet_? talent_scale skchr_yato2_2_ e skchr_yato2_1 |hT@,V3A(4 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击`B attack_speedf4A(4 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击bB attack_speedv5A(4 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击cB attack_speed6A(4 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击 dB attack_speed7A(4 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击0epB attack_speed8A(4 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击@fHB attack_speed9A(4 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击Pg4B attack_speed:A(4" skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击`h B attack_speed;A(42 skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击pi B attack_speed<A(4B skchr_yato2_1 鬼人化攻击速度<@ba.vup>+{attack_speed},攻击变为<@ba.vup>二连击,且技能期间对同一目标的第三次攻击变为<@ba.vup>六连击jA attack_speed skchr_yato2_1j,pskchr_texas2_3 4$t d A$(8H|9?x-4skchr_texas2_3 剑雨滂沱m部署后立即对周围所有敌人造成两次相当于攻击力<@ba.vup>{appear.atk_scale:0%}的法术伤害并使目标<$ba.stun>晕眩<@ba.vup>{appear.stun}秒,之后每秒释放剑雨攻击范围内最多<@ba.vup>{max_target}个不同的目标,造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害和<@ba.vup>{stun}秒<$ba.stun>晕眩|L$l@ appear.stunm33?appear.atk_scalestunmff? atk_scaleNA$(8H(<?x-4skchr_texas2_3 剑雨滂沱m部署后立即对周围所有敌人造成两次相当于攻击力<@ba.vup>{appear.atk_scale:0%}的法术伤害并使目标<$ba.stun>晕眩<@ba.vup>{appear.stun}秒,之后每秒释放剑雨攻击范围内最多<@ba.vup>{max_target}个不同的目标,造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害和<@ba.vup>{stun}秒<$ba.stun>晕眩|L$o@ appear.stuno?appear.atk_scaleo?texas2_s_3[sword].intervalp@@ max_target0pL>stunHp? atk_scale@$(8H>?x-4skchr_texas2_3 剑雨滂沱m部署后立即对周围所有敌人造成两次相当于攻击力<@ba.vup>{appear.atk_scale:0%}的法术伤害并使目标<$ba.stun>晕眩<@ba.vup>{appear.stun}秒,之后每秒释放剑雨攻击范围内最多<@ba.vup>{max_target}个不同的目标,造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害和<@ba.vup>{stun}秒<$ba.stun>晕眩|L$Tr@ appear.stunpr̬?appear.atk_scaler?texas2_s_3[sword].intervalr@@ max_targetrL>stunř? atk_scale@$(8HA?x-4skchr_texas2_3 剑雨滂沱m部署后立即对周围所有敌人造成两次相当于攻击力<@ba.vup>{appear.atk_scale:0%}的法术伤害并使目标<$ba.stun>晕眩<@ba.vup>{appear.stun}秒,之后每秒释放剑雨攻击范围内最多<@ba.vup>{max_target}个不同的目标,造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害和<@ba.vup>{stun}秒<$ba.stun>晕眩|L$u? appear.stunuff?appear.atk_scale@u?texas2_s_3[sword].intervallu@@ max_targetuL>stunu? atk_scaleR@$(8H,D?x-4skchr_texas2_3 剑雨滂沱m部署后立即对周围所有敌人造成两次相当于攻击力<@ba.vup>{appear.atk_scale:0%}的法术伤害并使目标<$ba.stun>晕眩<@ba.vup>{appear.stun}秒,之后每秒释放剑雨攻击范围内最多<@ba.vup>{max_target}个不同的目标,造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害和<@ba.vup>{stun}秒<$ba.stun>晕眩|L$w? appear.stunw?appear.atk_scalew?texas2_s_3[sword].intervalx@ max_target4xL>stunLx33s? atk_scale@$(8HF?x-4skchr_texas2_3 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Aattack@texas2_s_1[dot].duration333?atknp@A 0@ k?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(TAattack@silencet?attack@texas2_s_1[dot].intervalC!attack@texas2_s_1[dot].dot_damage؞Aattack@texas2_s_1[dot].durationff&?atkrr@A 0@ m?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(XAattack@silencex?attack@texas2_s_1[dot].intervalC!attack@texas2_s_1[dot].dot_damageܠAattack@texas2_s_1[dot].duration ?atkvt@A 0@ o?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(\Aattack@silence|?attack@texas2_s_1[dot].intervalC!attack@texas2_s_1[dot].dot_damageAattack@texas2_s_1[dot].duration ?atkzv0A 0@ q?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(`@attack@silence?attack@texas2_s_1[dot].intervalC!attack@texas2_s_1[dot].dot_damage@attack@texas2_s_1[dot].duration?atk~x0A 0@ s?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(d@attack@silence?attack@texas2_s_1[dot].intervalC!attack@texas2_s_1[dot].dot_damage@attack@texas2_s_1[dot].durationff>atkz0A 0@ u?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(h@attack@silence?attack@texas2_s_1[dot].intervalC!attack@texas2_s_1[dot].dot_damage@attack@texas2_s_1[dot].duration>atk| A 0@ w?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(l@@attack@silence?attack@texas2_s_1[dot].intervalpC!attack@texas2_s_1[dot].dot_damage@@attack@texas2_s_1[dot].duration 33>atk~ A 0@ y?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(p@@attack@silence?attack@texas2_s_1[dot].interval\C!attack@texas2_s_1[dot].dot_damage@@attack@texas2_s_1[dot].duration$>atk A 0@ {?skchr_texas2_1 细雨无声部署后攻击力<@ba.vup>+{atk:0%},攻击使命中目标失去特殊能力<@ba.vup>{attack@silence}秒,期间目标每秒受到<@ba.vup>{attack@texas2_s_1[dot].dot_damage}点法术伤害\(t@@attack@silence?attack@texas2_s_1[dot].intervalĮHC!attack@texas2_s_1[dot].dot_damage@@attack@texas2_s_1[dot].duration(>atkskchr_texas2_1Pxȴsktok_phatom_3 LD<4 , $ >R 0@T^Fx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< 0@stunH@root`@sluggishHforce@@ atk_scaleBT 0@TbHx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< 4@stunL@rootd@sluggishJforce333@ atk_scaleFV 0@TfJx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< 8`@stunP`@rooth`@sluggishLforceff&@ atk_scaleJX 0@TjLx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< <@@stunT@@rootl@@sluggishNforce@ atk_scaleNZ 0@TnNx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< @ @stunX @rootp @sluggish"Pforce33@ atk_scaleR\ 0@TrPx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< D @stun\ @roott @sluggish&Rforce @ atk_scaleV^ 0@TvRx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< H @stun` @rootx @sluggish*Tforceff@ atk_scaleZ` 0@TzTx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< L@stund@root|@sluggish.Vforce@ atk_scale^b 0@T~Vx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< P@stunh@root@sluggish2Xforce33? atk_scalebd 0@TXx-4sktok_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< T@stunl@root@sluggish6Zforceff? atk_scalesktok_phatom_3 \sktok_phatom_2 p dXL@4((8Zsktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)L>atk, Atimes(8[sktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层) Q8>atk4Atimes(8\sktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)({.>atk<Atimes(8^sktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)0 #>atkDAtimes(8_sktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)8>atkLAtimes(8`sktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)@)\>atkTAtimes(8asktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)H>atk\Atimesʞ(8&bsktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)P=atkd@timesҟ(8.csktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)XG=atkl@timesڠ(86dsktok_phatom_2 血色乐章部署后立即获得<@ba.vup>{times}层可叠加的攻击力<@ba.vup>+{atk:0%}的增益(每攻击一次消耗一层)`=atkt@timessktok_phatom_2sktok_phatom_1 < L \l|N(8esktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$ Aduration8L?hp_ratioT?prob£(8gsktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$ Aduration333?hp_ratio>prob6(8hsktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$ Aduration ?hp_ratio<>prob(8jsktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$x Aduration?hp_ratio>prob(8zksktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$ Adurationff>hp_ratio$>prob(8lsktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$` Aduration|>hp_ratio>prob(8bnsktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$ Aduration33>hp_ratio >probz(8osktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$H Adurationd>hp_ratioL>prob(8Jqsktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$ Aduration>hp_ratioL>probb(8rsktok_phatom_1 暗夜魅影部署后立即获得<@ba.vup>{prob:0%}的物理闪避和可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}物理伤害的<$ba.barrier>屏障,持续<@ba.vup>{duration}秒D$0 AdurationLL>hp_ratiohL>probsktok_phatom_1x skchr_phatom_3 LD<4 , $  0@Ttx-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< t@stun@root@sluggishVvforce@@ atk_scale 0@Tvx-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< x@stun@root@sluggishZxforce333@ atk_scale 0@Txx-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< |`@stun`@root`@sluggish^zforceff&@ atk_scale 0@Tzx-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< @@stun@@root@@sluggishb|force@ atk_scale 0@T|x-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\<  @stun @root @sluggishf~force33@ atk_scale 0@T~x-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\<  @stun @root @sluggishjforce @ atk_scale 0@Tx-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\<  @stun @root @sluggishnforceff@ atk_scale 0@Tx-4skchr_phatom_3 夜幕突袭部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,将其<@ba.vup>小力地推开并随机施加以下任意一个状态(<$ba.sluggish>停顿、<$ba.root>束缚、<$ba.stun>晕眩)<@ba.vup>{sluggish}秒t\< @stun@root@sluggishrforce@ atk_scale 0@T„x-4skchr_phatom_3 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8HP?sktok_phatm2_encdool_2本能的召唤<$ba.attract>诱导至多<@ba.vup>{max_target}名进入范围的可达敌人(优先选择精英或领袖)在<@ba.vup>10秒内走向其所在位置,首个目标到达后撤退并使周围所有敌人在<@ba.vup>{buff_time}秒内<$ba.sluggish>停顿、每<@ba.vup>{interval_damage}秒受到酒神攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio_token:0%}的<$ba.dt.neural2>神经损伤\n<@ba.rem>10秒后自动撤退,拥有独立再部署时间hD$Q AintervalR@ max_target4R?interval_damageTR@sluggishpR@ buff_timeR>ability_range_radiusR>ep_damage_ratio_tokenRY? atk_scalesktok_phatm2_encdoolsktok_phatm2_encdool_20S*Xskchr_phatm2_2 &D"l$ L}$4D8T?skchr_phatm2_2群体性谵妄w攻击速度<@ba.vup>+{attack_speed},第一天赋溅射范围<@ba.vup>扩大;期间可以使用一个本能的召唤,部署后<$ba.attract>诱导至多<@ba.vup>{max_target}名进入范围的可达敌人(优先精英或领袖)<@ba.vup>10秒,首个目标到达后撤退并使周围所有敌人在<@ba.vup>{buff_time}秒内<$ba.sluggish>停顿、每<@ba.vup>{interval_damage}秒受到酒神攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio_token:0%}的<$ba.dt.neural2>神经损伤\n<@ba.rem>持续时间无限,本能的召唤有独立再部署时间 L `8 x-1attack@projectile_rangeV?talent@range_radiusV B attack_speedW@ 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max_targetep_damage_ratio_tokenyfff? atk_scaleF$4Dz$?skchr_phatm2_2群体性谵妄w攻击速度<@ba.vup>+{attack_speed},第一天赋溅射范围<@ba.vup>扩大;期间可以使用一个本能的召唤,部署后<$ba.attract>诱导至多<@ba.vup>{max_target}名进入范围的可达敌人(优先精英或领袖)<@ba.vup>10秒,首个目标到达后撤退并使周围所有敌人在<@ba.vup>{buff_time}秒内<$ba.sluggish>停顿、每<@ba.vup>{interval_damage}秒受到酒神攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio_token:0%}的<$ba.dt.neural2>神经损伤\n<@ba.rem>持续时间无限,本能的召唤有独立再部署时间 L `8bD x-1attack@projectile_range }?talent@range_radiusD}pA attack_speedd}@ max_target}?interval_damage}@sluggish}@ buff_time}?cnt}>ep_damage_ratio_token~Y? atk_scaleskchr_phatm2_2D~skchr_phatm2_1  p \H4(8Hx?skchr_phatm2_1 暗夜回声/下次攻击造成两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使目标<$ba.root>束缚<@ba.vup>{unmove}秒,该次<$ba.root>束缚期间目标受到的<$ba.dt.neural2>神经损伤提升至<@ba.vup>{ep_damage_scale}倍,优先攻击未处于爆发期间的敌人`< D@times\@@unmovetff?ep_damage_scale? atk_scale (8Hx?skchr_phatm2_1 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暗夜回声/下次攻击造成两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使目标<$ba.root>束缚<@ba.vup>{unmove}秒,该次<$ba.root>束缚期间目标受到的<$ba.dt.neural2>神经损伤提升至<@ba.vup>{ep_damage_scale}倍,优先攻击未处于爆发期间的敌人`< @times@unmoveȊff?ep_damage_scalě? atk_scale^$4Dt?skchr_phatm2_1 暗夜回声/下次攻击造成两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使目标<$ba.root>束缚<@ba.vup>{unmove}秒,该次<$ba.root>束缚期间目标受到的<$ba.dt.neural2>神经损伤提升至<@ba.vup>{ep_damage_scale}倍,优先攻击未处于爆发期间的敌人`< @times@unmove،ff?ep_damage_scaleff? atk_scalen$4Dtč?skchr_phatm2_1 暗夜回声/下次攻击造成两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使目标<$ba.root>束缚<@ba.vup>{unmove}秒,该次<$ba.root>束缚期间目标受到的<$ba.dt.neural2>神经损伤提升至<@ba.vup>{ep_damage_scale}倍,优先攻击未处于爆发期间的敌人`< @timesЎ?unmove?ep_damage_scale? atk_scale~$4Dtԏ?skchr_phatm2_1 暗夜回声/下次攻击造成两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使目标<$ba.root>束缚<@ba.vup>{unmove}秒,该次<$ba.root>束缚期间目标受到的<$ba.dt.neural2>神经损伤提升至<@ba.vup>{ep_damage_scale}倍,优先攻击未处于爆发期间的敌人`< Ȑ@times?unmove?ep_damage_scale33s? atk_scale$4Dt?skchr_phatm2_1 暗夜回声/下次攻击造成两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并使目标<$ba.root>束缚<@ba.vup>{unmove}秒,该次<$ba.root>束缚期间目标受到的<$ba.dt.neural2>神经损伤提升至<@ba.vup>{ep_damage_scale}倍,优先攻击未处于爆发期间的敌人`< ؒ@times?unmove?ep_damage_scale(fff? atk_scaleskchr_phatm2_1XИ skchr_cello_3 ,Pt  X B,0@X<(?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,ܕ>cello_s_3[def].def>cello_s_3[atk].atk$>cello_s_3[max_hp].max_hpP @scale_delta_to_onetff?atkZB,0@X<%?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,>cello_s_3[def].defؘ>cello_s_3[atk].atk>cello_s_3[max_hp].max_hp(@scale_delta_to_oneL33?atk]B,0@XX<#?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,>cello_s_3[def].def>cello_s_3[atk].atkԛ>cello_s_3[max_hp].max_hp33@scale_delta_to_one$ff?atk`B,0@X0< ?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,d>cello_s_3[def].def>cello_s_3[atk].atk>cello_s_3[max_hp].max_hp؞ @scale_delta_to_one33?atkjcB,0@X<?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,cello_s_3[def].def`L>cello_s_3[atk].atkL>cello_s_3[max_hp].max_hpff@scale_delta_to_oneԡ?atkBfB,0@X<?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,L>cello_s_3[def].def8L>cello_s_3[atk].atk\L>cello_s_3[max_hp].max_hp@scale_delta_to_one33?atkiB,0@X<?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,L>cello_s_3[def].defL>cello_s_3[atk].atk4L>cello_s_3[max_hp].max_hp`33?scale_delta_to_oneff?atkkA,0@X<?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,ĩ>cello_s_3[def].def>cello_s_3[atk].atk >cello_s_3[max_hp].max_hp8ff?scale_delta_to_one\fff?atknA,0@Xh<?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,>cello_s_3[def].def>cello_s_3[atk].atk>cello_s_3[max_hp].max_hp?scale_delta_to_one4L?atkqA,0@X@<?y-8 skchr_cello_3“自由的探戈”<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍;技能期间使攻击范围内其他干员生命上限最高的生命上限<@ba.vup>+{cello_s_3[max_hp].max_hp:0%}、攻击力最高的攻击力<@ba.vup>+{cello_s_3[atk].atk:0%}、防御力最高的防御力<@ba.vup>+{cello_s_3[def].def:0%}T,t>cello_s_3[def].def>cello_s_3[atk].atk>cello_s_3[max_hp].max_hp?scale_delta_to_one 333?atk skchr_cello_34 skchr_cello_2 D DA(8PT? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(>ep_damage_ratio(pB attack_speedA(8PT<? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(ijL>ep_damage_ratio\B attack_speed^A(8PT? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(L>ep_damage_ratioHB attack_speedA(8PT? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(ep_damage_ratio\4B attack_speedA(8PTp  ? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(>ep_damage_ratio B attack_speedA(8PT,! ? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(>ep_damage_ratioԺ B attack_speedNA(8PT"? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(p>ep_damage_ratioA attack_speed A(8PT$? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(,=ep_damage_ratioLA attack_speedA(8PT`%? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(=ep_damage_ratioA attack_speedA$4LP&? skchr_cello_2“安魂的弥撒”攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,自身和攻击范围内攻击力最高的另一名友方干员对敌人造成伤害时附带自身<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(=ep_damage_ratiopA attack_speed skchr_cello_2l skchr_cello_1 D D(8PX@? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能3次,技能未开启时无法普通攻击(̌?ep_damage_ratio@@ atk_scaleb(8PX? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能3次,技能未开启时无法普通攻击(ff?ep_damage_ratio333@ atk_scale(8PX? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能3次,技能未开启时无法普通攻击(D?ep_damage_ratiodff&@ atk_scale(8PXt ? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能2次,技能未开启时无法普通攻击(33s?ep_damage_ratio @ atk_scale(8PX0 ? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能2次,技能未开启时无法普通攻击(Y?ep_damage_ratio33@ atk_scaleR(8PX? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能2次,技能未开启时无法普通攻击(xY?ep_damage_ratio @ atk_scale(8PX? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能2次,技能未开启时无法普通攻击(4Y?ep_damage_ratioTff@ atk_scale(8PXd? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能1次,技能未开启时无法普通攻击(@?ep_damage_ratio@ atk_scale(8PX ? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能1次,技能未开启时无法普通攻击(@?ep_damage_ratio33? atk_scaleB$4LT? skchr_cello_1“黄金的狂喜”对一个未处于损伤爆发期间的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能1次,技能未开启时无法普通攻击(d@?ep_damage_ratioff? atk_scale skchr_cello_12,sktok_nasti_nstbld L-D(<#4,$ j 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\PP A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp@5attack@nasti_nstbld_m5[attribute_up].magic_resistanceXB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hp?!attack@nasti_nstbld[m6_bonus].atk?$attack@nasti_nstbld[m6_bonus].max_hp<>!attack@nasti_nstbld[m5_bonus].atkp>$attack@nasti_nstbld[m5_bonus].max_hpL>!attack@nasti_nstbld[m4_bonus].atkL>$attack@nasti_nstbld[m4_bonus].max_hpn 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\PT A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp@5attack@nasti_nstbld_m5[attribute_up].magic_resistance\B(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hpq= ?!attack@nasti_nstbld[m6_bonus].atkq= ?$attack@nasti_nstbld[m6_bonus].max_hp@Q>!attack@nasti_nstbld[m5_bonus].atktQ>$attack@nasti_nstbld[m5_bonus].max_hpQ8>!attack@nasti_nstbld[m4_bonus].atkQ8>$attack@nasti_nstbld[m4_bonus].max_hpr 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\PX A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp@5attack@nasti_nstbld_m5[attribute_up].magic_resistance`B(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hp>!attack@nasti_nstbld[m6_bonus].atk >$attack@nasti_nstbld[m6_bonus].max_hpD ף>!attack@nasti_nstbld[m5_bonus].atkx ף>$attack@nasti_nstbld[m5_bonus].max_hp #>!attack@nasti_nstbld[m4_bonus].atk #>$attack@nasti_nstbld[m4_bonus].max_hpv  4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\P\ A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp@5attack@nasti_nstbld_m5[attribute_up].magic_resistancedB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hpff>!attack@nasti_nstbld[m6_bonus].atkff>$attack@nasti_nstbld[m6_bonus].max_hpH>!attack@nasti_nstbld[m5_bonus].atk|>$attack@nasti_nstbld[m5_bonus].max_hp>!attack@nasti_nstbld[m4_bonus].atk>$attack@nasti_nstbld[m4_bonus].max_hpz 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\P` A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp @5attack@nasti_nstbld_m5[attribute_up].magic_resistancehB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hp= >!attack@nasti_nstbld[m6_bonus].atk= >$attack@nasti_nstbld[m6_bonus].max_hpL)\>!attack@nasti_nstbld[m5_bonus].atk)\>$attack@nasti_nstbld[m5_bonus].max_hp)\>!attack@nasti_nstbld[m4_bonus].atk)\>$attack@nasti_nstbld[m4_bonus].max_hp~ 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\Pd A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp$@5attack@nasti_nstbld_m5[attribute_up].magic_resistancelB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hp>!attack@nasti_nstbld[m6_bonus].atk>$attack@nasti_nstbld[m6_bonus].max_hpP>!attack@nasti_nstbld[m5_bonus].atk>$attack@nasti_nstbld[m5_bonus].max_hp>!attack@nasti_nstbld[m4_bonus].atk>$attack@nasti_nstbld[m4_bonus].max_hp 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\Ph A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp(@5attack@nasti_nstbld_m5[attribute_up].magic_resistancepB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hpQ>!attack@nasti_nstbld[m6_bonus].atkQ>$attack@nasti_nstbld[m6_bonus].max_hpTu>!attack@nasti_nstbld[m5_bonus].atku>$attack@nasti_nstbld[m5_bonus].max_hp=!attack@nasti_nstbld[m4_bonus].atk=$attack@nasti_nstbld[m4_bonus].max_hp! 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\Pl A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp,@5attack@nasti_nstbld_m5[attribute_up].magic_resistancetB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hp>!attack@nasti_nstbld[m6_bonus].atk >$attack@nasti_nstbld[m6_bonus].max_hpXL>!attack@nasti_nstbld[m5_bonus].atkL>$attack@nasti_nstbld[m5_bonus].max_hp=!attack@nasti_nstbld[m4_bonus].atk=$attack@nasti_nstbld[m4_bonus].max_hp& 4@2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\Pp A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp0@5attack@nasti_nstbld_m5[attribute_up].magic_resistancexB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hpu>!attack@nasti_nstbld[m6_bonus].atk$u>$attack@nasti_nstbld[m6_bonus].max_hp\ #>!attack@nasti_nstbld[m5_bonus].atk #>$attack@nasti_nstbld[m5_bonus].max_hp ף=!attack@nasti_nstbld[m4_bonus].atk ף=$attack@nasti_nstbld[m4_bonus].max_hp+ ,@L   2sktok_nasti_nstbld 栖脚地小工程师形态:每秒使前方高台装置获得<@ba.vup>1点技力,娜斯提技能期间效果翻倍\n高台形态:技力满时升级(最多3次),首次升级后可阻挡1名敌人且装置上可部署干员,每次升级都可为装置上部署的干员提供一层生命上限与攻击力<@ba.vup>+{attack@nasti_nstbld[m4_bonus].atk:0%}的增益,升级3次后娜斯提撤退时自身仍保留在场上 H\P A5attack@nasti_nstbld_m6[attribute_up].magic_resistanceHC(attack@nasti_nstbld_m6[attribute_up].defD+attack@nasti_nstbld_m6[attribute_up].max_hp@@5attack@nasti_nstbld_m5[attribute_up].magic_resistanceB(attack@nasti_nstbld_m5[attribute_up].defzD+attack@nasti_nstbld_m5[attribute_up].max_hpQ8>!attack@nasti_nstbld[m6_bonus].atk4Q8>$attack@nasti_nstbld[m6_bonus].max_hpl=!attack@nasti_nstbld[m5_bonus].atk=$attack@nasti_nstbld[m5_bonus].max_hpu=!attack@nasti_nstbld[m4_bonus].atk u=$attack@nasti_nstbld[m4_bonus].max_hpsktok_nasti_nstbld\  skchr_nasti_3 D D1pA(8Dl ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置H?def\?atk2pA(8Dld ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置 ?def ?atk4pA(8Dl ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置 33?def 33?atkB6pA(8Dl? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置| ff?def ff?atk7pA(8Dl ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置8?defL?atk9pA(8DlT ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置̌?def̌?atkv;pA(8Dl ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置?def?atk2=pA(8Dl ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置lfff?deffff?atk>pA(8Dl  ? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置(Y?def<Y?atk@pA(8DlD!? skchr_nasti_3 栖脚地'携带此技能时:装置可建造并升级一个可以放置远程干员并为其提供增益的特殊高台\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};小工程师装置为高台装置回复技力和生命的效果翻倍\n<@ba.rem>技能开启时获得一个装置L?defL?atk skchr_nasti_3 sktok_nasti_nstchr DL TB$8H,?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4XL=talent@shield_each_hp_rateL?talent@shield_max_hp_rate?talent@interval? talent@sp? talent@hp?valuezE$8H?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4 #=talent@shield_each_hp_rate( #?talent@shield_max_hp_rateT?talent@intervalt? talent@sp? talent@hp?valueH$8Ht?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4 #=talent@shield_each_hp_rate #?talent@shield_max_hp_rate?talent@interval ? talent@sp4 ? talent@hpP ?valueJ$8H!?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4D" #=talent@shield_each_hp_ratep" #?talent@shield_max_hp_rate"?talent@interval"? talent@sp"? talent@hp"?valuefM$8H#?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4$<talent@shield_each_hp_rate%>talent@shield_max_hp_rate@%?talent@interval`%? talent@sp|%? talent@hp%?value P$8H`&?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4'<talent@shield_each_hp_rate'>talent@shield_max_hp_rate'?talent@interval(? talent@sp (? talent@hp<(?valueR$8H)?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d40*<talent@shield_each_hp_rate\*>talent@shield_max_hp_rate*?talent@interval*? talent@sp*? talent@hp*?valueRU$8H+?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4, ף<talent@shield_each_hp_rate- ף>talent@shield_max_hp_rate,-?talent@intervalL-? talent@sph-? talent@hp-?valueW$8HL.?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d4x/ ף<talent@shield_each_hp_rate/ ף>talent@shield_max_hp_rate/?talent@interval/? talent@sp 0? talent@hp(0?valueZ$8H0?sktok_nasti_nstchr “执行”[开启技能时回复<@ba.vup>1点生命值;激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%}),激活的装置在娜斯提技能结束时离场d42 ף<talent@shield_each_hp_rateH2 ף>talent@shield_max_hp_ratet2?talent@interval2? talent@sp2? talent@hp2?valuesktok_nasti_nstchr2%t8 skchr_nasti_2 4!$t d]@(8H`H6? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d45L=talent@shield_each_hp_rate6L?talent@shield_max_hp_rate@6L?1attack@nasti_s2[update_shield].shield_max_hp_rate6=2attack@nasti_s2[update_shield].shield_each_hp_rate6?'attack@nasti_s2[update_shield].intervalZa@(8H`9? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d49 #=talent@shield_each_hp_rate9 #?talent@shield_max_hp_rate9 #?1attack@nasti_s2[update_shield].shield_max_hp_rate0: ף=2attack@nasti_s2[update_shield].shield_each_hp_ratet:?'attack@nasti_s2[update_shield].intervale@(8H`=? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4@= #=talent@shield_each_hp_ratel= #?talent@shield_max_hp_rate= #?1attack@nasti_s2[update_shield].shield_max_hp_rate= ף=2attack@nasti_s2[update_shield].shield_each_hp_rate >?'attack@nasti_s2[update_shield].intervalh@(8H`LA ? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4@ #=talent@shield_each_hp_rateA #?talent@shield_max_hp_rateDA #?1attack@nasti_s2[update_shield].shield_max_hp_rateA ף=2attack@nasti_s2[update_shield].shield_each_hp_rateA?'attack@nasti_s2[update_shield].interval^l@(8H`D!? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4D<talent@shield_each_hp_rateD>talent@shield_max_hp_rateD>1attack@nasti_s2[update_shield].shield_max_hp_rate4Eu=2attack@nasti_s2[update_shield].shield_each_hp_ratexE?'attack@nasti_s2[update_shield].interval p@(8H`H"? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4DH<talent@shield_each_hp_ratepH>talent@shield_max_hp_rateH>1attack@nasti_s2[update_shield].shield_max_hp_rateHu=2attack@nasti_s2[update_shield].shield_each_hp_rate$I?'attack@nasti_s2[update_shield].intervals@(8H`PL#? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4K<talent@shield_each_hp_rateL>talent@shield_max_hp_rateHL>1attack@nasti_s2[update_shield].shield_max_hp_rateLu=2attack@nasti_s2[update_shield].shield_each_hp_rateL?'attack@nasti_s2[update_shield].intervalbw@(8H`O$? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4O ף<talent@shield_each_hp_rateO ף>talent@shield_max_hp_rateO ף>1attack@nasti_s2[update_shield].shield_max_hp_rate8P #=2attack@nasti_s2[update_shield].shield_each_hp_rate|P?'attack@nasti_s2[update_shield].interval{@(8H`S%? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4HS ף<talent@shield_each_hp_ratetS ף>talent@shield_max_hp_rateS ף>1attack@nasti_s2[update_shield].shield_max_hp_rateS #=2attack@nasti_s2[update_shield].shield_each_hp_rate(T?'attack@nasti_s2[update_shield].interval~@(8H`TW&? skchr_nasti_2 “执行”携带此技能时:装置部署后逐渐回复自身生命值,激活后每0.5秒流失1点生命值,使前方干员获得<@ba.vup>1点技力和相当于娜斯提生命上限<@ba.vup>{talent@shield_each_hp_rate:0%}的<$ba.barrier>屏障\n立即激活场上装置,停止攻击,每0.5秒获得相当于生命上限<@ba.vup>{attack@nasti_s2[update_shield].shield_each_hp_rate:0%}的<$ba.barrier>屏障(最多不超过生命上限{talent@shield_max_hp_rate:0%})\n<@ba.rem>技能结束时获得一个装置d4V ף<talent@shield_each_hp_rate W ף>talent@shield_max_hp_rateLW ף>1attack@nasti_s2[update_shield].shield_max_hp_rateW #=2attack@nasti_s2[update_shield].shield_each_hp_rateW?'attack@nasti_s2[update_shield].interval skchr_nasti_2 X]sktok_nasti_nstdef  4Tt+,<.sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,Y?talent@block_cntY ? talent@defY ף<talent@hp_ratio>-,<sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,Z?talent@block_cnt[? talent@def4[ ף<talent@hp_ratio.,<sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,`\?talent@block_cnt\H> talent@def\ ף<talent@hp_ratio0,<rsktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,]?talent@block_cnt]> talent@def ^ ף<talent@hp_ratio1,<sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,8_?talent@block_cnt\_G> talent@defx_ ף<talent@hp_ratio2,<Jsktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,`?talent@block_cnt`= > talent@def` ף<talent@hp_ratioZ4,<sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,b?talent@block_cnt4b> talent@defPb ף<talent@hp_ratio5,<"sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,|c?talent@block_cntc\> talent@defc ף<talent@hp_ratio27,<sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,d?talent@block_cnt eQ> talent@def(e ף<talent@hp_ratio8,<sktok_nasti_nstdef “拱卫”娜斯提技能开启时,装置天赋效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值L,Tf?talent@block_cntxf33> talent@deff ף<talent@hp_ratiosktok_nasti_nstdeffDl skchr_nasti_1 | h T@,~ B(8Hj(? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4hL?defiL?atki ? talent@def B(8H(l)? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4k@?defk@?atk(k? talent@def B(8H8n*? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4m333?def$m333?atk8mH> talent@def B(8HHp,? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4 off&?def4off&?atkHo> talent@defB(8HXr-? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置40q?defDq?atkXqG> talent@defΛB(8Hht.? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4@s)\?defTs)\?atkhs= > talent@defޝB(8Hxv/? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4Pu?defdu?atkxu> talent@def B(8Hx0? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4`w>deftw>atkw\> talent@def B(8Hz1? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4pyff>defyff>atkyQ> talent@def B(8H|2? skchr_nasti_1 “拱卫”V携带此技能时:装置使前方干员防御力提升\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人;装置效果改为使前方干员阻挡数<@ba.vup>+1,防御力<@ba.vup>+{talent@def:0%},装置每秒流失2%最大生命值\n<@ba.rem>技能开启时获得一个装置4{= >def{= >atk{33> talent@def skchr_nasti_1{Psktok_ironmn_pile3 $ D d m(0D\\|?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$}<hp_ratio}? atk_scale_2}@@ atk_scalejo(0D\\~?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$<hp_ratio33? atk_scale_2ff6@ atk_scaleFq(0D\\?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$t<hp_ratioff? atk_scale_2,@ atk_scale"s(0D\\x?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$P<hp_ratiol? atk_scale_2ff&@ atk_scalet(0D\\T?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$,<hp_ratioȞ? atk_scale_2d @ atk_scalev(0D\\0?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$<hp_ratio$̌? atk_scale_2@@ atk_scalex(0D\\ ?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$<hp_ratiǒ? atk_scale_233@ atk_scalez(0D\\?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$<hp_ratio܊? atk_scale_2 @ atk_scalen|(0D\\ċ?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$<hp_ratio? atk_scale_2Ԍff@ atk_scaleJ~(0D\\?3-13sktok_ironmn_pile3铁钳号·原型机技能开启时自身流失<@ba.vup>{hp_ratio:0.0%}的生命,对一名敌人造成相当于白铁攻击力<@ba.vup>{atk_scale:0%}的物理伤害,周围小范围内敌人造成相当于白铁攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害D$x<hp_ratio? atk_scale_2@ atk_scalesktok_ironmn_pile3h\skchr_ironmn_3  d $DA(8P@0#?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(\B attack_speedĐ ?atk2A(8P@̓#?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(@HB attack_speed`?atkμA(8P@h#?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(ܓ4B attack_speedff>atkjA(8P@(?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(x B attack_speed>atkA(8P@-?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( B attack_speed433>atkA(8P@<-?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speedИ>atk>A(8P@؛-?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(LA attack_speedl>atkA(8P@t2 ?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(A attack_speedL>atkvA(8P@2 ?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(pA attack_speed>atkA(8P@2 ?skchr_ironmn_3铁钳号·原型机携带此技能时:装置可被我方干员攻击但不会受伤,可通过技能造成群体物理伤害但会流失生命\n开启时立即获得一个装置,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}( A attack_speed@=atkskchr_ironmn_3h sktok_ironmn_pile2 T$d4s,<v6sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$o< s2.hp_ratioԠ@ s2.intervalFt,<7sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$o< s2.hp_ratio@ s2.intervalru,<8sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$o< s2.hp_ratio,@ s2.intervalv,<9sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍${s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$ho< s2.hp_ratio @ s2.intervalx,<R<sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$o< s2.hp_ratio @ s2.interval"z,<~=sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$o< s2.hp_ratioܧ @ s2.intervalN{,<>sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$o< s2.hp_ratio@@ s2.intervalz|,<?sktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$o< s2.hp_ratio4@@ s2.interval},<Asktok_ironmn_pile2 高效补给白铁技能开启时,天赋的技力回复效果改为每<@ba.vup>{s2.interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍$Do< s2.hp_ratio`@@ s2.intervalsktok_ironmn_pile2 skchr_ironmn_2 | h T@,FA(8H2?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@(@ fake_intervalԭ?def?atkVA(8H3?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@(į@ fake_interval?def?atkfA(8H5?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@(Ա@ fake_intervalff>defff>atkvA(8H7?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@(@ fake_interval>def>atkA(8H <?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@( @ fake_interval33>def(33>atkA(8H0<?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@( @ fake_interval$>def8>atkA(8H@<?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@( @ fake_interval4>defH>atkA(8HPA?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@($@@ fake_intervalDL>defXL>atkA(8H`A?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@(4@@ fake_intervalT>defh>atkA(8HpA?skchr_ironmn_2 高效补给S携带此技能时:装置使一名我方干员每3.5秒获得<@ba.vup>1点技力\n攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击所有阻挡的敌人,装置强化为每<@ba.vup>{fake_interval}秒使目标获得<@ba.vup>1点技力但生命流失翻倍。\n<@ba.rem>技能结束时获得一个装置@(D@@ fake_intervald=defx=atkskchr_ironmn_2 sktok_ironmn_pile1 p dXL@4(R,<Wsktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁@ talent_scaleZ,<Xsktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁`@ talent_scaleb,<Ysktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁`@ talent_scalej,<Zsktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁@@ talent_scaler,<[sktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁 @ talent_scalez,<\sktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁 @ talent_scale,<]sktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁 @ talent_scale,<^sktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁@ talent_scale,<_sktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁$@ talent_scale,<`sktok_ironmn_pile1 极致火力白铁技能开启时,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍\n<@ba.rem>技能结束时自身被销毁,@ talent_scalesktok_ironmn_pile1dskchr_ironmn_1  , P tA(8Hp-?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$T@ fake_scalep@attack@atk_scaleA(8Hp-?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$,`@ fake_scaleH33?attack@atk_scaleA(8Hp`-?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$`@ fake_scale ff?attack@atk_scaleA(8Hp8-?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$@@ fake_scale?attack@atk_scalevA(8Hp2?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$ @ fake_scale?attack@atk_scaleNA(8Hp2?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$ @ fake_scale?attack@atk_scale&A(8Hp2?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$d @ fake_scale33?attack@atk_scalepA(8Hp7 ?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$<@ fake_scaleXff?attack@atk_scalepA(8Hpp7 ?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$@ fake_scale0?attack@atk_scalepA(8HpH7 ?skchr_ironmn_1 极致火力%携带此技能时:装置使一名我方干员的攻击力<@ba.vup>+12%\n开启时立即获得一个装置,攻击造成相当于<@ba.vup>{attack@atk_scale:0%}的物理伤害,装置效果提升至<@ba.vup>{fake_scale}倍\n<@ba.rem>技能结束时所有场上的装置被销毁$@ fake_scalě?attack@atk_scaleskchr_ironmn_1@\skchr_haruka_3 d 4 h B,0@P<5?y-8skchr_haruka_3 夏末游鳞~攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$L? atk_scale?interval@levitate_duration ?atk@damage_resistance_scale<base_attack_time B,0@PX<2?y-8skchr_haruka_3 夏末游鳞~攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$l333? atk_scale?interval@levitate_duration?atk33?damage_resistance_scalebase_attack_time B,0@P <0?y-8skchr_haruka_3 夏末游鳞~攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$4333? atk_scaleP?intervall@levitate_durationff>atkff?damage_resistance_scalebase_attack_timeJ B,0@P<.?y-8skchr_haruka_3 夏末游鳞~攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$333? atk_scale?interval4@levitate_durationX>atkl?damage_resistance_scalebase_attack_time B,0@P<-?y-8skchr_haruka_3 夏末游鳞攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>一定程度缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$? atk_scale?interval@@levitate_duration,33>atk@?damage_resistance_scaleh̾base_attack_time B,0@P<,?y-8skchr_haruka_3 夏末游鳞攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>一定程度缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$? atk_scale?interval@@levitate_duration>atk?damage_resistance_scale<̾base_attack_time B,0@PX<+?y-8skchr_haruka_3 夏末游鳞攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>一定程度缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$x? atk_scale?interval@@levitate_duration>atk33?damage_resistance_scale̾base_attack_time B,0@P,<*?y-8skchr_haruka_3 夏末游鳞攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>小幅度缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$H? atk_scaled?interval@levitate_durationL>atkff?damage_resistance_scaleLbase_attack_time^ B,0@P<)?y-8skchr_haruka_3 夏末游鳞攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>小幅度缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$? atk_scale4?intervalP@levitate_durationt>atk?damage_resistance_scaleLbase_attack_time. B,0@P<(?y-8skchr_haruka_3 夏末游鳞攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>小幅度缩短,技能期间浮泡提供的<$ba.protect>庇护提升至<@ba.vup>{damage_resistance_scale}倍;攻击我方浮泡的敌人将<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,在此浮空期间每秒受到相当于遥攻击力<@ba.vup>{atk_scale:0%}的法术伤害lD$? atk_scale?interval @levitate_durationD=atkX̌?damage_resistance_scaleLbase_attack_timeskchr_haruka_30skchr_haruka_2 <L\ j%A$4D?skchr_haruka_2 幽隙栖萤z治疗目标数<@ba.vup>+{attack@max_target_heal_add},浮光泡影的目标数<@ba.vup>+{max_target_shield_add};友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P( @atk_scale_extra,@@max_target_extraP?ability_range_radiusx?max_target_shield_add?attack@max_target_heal_addbharuka_s_2[first].atk>atk^(A$4D?skchr_haruka_2 幽隙栖萤z治疗目标数<@ba.vup>+{attack@max_target_heal_add},浮光泡影的目标数<@ba.vup>+{max_target_shield_add};友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(@atk_scale_extra @@max_target_extraD?ability_range_radiusl?max_target_shield_add?attack@max_target_heal_addVharuka_s_2[first].atk33>atkR+A$4D?skchr_haruka_2 幽隙栖萤z治疗目标数<@ba.vup>+{attack@max_target_heal_add},浮光泡影的目标数<@ba.vup>+{max_target_shield_add};友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(@atk_scale_extra@@max_target_extra8?ability_range_radius`?max_target_shield_add?attack@max_target_heal_addJharuka_s_2[first].atk>atkF.A$4D?skchr_haruka_2 幽隙栖萤z治疗目标数<@ba.vup>+{attack@max_target_heal_add},浮光泡影的目标数<@ba.vup>+{max_target_shield_add};友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(@atk_scale_extra@@max_target_extra,?ability_range_radiusT?max_target_shield_add|?attack@max_target_heal_add>haruka_s_2[first].atk>atk:1A$4DH?skchr_haruka_2 幽隙栖萤友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(dff?atk_scale_extra@max_target_extra?ability_range_radiusfmax_target_shield_addattack@max_target_heal_addharuka_s_2[first].atk@ L>atk3A$4DH ?skchr_haruka_2 幽隙栖萤友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P( ?atk_scale_extra @max_target_extra ?ability_range_radiusڡmax_target_shield_addattack@max_target_heal_add&haruka_s_2[first].atk L>atk"6A$4DHx ?skchr_haruka_2 幽隙栖萤友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(L 33?atk_scale_extral @max_target_extra ?ability_range_radiusNmax_target_shield_addrattack@max_target_heal_addharuka_s_2[first].atk(L>atk8A$4DH?skchr_haruka_2 幽隙栖萤友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(?atk_scale_extra?max_target_extra?ability_range_radius¦max_target_shield_addattack@max_target_heal_addharuka_s_2[first].atk>atk ;A$4DH`?skchr_haruka_2 幽隙栖萤友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(4̌?atk_scale_extraT?max_target_extrax?ability_range_radius6max_target_shield_addZattack@max_target_heal_addharuka_s_2[first].atk>atk~=A$4DH?skchr_haruka_2 幽隙栖萤友方单位受到遥的治疗效果时,对周围<@ba.vup>{max_target_extra}名敌人造成相当于治疗量<@ba.vup>{atk_scale_extra:0%}的法术伤害\n<@ba.rem>第二次及以后使用时攻击力<@ba.vup>+{atk:0%},且持续时间无限|P(?atk_scale_extra?max_target_extra?ability_range_radiusmax_target_shield_addΫattack@max_target_heal_addharuka_s_2[first].atk>atkskchr_haruka_2@ $skchr_haruka_1 tX< ^@A(8H?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡pB attack_speedvAA(8H ?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡\B attack_speedBA(8H( ?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡,HB attack_speedCA(8H@ ?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡D4B attack_speedDA(8HX ?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡\ B attack_speedEA(8Hp?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡t B attack_speedFA(8H?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡A attack_speedHA(8H ?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡A attack_speedIA(8H!?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡A attack_speed6JA(8H"?skchr_haruka_1 夜啼彩羽攻击速度<@ba.vup>+{attack_speed},技能期间浮泡破碎时,立即使周围8格一名没有浮泡的友方单位获得浮泡 pA attack_speedskchr_haruka_1!&skchr_slent2_3 $\ 0hKpB(8HT$?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT0D#@skill_max_trigger_timel# Agrave_duration#ff? talent_scale#>atkNpB(8H&"?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT0%@skill_max_trigger_time%Agrave_duration%ff? talent_scale &>atkzPpB(8H)&?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT0(@skill_max_trigger_time,(Agrave_durationL(ff? talent_scalel(>atkRpB(8Ht+*?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT0d*@skill_max_trigger_time*@grave_duration*ff? talent_scale*>atk:UpB(8H-.?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT0,@skill_max_trigger_time,@grave_duration -? talent_scale,-L>atkWpB(8H40.?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT0$/@skill_max_trigger_timeL/@grave_durationl/? talent_scale/L>atkYpB(8H2.?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT01@skill_max_trigger_time1@grave_duration1? talent_scale1L>atkZ\pB(8H42?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT03@skill_max_trigger_time 4@grave_duration,433? talent_scaleL4=atk^pB(8HT72?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT0D6@skill_max_trigger_timel6@grave_duration6ff? talent_scale6=atkapB(8H92?skchr_slent2_3无畏者协议k攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍;技能期间仅一次,攻击范围内的一名干员受到致命伤时,使其生命值在<@ba.vup>{grave_duration}秒内不低于<@ba.vup>1\n<@ba.rem>同一次作战中最多使用{skill_max_trigger_time}次,可主动关闭(期间可随时停止技能)xT08@skill_max_trigger_time8@grave_duration8? talent_scale 9=atkskchr_slent2_349< >sktok_slent2_protrb ,D\tڷ08?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果L:@@damage_resistance_scale08p?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果0;333@damage_resistance_scale08T?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果{damage_resistance_scale}倍的淬羽赫默第一天赋效果<@damage_resistance_scalej08 ?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果=33@damage_resistance_scaleN08 ?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果> @damage_resistance_scale208 ?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果?ff@damage_resistance_scale08 ?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果@@damage_resistance_scale08 ?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果lA33?damage_resistance_scale޿08 ?sktok_slent2_protrb夜灯d使周围八格友军享受<@ba.vup>{damage_resistance_scale}倍的淬羽赫默第一天赋效果PBff?damage_resistance_scalesktok_slent2_protrbBHskchr_slent2_2 , $ tdBm@A(8H<E?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0LD@@damage_resistance_scaletDpB attack_speedn@A(8H<G ?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0E333@damage_resistance_scale FHB attack_speedp@A(8H<4I ?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0Gff&@damage_resistance_scaleG B attack_speedFr@A(8H<J?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0PI@damage_resistance_scalexIA attack_speeds@A(8H<L?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0J33@damage_resistance_scale$KA attack_speedu@A(8H<8N ?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0L @damage_resistance_scaleLA attack_speedJw@A(8H<O!?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0TNff@damage_resistance_scale|NA attack_speedx@A$4D8LO"?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0O@damage_resistance_scale$P A attack_speedz@A$4D8P#?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0Q33?damage_resistance_scaleQ A attack_speedF|@A$4D8R$?skchr_slent2_2 俯瞰视界攻击速度<@ba.vup>+{attack_speed},技能期间可以使用一个辅助无人机\n<@ba.rem>无人机投入战场后使周围友军享受{damage_resistance_scale}倍的第一天赋效果,技能结束或淬羽赫默离场时销毁0LSff?damage_resistance_scaletS A attack_speedskchr_slent2_2S Yskchr_slent2_1 $8LZ~A(8HhV?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%}TL?atk~A(8HhW?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%},U333?atkA(8Hh4X?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%}U?atk:A(8HhX ?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%}lV?atkڀA(8HhtY# ?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%} Wff>atkzA(8HhZ# ?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%}W>atkA(8HhZ# ?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%}LX33>atkA(8HhT[(?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%}X>atkZA(8Hh[(?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%}Y>atkA(8Hh\(?skchr_slent2_1 进取之心攻击力<@ba.vup>+{atk:0%},ZL>atkskchr_slent2_1TZ_skchr_cetsyr_3 $8 LA,0@T]7#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命H\@,attack@cetsyr_s_3[collect_hp_ratio].interval\@(attack@cetsyr_s_3[cal_hp_ratio].interval]?max_hp]fff?attack@atk_to_hp_recovery_ratio!A,0@TD`<#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命H(_@,attack@cetsyr_s_3[collect_hp_ratio].intervalh_@(attack@cetsyr_s_3[cal_hp_ratio].interval_fff?max_hp_Y?attack@atk_to_hp_recovery_ratioF$A,0@TbA#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命Ha@,attack@cetsyr_s_3[collect_hp_ratio].intervalb@(attack@cetsyr_s_3[cal_hp_ratio].intervalDbY?max_hp\bL?attack@atk_to_hp_recovery_ratio&A,0@TeF#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命Hhd@,attack@cetsyr_s_3[collect_hp_ratio].intervald@(attack@cetsyr_s_3[cal_hp_ratio].intervaldL?max_hpd@?attack@atk_to_hp_recovery_ratio)A,0@T$hK#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命Hg@,attack@cetsyr_s_3[collect_hp_ratio].intervalHg@(attack@cetsyr_s_3[cal_hp_ratio].intervalg@?max_hpgQ8?attack@atk_to_hp_recovery_ratio&,A,0@TjK#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命Hi@,attack@cetsyr_s_3[collect_hp_ratio].intervali@(attack@cetsyr_s_3[cal_hp_ratio].interval$j333?max_hp{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命HHl@,attack@cetsyr_s_3[collect_hp_ratio].intervall@(attack@cetsyr_s_3[cal_hp_ratio].intervallff&?max_hplff&?attack@atk_to_hp_recovery_ratiof1A,0@TpZ#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命Hn@,attack@cetsyr_s_3[collect_hp_ratio].interval(o@(attack@cetsyr_s_3[cal_hp_ratio].intervaldo?max_hp|o?attack@atk_to_hp_recovery_ratio4A,0@TrZ#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命Hq@,attack@cetsyr_s_3[collect_hp_ratio].intervalq@(attack@cetsyr_s_3[cal_hp_ratio].intervalr ?max_hpr ?attack@atk_to_hp_recovery_ratio6A,0@TDuZ#?x-2skchr_cetsyr_3编织重构现世Q攻击范围扩大,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”不再消失,攻击范围内所有其它友方单位获得相当于魔王<@ba.vup>{max_hp:0%}的最大生命值的<$ba.inspire>鼓舞效果,每隔<@ba.vup>2秒重新分配攻击范围内所有友方单位的生命H(t@,attack@cetsyr_s_3[collect_hp_ratio].intervalht@(attack@cetsyr_s_3[cal_hp_ratio].intervalt?max_hpt?attack@atk_to_hp_recovery_ratioskchr_cetsyr_3uxzskchr_cetsyr_2 tdTD 4 $ B(8L Lx#?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$wfff? dynamic_spdw`@unmoveable_durationw0@ atk_scale x? attack@atk(x@outside_radiusHx@ extra_cnt B(8L X{#?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$zfff? dynamic_spdz@@unmoveable_durationz,@ atk_scale{fff? attack@atk4{@outside_radiusT{@ extra_cntʥ B(8L d~#?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$}fff? dynamic_spd}@@unmoveable_duration~)@ atk_scale$~Y? attack@atk@~@outside_radius`~@ extra_cnt֨ B(8L p# ?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$Ԁfff? dynamic_spd@@unmoveable_durationff&@ atk_scale0L? attack@atkL@outside_radiusl@ extra_cnt B(8L |#?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$fff? dynamic_spd@@unmoveable_duration @ atk_scale<@? attack@atkX@outside_radiusx@ extra_cnt B(8L #?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$fff? dynamic_spd@@unmoveable_duration,ff@ atk_scaleH333? attack@atkd@outside_radius@ extra_cnt B(8L #?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$fff? dynamic_spd@@unmoveable_duration8 @ atk_scaleTff&? attack@atkp@outside_radius@ extra_cnt B$4H\#?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$fff? dynamic_spd@@unmoveable_duration@ @ atk_scale\? attack@atkx@outside_radius@ extra_cnt B$4Hd#?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$fff? dynamic_spd$@@unmoveable_durationHff@ atk_scaled ? attack@atk@outside_radius@ extra_cnt B$4Hl#?skchr_cetsyr_2明日渺远不及“微尘”上限<@ba.vup>+3,立刻获得<@ba.vup>{extra_cnt}枚“微尘”,“微尘”旋转半径扩大,攻击范围内所有其他友方单位获得相当于魔王<@ba.vup>{attack@atk:0%}攻击力的<$ba.inspire>鼓舞效果,“微尘”不再碰撞友方干员,“微尘”碰撞敌方单位时造成相当于魔王攻击力<@ba.vup>{atk_scale:0%}的真实伤害,并使目标<$ba.root>束缚<@ba.vup>{unmoveable_duration}秒lL$fff? dynamic_spd,@@unmoveable_durationP@ atk_scalel? attack@atk@outside_radius@ extra_cntskchr_cetsyr_2ؓ Pskchr_cetsyr_1  l d \$4HA?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,0@@talent_cool_downT33>attack@atk_to_hp_recovery_ratio޿$4H4D?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,@@talent_cool_down ף>attack@atk_to_hp_recovery_ratio2$4HF?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,ؗ@@talent_cool_down>attack@atk_to_hp_recovery_ratio$4HܘK?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,,@@talent_cool_downP)\>attack@atk_to_hp_recovery_ratio$4H0P?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,@@talent_cool_down>attack@atk_to_hp_recovery_ratio.$4HP?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,ԛ@@talent_cool_downGa>attack@atk_to_hp_recovery_ratio$4H؜P?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,(@@talent_cool_downLL>attack@atk_to_hp_recovery_ratio$4H,Z?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,|@@talent_cool_downQ8>attack@atk_to_hp_recovery_ratio*$4HZ?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,П@@talent_cool_down>attack@atk_to_hp_recovery_ratio~$4HԠZ?skchr_cetsyr_1往昔萦绕身旁自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},“微尘”的重生速度加快\n<@ba.rem>持续时间无限,$@@talent_cool_downH=attack@atk_to_hp_recovery_ratioskchr_cetsyr_1`U sktok_skadi2_3 DD>u(0h8sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸ť?atk333? atk_scaleu(0hV9sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸0?atkDff&? atk_scalev(0h:sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸fff?atk? atk_scalerw(0h:sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸L?atk ? atk_scale.x(0h;sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸d@?atkx? atk_scalex(0hF<sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸 333?atk4ff> atk_scaley(0h=sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸ܦff&?atk> atk_scalebz(0h=sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸?atk33> atk_scale{(0hz>sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸T ?atkh> atk_scale{(0h6?sktok_skadi2_3共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸?atk$> atk_scale sktok_skadi2sktok_skadi2_3hskchr_skadi2_3 | h T@,A(8L#?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratiǒ?atk333? atk_scale*A(8LĮ$?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratio?atkĭff&? atk_scale:A(8L԰%?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratiofff?atkԯ? atk_scaleJA(8L&?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratioбL?atk ? atk_scaleZA(8L'?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$ijL=hp_ratio@?atk? atk_scalejA(8L'?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$ԵL=hp_ratio333?atkff> atk_scalezA(8L'?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratioff&?atk> atk_scaleA(8L$(?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratio?atk$33> atk_scaleA(8L4(?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratio ?atk4> atk_scaleA(8LD(?skchr_skadi2_3"潮涌,潮枯"I特性变为自身每秒流失<@ba.vdown>{hp_ratio:0%}生命,使范围内所有敌人每秒受到<@ba.vup>{atk_scale:0%}攻击力的<@ba.vup>真实伤害(自身与海嗣造成的伤害可叠加),范围内所有友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果<$L=hp_ratio0?atkD> atk_scaleskchr_skadi2_3tx Hr T sktok_skadi2_2 Pdx&(0hUsktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8`L>attack@atk_to_hp_recovery_ratio?def?atk(0hjVsktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8H\B>attack@atk_to_hp_recovery_ratiox ?def ?atk(0hRWsktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P80Q8>attack@atk_to_hp_recovery_ratio`?deft?atkޔ(0h:Xsktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8{.>attack@atk_to_hp_recovery_ratioHff>def\ff>atkƕ(0h"Ysktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8 #>attack@atk_to_hp_recovery_ratio0>defD>atk(0h Zsktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8 #>attack@atk_to_hp_recovery_ratio33>def,33>atk(0hZsktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8 #>attack@atk_to_hp_recovery_ratio>def>atk~(0h[sktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8>attack@atk_to_hp_recovery_ratio>def>atkf(0h\sktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8>attack@atk_to_hp_recovery_ratioL>defL>atkN(0h]sktok_skadi2_2共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸P8>attack@atk_to_hp_recovery_ratio>def>atk sktok_skadi2sktok_skadi2_2 skchr_skadi2_2 0d 4h$4HD8?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8L>attack@atk_to_hp_recovery_ratio?def?atk$4HD;?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8\B>attack@atk_to_hp_recovery_ratio ?def ?atkJ$4HD=?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8`Q8>attack@atk_to_hp_recovery_ratio?def?atk$4HDh@?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8({.>attack@atk_to_hp_recovery_ratioXff>deflff>atk$4HD0B?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8 #>attack@atk_to_hp_recovery_ratio >def4>atk$4HDB?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8 #>attack@atk_to_hp_recovery_ratio33>def33>atkj$4HDB?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8 #>attack@atk_to_hp_recovery_ratio>def>atk2$4HDD?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8H>attack@atk_to_hp_recovery_ratiox>def>atk$4HDPD?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8>attack@atk_to_hp_recovery_ratio@L>defTL>atk$4HDD?skchr_skadi2_2同葬无光之愿攻击范围内所有其他友方单位获得相当于浊心斯卡蒂<@ba.vup>{atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}\n<@ba.rem>持续时间无限P8>attack@atk_to_hp_recovery_ratio>def>atkskchr_skadi2_2D@   sktok_skadi2_1  (0hRqsktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,0?damage_resistanceTL?attack@atk_to_hp_recovery_ratio?max_hp(0hNrsktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,,?damage_resistanceP333?attack@atk_to_hp_recovery_ratio?max_hp(0hJssktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,(?damage_resistanceL333?attack@atk_to_hp_recovery_ratio|?max_hp(0hFtsktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,$?damage_resistanceH?attack@atk_to_hp_recovery_ratiox33?max_hp(0hBusktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`, ?damage_resistanceD?attack@atk_to_hp_recovery_ratiotff?max_hp(0h>vsktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,?damage_resistance@?attack@atk_to_hp_recovery_ratiop?max_hp޳(0h:wsktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,?damage_resistance<?attack@atk_to_hp_recovery_ratioľ?max_hpڴ(0h6xsktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,?damage_resistance8>attack@atk_to_hp_recovery_ratioh?max_hpֵ(0h2ysktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`,?damage_resistance4>attack@atk_to_hp_recovery_ratiodfff?max_hpҶ(0h.zsktok_skadi2_1共鸣6攻击范围视为浊心斯卡蒂攻击范围的延伸`, ?damage_resistance0>attack@atk_to_hp_recovery_ratio`L?max_hp sktok_skadi2sktok_skadi2_1skchr_skadi2_1 td T D4$RA(8Lt2?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistanceL?attack@atk_to_hp_recovery_ratio?max_hp^A(8Lt4?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance333?attack@atk_to_hp_recovery_ratio?max_hpjA(8Lt5?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance333?attack@atk_to_hp_recovery_ratio?max_hpvA(8Lt6?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance?attack@atk_to_hp_recovery_ratio33?max_hpA(8Lt7?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance?attack@atk_to_hp_recovery_ratioff?max_hpA(8Lt(8?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance?attack@atk_to_hp_recovery_ratio(?max_hpA(8Lt49?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance?attack@atk_to_hp_recovery_ratio4̌?max_hpA(8Lt@:?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance>attack@atk_to_hp_recovery_ratio@?max_hpA(8LtL;?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance>attack@atk_to_hp_recovery_ratioLfff?max_hp!A(8LtX<?skchr_skadi2_1同归殊途之吟$立即回复自身所有生命值且生命上限<@ba.vup>+{max_hp:0%},特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%},攻击范围内我方所有单位受到伤害的<@ba.vup>{damage_resistance:0%}直接转移给浊心斯卡蒂承担(同类效果取最高)`,?damage_resistance(>attack@atk_to_hp_recovery_ratioXL?max_hpskchr_skadi2_1sktok_radian_3 (l8|2$0sktok_radian_3 手牵手,talent@prism_max_target5attack@token_radian_tower3_s_3[normal_aoe].max_target$0Bsktok_radian_3 手牵手,ztalent@prism_max_target5attack@token_radian_tower3_s_3[normal_aoe].max_target$0sktok_radian_3 手牵手,2talent@prism_max_targetV5attack@token_radian_tower3_s_3[normal_aoe].max_targetZ$0sktok_radian_3 手牵手,talent@prism_max_target5attack@token_radian_tower3_s_3[normal_aoe].max_target$0jsktok_radian_3 手牵手,talent@prism_max_targetƓ5attack@token_radian_tower3_s_3[normal_aoe].max_target$0"sktok_radian_3 手牵手,Ztalent@prism_max_target~5attack@token_radian_tower3_s_3[normal_aoe].max_target$0ڔsktok_radian_3 手牵手,talent@prism_max_target65attack@token_radian_tower3_s_3[normal_aoe].max_target:$0sktok_radian_3 手牵手,ʕtalent@prism_max_target5attack@token_radian_tower3_s_3[normal_aoe].max_target$0Jsktok_radian_3 手牵手,talent@prism_max_target5attack@token_radian_tower3_s_3[normal_aoe].max_target$0sktok_radian_3 手牵手,:talent@prism_max_target^5attack@token_radian_tower3_s_3[normal_aoe].max_targetsktok_radian_3 hskchr_radian_3 $ d D$+A(8Dl(?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>35%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P,̬?attack@damage_scale̬? damage_scale@attack@weak[magic][limit] @weak[magic][limit]0@attack@sluggishP@sluggishl?cnt?atk.A(8D+?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>25%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P,?attack@damage_scale? damage_scale@attack@weak[magic][limit](@weak[magic][limit]L@attack@sluggishl@sluggish?cntff?atk 2A(8D .?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>20%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P, ?attack@damage_scale ? damage_scale @attack@weak[magic][limit]D @weak[magic][limit]h @attack@sluggish @sluggish ?cnt ?atk&5A(8D 1?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>20%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P, ?attack@damage_scale ? damage_scale4 @attack@weak[magic][limit]` @weak[magic][limit] @attack@sluggish @sluggish ?cnt ̌?atkB8A(8D4?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>20%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P, ?attack@damage_scale0? damage_scaleP@attack@weak[magic][limit]|@weak[magic][limit]@attack@sluggish@sluggish?cnt?atk^;A(8D4?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>20%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P,(?attack@damage_scaleL? damage_scalel@attack@weak[magic][limit]@weak[magic][limit]@attack@sluggish@sluggish?cnt fff?atkz>A(8D4?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>10%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P,Ď?attack@damage_scaleȟ? damage_scale@attack@weak[magic][limit]@weak[magic][limit]@attack@sluggish@sluggish?cnt(L?atkAA(8D07?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>10%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P,`̌?attack@damage_scalě? damage_scale@attack@weak[magic][limit]@weak[magic][limit]@attack@sluggish@sluggish0?cntD333?atkDA(8DL7?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>10%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P,|̌?attack@damage_scalě? damage_scale@attack@weak[magic][limit]@weak[magic][limit]@attack@sluggish0@sluggishL?cnt`?atkGA(8Dh 7 ?skchr_radian_3 手牵手被动:召唤物可部署在远程位,召唤物找不到攻击目标且可攻击时,可以与其自身范围内其他电弧的召唤物协同攻击\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},对敌人造成伤害时,使敌人受到<$ba.sluggish>停顿与<@ba.vup>10%<$ba.magicfragile>法术脆弱效果,持续<@ba.vup>2秒\n<@ba.rem>技能开启时获得1个召唤物P,̌?attack@damage_scalě? damage_scale@attack@weak[magic][limit] @weak[magic][limit], @attack@sluggishL @sluggishh ?cnt| ?atkskchr_radian_3 d&sktok_radian_2 @@@4,<5-1sktok_radian_2 环形鳞地X!?attack@projectile_life_timev,<65-1sktok_radian_2 环形鳞地!?attack@projectile_life_time ,<ָ4-1sktok_radian_2 环形鳞地"L?attack@projectile_life_time$4Zsktok_radian_2 环形鳞地"L?attack@projectile_life_time~$4ֹsktok_radian_2 环形鳞地x#?attack@projectile_life_time$4Rsktok_radian_2 环形鳞地#?attack@projectile_life_timev$4κsktok_radian_2 环形鳞地p$?attack@projectile_life_time$4Jsktok_radian_2 环形鳞地$?attack@projectile_life_timen$4ƻsktok_radian_2 环形鳞地h%?attack@projectile_life_time$4Bsktok_radian_2 环形鳞地%?attack@projectile_life_timesktok_radian_2$&l+skchr_radian_2  H DtPA(8HXp)?skchr_radian_2 环形鳞地 被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹且子弹飞行距离<@ba.vup>+2\n<@ba.rem>技能开启时获得1个召唤物@(?cntbase_attack_time4(L?atkRA(8HX<+?skchr_radian_2 环形鳞地 被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹且子弹飞行距离<@ba.vup>+2\n<@ba.rem>技能开启时获得1个召唤物@)?cntvbase_attack_time*ff&?atknTA(8HX- ?skchr_radian_2 环形鳞地 被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹且子弹飞行距离<@ba.vup>+1\n<@ba.rem>技能开启时获得1个召唤物@+?cntBbase_attack_time+?atk:VA(8HX. ?skchr_radian_2 环形鳞地 被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹且子弹飞行距离<@ba.vup>+1\n<@ba.rem>技能开启时获得1个召唤物@d-?cntbase_attack_time-?atkXA(8H40# ?skchr_radian_2 环形鳞地被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹\n<@ba.rem>技能开启时获得1个召唤物@ /?cntbase_attack_time@/ff>atkYA(8H4H2#?skchr_radian_2 环形鳞地被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹\n<@ba.rem>技能开启时获得1个召唤物@0?cnt^base_attack_time0>atkV[A(8H43#?skchr_radian_2 环形鳞地被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹\n<@ba.rem>技能开启时获得1个召唤物@\2?cntbase_attack_time233>atk\A(8H45(?skchr_radian_2 环形鳞地被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹\n<@ba.rem>技能开启时获得1个召唤物@4?cntbase_attack_time84>atk^A(8H4@7(?skchr_radian_2 环形鳞地被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹\n<@ba.rem>技能开启时获得1个召唤物@5?cntVbase_attack_time5>atkN`A$4D06(?skchr_radian_2 环形鳞地被动:召唤物可部署在近战位,会持续向前方发射子弹\n开启:自身和召唤物攻击力<@ba.vup>+{atk:0%},召唤物攻击额外创造出<@ba.vup>2颗子弹\n<@ba.rem>技能开启时获得1个召唤物@P7?cntbase_attack_time7L>atkskchr_radian_27 $=sktok_radian_1 d4PZ$0sktok_radian_1 律动线$0sktok_radian_1 律动线$0Bsktok_radian_1 律动线2$0sktok_radian_1 律动线z$0sktok_radian_1 律动线$0sktok_radian_1 律动线 $0bsktok_radian_1 律动线R$0sktok_radian_1 律动线$0sktok_radian_1 律动线$0:sktok_radian_1 律动线sktok_radian_1:`@skchr_radian_1 4 $ tdeA(8D<4>?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4<?cnt+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4T>?cnth>333?def|>fff?hp_ratiohA(8D<A?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4@?cnt@ff&?def(@L?hp_ratiojA(8D<8C ?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4A?cntA?defA333?hp_ratioJlA(8D<D  ?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4XC?cntlC>defC?hp_ratiomA(8D<F" ?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4E?cntE>def,E>hp_ratiooA(8D<+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4F?cntF>defF>hp_ratioNqA(8D<I$?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4\H?cntpH>defHL>hp_ratiorA(8D<K%?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4J?cntJ33>def0JL>hp_ratiotA(8D<@M(?skchr_radian_1 律动线被动:召唤物可部署在近战位\n开启:自身和召唤物防御力<@ba.vup>+{def:0%}并获得<@ba.vup>{hp_ratio:0%}最大生命值的<$ba.barrier>屏障,持续至技能结束\n<@ba.rem>技能开启时获得1个召唤物4K?cntK>defKL>hp_ratioskchr_radian_1 L<Qsktok_ling_soul3 ,D\ t ,8sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$M@ 2.block_cntML?2.base_attack_timeM?2.magic_resistanceNL?2.defNL?2.atk0N?2.max_hp!,8sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$O@ 2.block_cntOL?2.base_attack_timeO?2.magic_resistanceOL?2.defOL?2.atkP?2.max_hp#,8sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$dQ@ 2.block_cntQL?2.base_attack_timeQ?2.magic_resistanceQL?2.defQL?2.atkQ?2.max_hpj%,8sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$HS@ 2.block_cntdSL?2.base_attack_timeS?2.magic_resistanceSL?2.defSL?2.atkS?2.max_hpN',8sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$,U@ 2.block_cntHUL?2.base_attack_timelU?2.magic_resistanceUL?2.defUL?2.atkU?2.max_hp2),8sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$W@ 2.block_cnt,WL?2.base_attack_timePW?2.magic_resistancetWL?2.defWL?2.atkW?2.max_hp+,8rsktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$X@ 2.block_cntYL?2.base_attack_time4Y?2.magic_resistanceXYL?2.defpYL?2.atkY?2.max_hp,,8Vsktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$Z@ 2.block_cntZL?2.base_attack_time[?2.magic_resistance<[L?2.defT[L?2.atkl[?2.max_hp.,8:sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$\@ 2.block_cnt\L?2.base_attack_time\?2.magic_resistance ]L?2.def8]L?2.atkP]?2.max_hp0,8sktok_ling_soul3 宁作吾基础形态:攻击造成物理伤害\n高级形态:大幅度强化,攻击造成<@ba.vup>法术伤害,占据<@ba.vup>2个部署位,撤退或被击倒时返还<@ba.vup>2个部署位tL$^@ 2.block_cnt^L?2.base_attack_time^?2.magic_resistance_L?2.def_L?2.atk4_?2.max_hpsktok_ling_soul3h_d skchr_ling_3 4 TtA(8Db(? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<a?cnta?intervalaL> atk_scaleb?defb?atkA(8D e*? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<$d?cnt8d?intervalTdL> atk_scalepdY?defdfff?atkA(8Dg,? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<f?cntf?intervalfL> atk_scalef333?deffL?atk^A(8Di-? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<h?cnti?interval,iL> atk_scaleHi?def\i333?atkʓA(8Ddl2 ? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<hk?cnt|k?intervalkL> atk_scalek?defkff&?atk6A(8Dn2 ? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<m?cntm?intervalnL> atk_scale n?def4n?atkA(8D高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<@p?cntTp?intervalppL> atk_scalep?defp ?atkA(8Ds7 ? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<r?cntr?intervalrL> atk_scaler>def s?atkzA(8Dv7 ? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<u?cnt,u?intervalHuL> atk_scaledu>defxuff>atkA(8Dx7 ? skchr_ling_3 宁作吾|被动:召唤物可部署在近战位且攻击范围内存在其他召唤物时与其合并为<@ba.vup>高级形态\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},召唤物每<@ba.vup>{interval}秒对周围四格敌人造成<@ba.vup>{atk_scale:0%}令攻击力的法术伤害\n<@ba.rem>技能结束时获得1个召唤物t\<w?cntw?intervalwL> atk_scalew>defw>atk skchr_ling_3 x}sktok_ling_soul2 <dK,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$y@@ 2.duration y@ 2.atk_scaleL,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$y @ 2.durationyff@ 2.atk_scalefM,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$z @ 2.durationzy@ 2.atk_scale:N,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收${ @ 2.duration{l@ 2.atk_scaleO,8xjsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$T|@ 2.durationp|`@ 2.atk_scaleO,8x>sktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$(}@ 2.durationD}33S@ 2.atk_scaleP,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$}@ 2.duration~ffF@ 2.atk_scaleQ,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$~? 2.duration~9@ 2.atk_scale^R,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$? 2.duration,@ 2.atk_scale2S,8xsktok_ling_soul2 笑鸣瑟?令技能结束时,若自身生命值低于一半则被回收$x? 2.duration @ 2.atk_scalesktok_ling_soul2Ȁ@ skchr_ling_2 $D `xz(8D ? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$?hp_ratio@value4@@ling_s2_unmovable.duration`?cntt@ atk_scale(8D? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$p?hp_ratio@value @ling_s2_unmovable.durationЅ?cntff@ atk_scaleZ(8D? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$?hp_ratio@value @ling_s2_unmovable.duration@?cntTy@ atk_scaleʲ(8Dd? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$P?hp_ratiol@value @ling_s2_unmovable.duration?cntĊl@ atk_scale:$4@? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$?hp_ratio،@value@ling_s2_unmovable.duration?cnt0`@ atk_scale$4@? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$(?hp_ratioD@value\@ling_s2_unmovable.duration?cnt33S@ atk_scale$4@h? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$?hp_ratio@valueȑ@ling_s2_unmovable.duration?cntffF@ atk_scale~$4@Ԓ? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$?hp_ratio?value4?ling_s2_unmovable.duration`?cntt9@ atk_scale$4@@? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$l?hp_ratio?value?ling_s2_unmovable.duration̖?cnt,@ atk_scaleV$4@? skchr_ling_2 笑鸣瑟e被动:召唤物可部署在远程位,攻击造成<@ba.vup>法术伤害\n开启:令与召唤物对攻击范围内<@ba.vup>两名敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害并<$ba.root>束缚<@ba.vup>{ling_s2_unmovable.duration}秒\n<@ba.rem>技能结束时回收生命值低于一半的召唤物。可充能{value}次p@$ؘ?hp_ratio?value ?ling_s2_unmovable.duration8?cntL @ atk_scale skchr_ling_2|Lsktok_ling_soul1 4DT.u(40sktok_ling_soul1 重进酒zu(40sktok_ling_soul1 重进酒u(41sktok_ling_soul1 重进酒v(4j1sktok_ling_soul1 重进酒^v(41sktok_ling_soul1 重进酒v(42sktok_ling_soul1 重进酒v(4N2sktok_ling_soul1 重进酒Bw(42sktok_ling_soul1 重进酒w(42sktok_ling_soul1 重进酒w(423sktok_ling_soul1 重进酒sktok_ling_soul1` skchr_ling_1 d `\A(8D44? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@?cntHB attack_speedԞ?atkBA(8D4ܡ? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@H?cnt\8B attack_speed|>atkA(8D4? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@?cnt(B attack_speed$= >atkA(8D4, ? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@?cntB attack_speeḍ\>atk:A(8D4Ԧ# ? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@@?cntT B attack_speedt33>atkA(8D4|# ? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@?cntB attack_speed ף>atkA(8D4$# ? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@?cntA attack_speedĨz>atk2A(8D4̫(? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@8?cntLA attack_speedl>atkA(8D4t(? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@?cntA attack_speedk>atkA(8D4(? skchr_ling_1 重进酒被动:召唤物可部署在近战位\n开启:自身与召唤物攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},召唤物伤害类型变为<@ba.vup>法术\n<@ba.rem>技能开启时获得1个召唤物@?cntA attack_speedL>atk skchr_ling_1a sktok_mgllan_drone3 <L\l| 4<X|?sktok_mgllan_drone3回收技能结束后回收自身z 4<X$}?sktok_mgllan_drone3回收技能结束后回收自身 4<X}?sktok_mgllan_drone3回收技能结束后回收自身b 4<X 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pA(8LHx&?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机?atk^pA(8LH(?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机pff?atkpA(8LHx*?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机33?atk^pA(8LH,?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机p?atkpA(8LHx-?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机fff?atk^pA(8LH.?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机pY?atkpA(8LHx/?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机L?atk^pA(8LH0?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机p333?atkpA(8LHx1?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机ff&?atk^pA(8LH2?skchr_mgllan_3武装打击模块被动效果:无人机可以部署在远程位,进行群体物理攻击\n主动开启:麦哲伦和她的无人机攻击力<@ba.vup>+{atk:0%},无人机攻击的爆炸范围<@ba.vup>扩大,<@ba.rem>技能结束时回收所有无人机p?atkskchr_mgllan_3skchr_mgllan_2  d D$JpA(8LH&?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机\C attack_speedpA(8LHp(?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机C attack_speedbpA(8LH*?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机tB attack_speedpA(8LH,?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机B attack_speedzpA(8LH-?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机B attack_speedpA(8LH.?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机B attack_speedpA(8LH,/?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机B attack_speedpA(8LH0?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机0B attack_speedpA(8LHD1?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机B attack_speed6pA(8LH2?skchr_mgllan_2激光开采模块被动效果:无人机可以部署在近战位,进行单体法术攻击\n主动开启:麦哲伦和她的无人机攻击速度<@ba.vup>+{attack_speed},无人机变为<@ba.vup>群体攻击,<@ba.rem>技能结束时回收所有无人机HpB attack_speedskchr_mgllan_2|@skchr_mgllan_1  tX< .pA(8L?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(?attack@sluggish @attack@frozen_duration@@attack@intervalF pA(8L?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(fff?attack@sluggish@attack@frozen_duration@@attack@interval^ pA(8L?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(fff?attack@sluggish33@attack@frozen_duration@@attack@intervalv pA(8L?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(fff?attack@sluggish @attack@frozen_duration@@attack@intervalpA(8L(?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(L?attack@sluggishff@attack@frozen_duration,@@attack@intervalpA(8L@?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(L?attack@sluggish@attack@frozen_durationD@@attack@intervalpA(8LX ?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(L?attack@sluggish433?attack@frozen_duration\@@attack@intervalpA(8Lp ?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(,333?attack@sluggishLff?attack@frozen_durationt@@attack@intervalpA(8L ?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(D333?attack@sluggishd?attack@frozen_duration@@attack@intervalpA(8L ?skchr_mgllan_1高效制冷模块7被动效果:使自身和无人机攻击范围内的敌方单位每<@ba.vup>{attack@interval}秒<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n主动开启:<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,<@ba.rem>技能结束时回收所有无人机T(\333?attack@sluggish|?attack@frozen_duration@@attack@intervalskchr_mgllan_1HP skchr_halo2_3 4 D TA,0@P(#?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,>attack@atk_share @attack@max_targetD333base_attack_timeh333?atkָA,0@Pt%?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,HL>attack@atk_sharel@attack@max_target333base_attack_time?atk"A,0@P&?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,L>attack@atk_share@attack@max_target333base_attack_time ?atknA,0@P (?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,L>attack@atk_share@attack@max_target(333base_attack_timeL?atkA,0@PX*?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,,>attack@atk_shareP@attack@max_targett333base_attack_timeff>atkA,0@P,?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,x>attack@atk_share@attack@max_target333base_attack_time>atkRA,0@P-?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,>attack@atk_share@attack@max_target 333base_attack_time033>atkA,0@P<.?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,>attack@atk_share4@attack@max_targetX333base_attack_time|>atkA,0@P0?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,\>attack@atk_share@attack@max_target333base_attack_time>atk6A,0@P 2?y-4 skchr_halo2_3 并流连锁E攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,持续锁定<@ba.vup>{attack@max_target}个敌人进行攻击,被锁定的敌人会互相链接;每个被链接的敌人会把即将受到法术伤害的<@ba.vup>{attack@atk_share:0%}额外传导给其他链接目标|T,>attack@atk_share@attack@max_target333base_attack_time L>atk skchr_halo2_3<  skchr_halo2_2  3$4DD ? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>中等力度地拉向目标所在位置同时造成相同的法术伤害|P, @max_target_attack ?atk_scale_link @ability_range_radius ?force4 @@ max_targetP @@sluggishl ? atk_scale6$4D8 ? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>中等力度地拉向目标所在位置同时造成相同的法术伤害|P,@max_target_attack33?atk_scale_link@ability_range_radius?force(@ max_targetD@@sluggish`33? atk_scale9$4D,? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>中等力度地拉向目标所在位置同时造成相同的法术伤害|P,@max_target_attack̬?atk_scale_link@ability_range_radius?force@ max_target8@@sluggishT̬? atk_scale<$4D ? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>中等力度地拉向目标所在位置同时造成相同的法术伤害|P,?max_target_attackff?atk_scale_link@ability_range_radius?force@ max_target,@@sluggishHff? atk_scale?$4D? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>小力地拉向目标所在位置同时造成相同的法术伤害|P,|?max_target_attack?atk_scale_link@ability_range_radius~force@ max_target@@sluggish4? atk_scaleB$4D? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>小力地拉向目标所在位置同时造成相同的法术伤害|P,h?max_target_attack?atk_scale_link@ability_range_radiusjforce@ max_target@@sluggish ? atk_scaleE$4D? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>小力地拉向目标所在位置同时造成相同的法术伤害|P,T?max_target_attackx33?atk_scale_link@ability_range_radiusVforce@ max_target@@sluggish 33? atk_scaleH$4D? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>小力地拉向目标所在位置同时造成相同的法术伤害|P,@ ?max_target_attackd ̌?atk_scale_link @ability_range_radiusBforce @ max_target @@sluggish ̌? atk_scalenK$4D!? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>小力地拉向目标所在位置同时造成相同的法术伤害|P,,#?max_target_attackP#ff?atk_scale_linkp#@ability_range_radius.force#@ max_target#@@sluggish#ff? atk_scaleZN$4D$? skchr_halo2_2 星束引力下次攻击选择攻击范围内距离目标点最远的<@ba.vup>{max_target_attack}个敌人为目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{sluggish}秒,并分别链接目标附近的最多<@ba.vup>{max_target}个敌人<@ba.vup>小力地拉向目标所在位置同时造成相同的法术伤害|P,&?max_target_attack<&?atk_scale_link\&@ability_range_radiusforce&@ max_target&@@sluggish&? atk_scale skchr_halo2_2' x, skchr_halo2_1  l d \QA(8HL*? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0H(?attack@projectile_rangep(@@attack@chain.max_target(?atkSA(8H+ ? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0)?attack@projectile_range)@@attack@chain.max_target)L?atkZTA(8H,"? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0*?attack@projectile_range+@@attack@chain.max_target@+333?atkUA(8HH.$? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0D,?attack@projectile_rangel,@@attack@chain.max_target,?atkWpA(8H/& ? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0-?attack@projectile_range-@@attack@chain.max_target- ?atkVXpA(8H0' ? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0.?attack@projectile_range/@@attack@chain.max_target+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0@0?attack@projectile_rangeh0@@attack@chain.max_target0ff>atkZpA(8H3) ? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\01?attack@projectile_range1@@attack@chain.max_target1>atkR\pA(8H4+ ? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\02?attack@projectile_range3@@attack@chain.max_target8333>atk]pA(8H@6- ? skchr_halo2_1 星图闪烁y攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多跳跃<@ba.vup>{attack@chain.max_target}次\0<4?attack@projectile_ranged4@@attack@chain.max_target4>atk skchr_halo2_14(,:skchr_acsupo_3   f B,0@PT8<2?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>25%的<$ba.fragile>脆弱效果和<@ba.vup>25%的<$ba.weaken>虚弱效果d@6@?atk6? damage_scale6@@ talent_scale6?acsupo_s_3.atkb B,0@PT:<2?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>20%的<$ba.fragile>脆弱效果和<@ba.vup>20%的<$ba.weaken>虚弱效果d@8L?atk8? damage_scale8 @ talent_scale8L?acsupo_s_3.atk^ B,0@PT;<2?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>20%的<$ba.fragile>脆弱效果和<@ba.vup>20%的<$ba.weaken>虚弱效果d@:L?atk:? damage_scale: @ talent_scale:ff&?acsupo_s_3.atkZ B,0@PT=F2?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>20%的<$ba.fragile>脆弱效果和<@ba.vup>20%的<$ba.weaken>虚弱效果d@+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>10%的<$ba.fragile>脆弱效果和<@ba.vup>10%的<$ba.weaken>虚弱效果d@>fff?atk>̌? damage_scale>@ talent_scale>>acsupo_s_3.atkRA,0@PTAF-?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>10%的<$ba.fragile>脆弱效果和<@ba.vup>10%的<$ba.weaken>虚弱效果d@@fff?atk@̌? damage_scale@@ talent_scale@(>acsupo_s_3.atkNA,0@PTCF-?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>10%的<$ba.fragile>脆弱效果和<@ba.vup>10%的<$ba.weaken>虚弱效果d@|Bfff?atkB̌? damage_scaleB@ talent_scaleB>acsupo_s_3.atkJA,0@PTEF(?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>10%的<$ba.fragile>脆弱效果和<@ba.vup>10%的<$ba.weaken>虚弱效果d@xDfff?atkĎ? damage_scaleD? talent_scaleDQ>acsupo_s_3.atkF A,0@PTGF(?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>10%的<$ba.fragile>脆弱效果和<@ba.vup>10%的<$ba.weaken>虚弱效果d@tFfff?atkF̌? damage_scaleF? talent_scaleF>acsupo_s_3.atkB A,0@PTIF(?y-4skchr_acsupo_3 信号跃动攻击范围扩大,攻击力<@ba.vup>+{acsupo_s_3.atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内所有敌人受到<@ba.vup>10%的<$ba.fragile>脆弱效果和<@ba.vup>10%的<$ba.weaken>虚弱效果d@pHfff?atkȞ? damage_scaleH? talent_scaleH>acsupo_s_3.atkskchr_acsupo_3HpNskchr_acsupo_2  0T|sA(8@DL?skchr_acsupo_2三形攻击间隔<@ba.vup>较大幅度缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(\J?attack@sluggish|J@@attack@max_targetJbase_attack_timeuA(8@M"?skchr_acsupo_2三形攻击间隔<@ba.vup>缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(K?attack@sluggishK@@attack@max_targetLLbase_attack_timevA(8@ O$?skchr_acsupo_2三形攻击间隔<@ba.vup>缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(,M?attack@sluggishLM@@attack@max_targetpMLbase_attack_timewA(8@P&?skchr_acsupo_2三形攻击间隔<@ba.vup>缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(N?attack@sluggishN@@attack@max_targetNLbase_attack_timeVyA(8@Q'?skchr_acsupo_2三形攻击间隔<@ba.vup>略微缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(P̌?attack@sluggish P@@attack@max_targetDP̽base_attack_timezpA(8@\S(?skchr_acsupo_2三形攻击间隔<@ba.vup>略微缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(lQ̌?attack@sluggishQ@@attack@max_targetQ̽base_attack_time.|`A(8@T)?skchr_acsupo_2三形攻击间隔<@ba.vup>略微缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(Ř?attack@sluggishR@@attack@max_targetS̽base_attack_time}PA(8@4V* ?skchr_acsupo_2三形攻击间隔<@ba.vup>略微缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(DT?attack@sluggishdT@@attack@max_targetT̽base_attack_time@A(8@W+ ?skchr_acsupo_2三形攻击间隔<@ba.vup>略微缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(U?attack@sluggishU@@attack@max_targetU̽base_attack_timer0A(8@ Y, ?skchr_acsupo_2三形攻击间隔<@ba.vup>略微缩短,同时攻击三个目标,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{attack@sluggish}秒P(W?attack@sluggish+{atk:0%},额外攻击一个目标,X@attack@max_targetX?atk&A(8@|[ ?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,pY@attack@max_targetY?atkA(8@|\ ?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,LZ@attack@max_targetpZff>atkބA(8@|x] ?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,([@attack@max_targetL[>atkA(8@|T^!?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,\@attack@max_target(\33>atkA(8@|0_"?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,\@attack@max_target]>atkrA(8@| `#?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,]@attack@max_target]>atkNA$4<x^&?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,^@attack@max_target^L>atk&A$4<x|_'?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,l_@attack@max_target_>atkA$4<xT`(?skchr_acsupo_1双声9攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,D`@attack@max_targeth`=atkskchr_acsupo_1`f skchr_lisa_3 td T D4$B% B,0@PcF2?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8bL>attack@atk_to_hp_recovery_ratiob@scale_delta_to_oneN'B,0@PeF0?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8d{.>attack@atk_to_hp_recovery_ratiod33?scale_delta_to_oneZ)A,0@PgF/?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8f)\>attack@atk_to_hp_recovery_ratiofff?scale_delta_to_onef+A,0@PjF.?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8hG=attack@atk_to_hp_recovery_ratioh?scale_delta_to_oner-A,0@PlF-?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8jQ=attack@atk_to_hp_recovery_ratiok?scale_delta_to_one~/A,0@PnF,?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8lQ=attack@atk_to_hp_recovery_ratio m?scale_delta_to_one1A,0@P(pF+?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8nQ=attack@atk_to_hp_recovery_ratioo33?scale_delta_to_one3A,0@P4rF*?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8p)\=attack@atk_to_hp_recovery_ratio$qff?scale_delta_to_one5A,0@P@tF)?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8s)\=attack@atk_to_hp_recovery_ratio0s?scale_delta_to_one7A,0@PLvF(?y-8 skchr_lisa_3 狐火渺然;<@ba.vdown>停止攻击,攻击范围<@ba.vup>扩大,第二天赋效果提升至<@ba.vup>{scale_delta_to_one}倍,攻击范围内的所有敌人被<$ba.sluggish><@ba.vup>停顿,且每秒回复范围内所有友方单位相当于攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命8 u)\=attack@atk_to_hp_recovery_ratio+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,v@@attack@max_targetv?atkN$4DwV? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,w@@attack@max_targetxff>atkv$4DxY? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限, y@@attack@max_target0y>atk$4Dy\? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,4z@attack@max_targetXz>atkƤ$4D{_? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,\{@attack@max_target{L>atk$4DD|b? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,|@attack@max_target|L>atk$4Dl}e? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,}@attack@max_target}L>atk>$4D~h? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,~@attack@max_target~=atkf$4Dk? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,@attack@max_target =atk$4Dn? skchr_lisa_2儿时的舞乐攻击力<@ba.vup>+{atk:0%},可以同时攻击<@ba.vup>{attack@max_target}个敌方单位\n<@ba.rem>持续时间无限,$@attack@max_targetH=atk skchr_lisa_2p  skchr_lisa_1 tdTD4$"A$4Dx? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(A attack_speedL?atk.A$4D? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(A attack_speed̃333?atk:A$4D? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(A attack_speed؄ff&?atkFA$4D? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(ąpA attack_speed?atkRA$4D? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(І A attack_speed ?atk^A$4D? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(܇ A attack_speed?atkjA$4D? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启( A attack_speedff>atkvA$4D̉? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(@ attack_speed>atkA$4D؊? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启(@ attack_speed 33>atkA$4D? skchr_lisa_1 全力以赴h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>技能自动开启( @ attack_speed,>atk skchr_lisa_1T ̑skchr_aglina_3 T , d4QA,0@X0 ?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,@attack@max_target,?atkRA,0@X08?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,@attack@max_target̬?atk.TA,0@X0̒?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,0@attack@max_targetT?atkUA,0@X0`?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,Ē@attack@max_targetff?atkVWA,0@X0?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,X@attack@max_target|?atkXpA,0@X0?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,@attack@max_target33s?atk~Z`A,0@X0?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,@attack@max_targetfff?atk\@A(,<T,l?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,@attack@max_target4Y?atk]0A(,<T,?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,@attack@max_targetĚL?atk2_ A(,<T,?y-4skchr_aglina_3秘杖·反重力模式全场所有敌人<$ba.weightless>失重,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},可以攻击<@ba.vup>{attack@max_target}个敌人\n<@ba.rem>技能未开启时无法普通攻击,0@attack@max_targetT@?atkskchr_aglina_3|skchr_aglina_2 ` h px.A(8P ȟ ?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(ff> damage_scale(>base_attack_timeA(8P @?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(> damage_scale>base_attack_timeA(8P ?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(> damage_scale>base_attack_timeA(8P 0?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(p> damage_scale>base_attack_timeA(8P ?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(33> damage_scale>base_attack_timeA(8P  ?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(`33> damage_scale>base_attack_timeA(8P ?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(ئ33> damage_scale>base_attack_timevA(8P ?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(P> damage_scalep>base_attack_timeA(8P ?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(ȩ> damage_scale>base_attack_timefA$4L?skchr_aglina_2秘杖·微粒模式攻击间隔<@ba.vup>极大幅度缩短,但每次攻击只能造成相当于攻击力<@ba.vdown>{damage_scale:0%}的法术伤害\n<@ba.rem>技能未开启时无法普通攻击(<> damage_scale\>base_attack_timeskchr_aglina_2 skchr_aglina_1 D|$\F B$4L ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启̌?atk B$4L` ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启`?atkA$4L$ ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启$fff?atkA$4L ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启L?atkVA$4L ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启333?atkA$4Lp ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启pff&?atkA$4L4 ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启4?atkA$4L ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启?atkfA$4L ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启ff>atk*A$4L ?skchr_aglina_1秘杖·速充模式>攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能自动开启>atkskchr_aglina_1 skchr_gnosis_3 H$ pL(ZPA(8D(?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$ȵ@ max_targetC attack_speed@ atk_scalez@A(8D*?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$@ max_targetB attack_speed$@ atk_scale0A(8D4+?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$@ max_target$B attack_speedD@ atk_scale A(8DT,?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$(@ max_targetDB attack_speedd@ atk_scaleA(8Dt-?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$H@ max_targetdB attack_speedl@ atk_scaleA(8D.?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$h@ max_targetB attack_speed33S@ atk_scaleA(8D/?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$@ max_targetB attack_speed@@ atk_scale:A(8D0?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$@ max_targetB attack_speed,@ atk_scaleZA(8D1?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$@ max_targetB attack_speed33@ atk_scalezA(8D2?skchr_gnosis_3 失温症U攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{max_target}个敌人;范围内所有敌人的<$ba.frozen>冻结延长至技能结束,且技能结束时对所有<$ba.frozen>冻结的敌人造成<@ba.vup>{atk_scale:0%}的法术伤害并结束<$ba.frozen>冻结;优先攻击未<$ba.frozen>冻结的单位H$@ max_targetB attack_speed$@ atk_scaleskchr_gnosis_3T`skchr_gnosis_2 d  Hp$4D \?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷 @cold@ atk_scalen$4D ?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷 H@@cold`ff? atk_scale$4D ,?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷 @@cold? atk_scale>$4D ?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷 @@cold0? atk_scale$4D ?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷  @cold? atk_scale$4D d?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷  @cold33? atk_scalev$4D ?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷 P @coldhff? atk_scale$4D 4 ?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷 @cold? atk_scaleF$4D  ?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷  @cold8̌? atk_scale$4D  ?skchr_gnosis_2 零度爆发对范围内所有敌人造成<@ba.vup>{cold}秒<$ba.cold>寒冷和相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;<$ba.charged>蓄力:额外造成一层<$ba.cold>寒冷 @cold? atk_scaleskchr_gnosis_2( Hskchr_gnosis_1  $4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害? atk_scale~$4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害? atk_scalez$4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害ff? atk_scalev$4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害? atk_scaler$4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害? atk_scalen$4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害33? atk_scalej$4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害̬? atk_scalef $4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害ff? atk_scaleb $4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害? atk_scale^ $4D?skchr_gnosis_1 高速思考t下次攻击<@ba.vup>连续攻击两次,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害? atk_scaleskchr_gnosis_1x $Psktok_necras_skeltn_3A(,DT?1-1sktok_necras_skeltn_3 怨火缠身c对范围内所有敌人每秒造成自身攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害(8Aattack@durationX?attack@atk_scalesktok_necras_skeltnsktok_necras_skeltn_3( sktok_necras_skeltn_2B0@$sktok_necras_skeltn_2 怨火缠身sktok_necras_skeltn_2` sktok_necras_skeltn_10@v%sktok_necras_skeltn_1 怨火缠身sktok_necras_skeltn_1(skchr_necras_3 $ tdTD4 $©,0@P`?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<?#attack@ability_range_forward_extend?attack@block_cnt~attack@magic_resistanceHL? attack@max_hph> attack@defL>attack@hp_ratio@@+attack@necras_s_3[attack_cnt].max_stack_cntattack@max_valid_stack_cnt @attack@max_stack_cnt4Aattack@atk_scaleXL? attack@atkέ,0@Pl?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<?#attack@ability_range_forward_extend ?attack@block_cntƂattack@magic_resistanceTL? attack@max_hpt> attack@defL>attack@hp_ratio@@+attack@necras_s_3[attack_cnt].max_stack_cntattack@max_valid_stack_cnt@attack@max_stack_cnt@@attack@atk_scaledL? attack@atkڱ,0@Px?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<?#attack@ability_range_forward_extend?attack@block_cnt҆attack@magic_resistance`L? attack@max_hp> attack@defL>attack@hp_ratio@@+attack@necras_s_3[attack_cnt].max_stack_cntattack@max_valid_stack_cnt$@attack@max_stack_cntL@attack@atk_scalepL? attack@atk,0@P?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<?#attack@ability_range_forward_extend$?attack@block_cntފattack@magic_resistancelL? attack@max_hp> attack@defL>attack@hp_ratio@+attack@necras_s_3[attack_cnt].max_stack_cntattack@max_valid_stack_cnt0@attack@max_stack_cntX@attack@atk_scale|L? attack@atk,0@P?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<?#attack@ability_range_forward_extend0?attack@block_cntattack@magic_resistancexL? attack@max_hp> attack@defL>attack@hp_ratio@+attack@necras_s_3[attack_cnt].max_stack_cntattack@max_valid_stack_cnt<@attack@max_stack_cntdff@attack@atk_scaleL? attack@atk,0@P?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<?#attack@ability_range_forward_extend<?attack@block_cntattack@magic_resistanceL? attack@max_hp> attack@defL>attack@hp_ratio@+attack@necras_s_3[attack_cnt].max_stack_cntattack@max_valid_stack_cntH@attack@max_stack_cntp@attack@atk_scaleL? attack@atk ,0@P?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<?#attack@ability_range_forward_extendH?attack@block_cntattack@magic_resistanceL? attack@max_hp> attack@defL>attack@hp_ratio@+attack@necras_s_3[attack_cnt].max_stack_cnt(attack@max_valid_stack_cntT@attack@max_stack_cnt|@attack@atk_scaleL? attack@atk,0@P?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d< ?#attack@ability_range_forward_extendT?attack@block_cntattack@magic_resistanceL? attack@max_hp> attack@defL>attack@hp_ratio@+attack@necras_s_3[attack_cnt].max_stack_cnt4attack@max_valid_stack_cnt`@attack@max_stack_cntff@attack@atk_scaleL? attack@atk",0@P?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<,?#attack@ability_range_forward_extend`?attack@block_cntattack@magic_resistanceL? attack@max_hp> attack@defL>attack@hp_ratio @+attack@necras_s_3[attack_cnt].max_stack_cnt@ attack@max_valid_stack_cntl @attack@max_stack_cnt @attack@atk_scale L? attack@atk.,0@P ?3-3skchr_necras_3 冠死以冕被动:最多1名悲叹的仆役变为特殊形态,此形态下只能通过技能升级,最多升级{attack@max_stack_cnt}次\n开启:立刻对范围内所有敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,之后消耗一个悲叹的仆役使特殊仆役升级并回复<@ba.vup>{attack@hp_ratio:0%}生命(若悲叹的仆役已升级则翻倍),重复<@ba.vup>{attack@necras_s_3[attack_cnt].max_stack_cnt}次 d4d<8 ?#attack@ability_range_forward_extendl ?attack@block_cnt&attack@magic_resistance L? attack@max_hp > attack@def L>attack@hp_ratio @+attack@necras_s_3[attack_cnt].max_stack_cntL attack@max_valid_stack_cntx @attack@max_stack_cnt @attack@atk_scale L? attack@atkskchr_necras_3 Xlskchr_necras_2 T  t<8@A(8@d@?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$@ max_target?interval@A hit_duration<@additional_token_cntd? atk_scale:@A(8@dt ?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$@ max_target4?intervalP@A hit_durationp@additional_token_cnt? atk_scale=@A(8@d ?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$L@ max_targeth?interval@A hit_duration@additional_token_cnt33? atk_scaleB?@A(8@d ?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$@ max_target?interval@A hit_duration@additional_token_cntff? atk_scalevA@A(8@d ?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$@ max_target?interval@A hit_duration @additional_token_cnt4? atk_scaleC@A(8@dD ?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$@ max_target?interval @A hit_duration@@additional_token_cntȟ? atk_scaleE@A(8@dx?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$@ max_target8?intervalT@A hit_durationt@additional_token_cnt? atk_scaleH@A(8@d ?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$P@ max_targetl?interval@A hit_duration@additional_token_cntfff? atk_scaleFJ@A(8@d"?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$!@ max_target!?interval!@A hit_duration!@additional_token_cnt"L? atk_scalezL@A(8@d%?skchr_necras_2折朽 令最多<@ba.vup>{max_target}名攻击范围内的敌人陷入<$ba.sleep>沉睡,每<@ba.vup>{interval}秒对目标造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害;技能期间目标被击倒时额外召唤<@ba.vup>{additional_token_cnt}个悲叹的仆役hD$#@ max_target#?interval#@A hit_duration$@additional_token_cnt8$333? atk_scaleskchr_necras_2h$8)skchr_necras_1 | H t<O(8@4' ?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(&? range_radius<&@ atk_scaleP(8@4L)?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个('? range_radius'ff@ atk_scaleJR(8@4*?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(L)? range_radiusl)@ atk_scaleS(8@4|,?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(*? range_radius+l@ atk_scalezU(8@4.?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(|,? range_radius,`@ atk_scaleW(8@4/?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(.? range_radius4.33S@ atk_scaleX(8@4D1?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(/? range_radius/ffF@ atk_scaleBZ(8@42?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(D1? range_radiusd19@ atk_scale[$4<002?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(2? range_radius2,@ atk_scalen]$4<03?skchr_necras_1噩愿被动:每个悲叹的仆役生成和升级时对周围所有敌人造成相当于死芒攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n开启:立刻重新召唤所有悲叹的仆役,若场上没有悲叹的仆役存在则召唤1个(l4? range_radius4 @ atk_scaleskchr_necras_14%4:skchr_mantra_3 !$`P n B,4DT 8(?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$7@ per_active7?interval_projectile_trigger(8@@max_trigger_cntH8? chain_timesd8@ max_target8? atk_scale8@attack@max_target80@atk. B,4DT;*?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$;@ per_active;?interval_projectile_trigger;@@max_trigger_cnt<? chain_times$<@ max_target@<33? atk_scale\<@attack@max_target< @atk B,4DT?,?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$`?@ per_active|??interval_projectile_trigger?@@max_trigger_cnt?? chain_times?@ max_target@33? atk_scale@@attack@max_target@@33@atk B,4DTLC.?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$ C@ per_active扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$F@ per_activeF?interval_projectile_trigger(G@@max_trigger_cntHG? chain_timesdG@ max_targetGff? atk_scaleG@attack@max_targetG33?atk.  B,4DTJ2?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$J@ per_activeJ?interval_projectile_triggerJ@@max_trigger_cntK? chain_times$K@ max_target@K? atk_scale\K@attack@max_targetKff?atk B,4DTN4?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$`N@ per_active|N?interval_projectile_triggerN@@max_trigger_cntN? chain_timesN@ max_targetǑ? atk_scaleO@attack@max_target@O?atk B,4DTLR5?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$ R@ per_active扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$U@ per_activeU?interval_projectile_trigger(V@@max_trigger_cntHV? chain_timesdV@ max_targetVfff? atk_scaleV@attack@max_targetV?atk. B,4DTY7?3-17skchr_mantra_3 无言为真3攻击范围<@ba.vup>扩大,范围内敌人<$ba.invisible>隐匿失效且<$ba.palsy>麻痹层数上限<@ba.vdown>降为2,攻击力<@ba.vup>+{atk:0%}同时攻击<@ba.vup>{attack@max_target}个目标,范围中干员开启技能时(包括自身)使范围内敌人获得{per_active}层<$ba.palsy>麻痹(至多{max_trigger_cnt}次),范围内敌人<$ba.palsy>麻痹层数每<@ba.vup>超过上限1层在目标及{chain_times}名敌人间跳跃1次<@ba.vup>{atk_scale:0%}攻击力的元素伤害,跳跃间存在短暂间隔xT$Y@ per_activeY?interval_projectile_triggerY@@max_trigger_cntZ? chain_times$Z@ max_target@ZL? atk_scale\Z@attack@max_targetZ?atkskchr_mantra_3Z! `skchr_mantra_2 ` d \ZA(8H]?skchr_mantra_2 意识联协攻击间隔<@ba.vup>缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并以短暂间隔跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4T]>attack@element_atk_scale]@@ chain_times]@ attack@times]Q8>attack@ep_damage_ratio]?attack@chain.atk_scale ^@attack@atk_scale0^Lbase_attack_timeA(8HHa?skchr_mantra_2 意识联协攻击间隔<@ba.vup>缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并以短暂间隔跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4`>attack@element_atk_scale`@@ chain_times`@ attack@timesaQ8>attack@ep_damage_ratio8a?attack@chain.atk_scale`aff@attack@atk_scalea333base_attack_timeA(8Hd?skchr_mantra_2 意识联协攻击间隔<@ba.vup>缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并以短暂间隔跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4cGa>attack@element_atk_scale(d@@ chain_timesDd@ attack@timesdd>attack@ep_damage_ratiod?attack@chain.atk_scaledff@attack@atk_scaled333base_attack_timeVA(8Hg?skchr_mantra_2 意识联协攻击间隔<@ba.vup>缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并以短暂间隔跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4PgL>attack@element_atk_scale|g@@ chain_timesg@ attack@timesg>attack@ep_damage_ratioǧ?attack@chain.atk_scalehff@attack@atk_scale,h333base_attack_timeA(8HDk?skchr_mantra_2 意识联协攻击间隔<@ba.vup>小幅度缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4jQ8>attack@element_atk_scalej@ chain_timesj@@ attack@timesk>attack@ep_damage_ratio0k?attack@chain.atk_scaleXk33?attack@atk_scale|kbase_attack_timeA(8Hn ?skchr_mantra_2 意识联协攻击间隔<@ba.vup>小幅度缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4mQ8>attack@element_atk_scalen@ chain_times8n@@ attack@timesXn>attack@ep_damage_ration?attack@chain.atk_scalen?attack@atk_scalenbase_attack_timeJA(8Hq!?skchr_mantra_2 意识联协攻击间隔<@ba.vup>小幅度缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4@qQ8>attack@element_atk_scalelq@ chain_timesq@@ attack@timesq>attack@ep_damage_ratioq?attack@chain.atk_scaleq?attack@atk_scalerbase_attack_timeA(8H4u"?skchr_mantra_2 意识联协攻击间隔<@ba.vup>小幅度缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4t #>attack@element_atk_scalet@ chain_timest@@ attack@timest=attack@ep_damage_ratio u?attack@chain.atk_scaleHu?attack@atk_scalelubase_attack_timeA(8Hx#?skchr_mantra_2 意识联协攻击间隔<@ba.vup>小幅度缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT4w #>attack@element_atk_scale x@ chain_times(x@@ attack@timesHx=attack@ep_damage_ratiopxfff?attack@chain.atk_scalex?attack@atk_scalexbase_attack_time:A(8H{$?skchr_mantra_2 意识联协攻击间隔<@ba.vup>小幅度缩短,攻击造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并跳跃至其他<@ba.vup>{chain_times}名敌人造成攻击力<@ba.vup>{attack@chain.atk_scale:0%}的法术伤害,均附带伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则附带<@ba.vup>{attack@element_atk_scale:0%}攻击力的元素伤害xT40{ #>attack@element_atk_scale\{@ chain_timesx{@@ attack@times{=attack@ep_damage_ratio{fff?attack@chain.atk_scale{?attack@atk_scale |base_attack_timeskchr_mantra_2D|skchr_mantra_1 t $4D`L}?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,(~@element_atk_scaleL~>ep_damage_ratiol~P@ atk_scale$4D`8?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,ff?element_atk_scale8>ep_damage_ratioX@@ atk_scaleΪ$4D`$?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,ff?element_atk_scale$>ep_damage_ratioD0@ atk_scale$4D`?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,?element_atk_scaleL>ep_damage_ratio00@ atk_scale$4D`?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,؅?element_atk_scaleL>ep_damage_ratio @ atk_scale$4D`?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,ć?element_atk_scale>ep_damage_ratio @ atk_scale~$4D`Ԉ?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,?element_atk_scaleԉ>ep_damage_ratio33@ atk_scalej$4D`?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,?element_atk_scale=ep_damage_ratio33@ atk_scaleV$4D`?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,?element_atk_scale=ep_damage_ratio̍ff@ atk_scaleB$4D`?skchr_mantra_1 共鸣溃缩下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤,若目标处于<$ba.dt.neural2>神经损伤爆发期间则额外造成<@ba.vup>{element_atk_scale:0%}攻击力的元素伤害P,t?element_atk_scale=ep_damage_ratio33? atk_scaleskchr_mantra_1#`skchr_blaze2_3 8 |T ,,4DTd<?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0skill_max_trigger_time@ ammo_recover0< lose_hp_scalePL?attack@atk_scaletAattack@trigger_timeffbase_attack_time33?atk,4DTd̖?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0xskill_max_trigger_time@ ammo_recover< lose_hp_scale333?attack@atk_scaleAattack@trigger_time(ffbase_attack_timeLff?atk",4DTd\!?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0skill_max_trigger_time0@ ammo_recoverP< lose_hp_scalep333?attack@atk_scaleAattack@trigger_timeffbase_attack_timeܚ33s?atk,4DTd"?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0skill_max_trigger_time@ ammo_recover< lose_hp_scale333?attack@atk_scale$Aattack@trigger_timeHffbase_attack_timelY?atkB,4DTd|#?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0(skill_max_trigger_timeP@ ammo_recoverp< lose_hp_scale?attack@atk_scaleAattack@trigger_timeءffbase_attack_timeL?atk,4DTd $?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0skill_max_trigger_time@ ammo_recover< lose_hp_scale ?attack@atk_scaleDAattack@trigger_timehffbase_attack_time@?atkb,4DTd% ?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0Hskill_max_trigger_timep@ ammo_recover< lose_hp_scale?attack@atk_scaleԨAattack@trigger_timeffbase_attack_time333?atk,4DTd,& ?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0ثskill_max_trigger_time@ ammo_recover < lose_hp_scale@?attack@atk_scaledAattack@trigger_timeffbase_attack_timeff&?atk,4DTd' ?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0hskill_max_trigger_time@ ammo_recover< lose_hp_scaleЯ?attack@atk_scaleAattack@trigger_timeffbase_attack_time<?atk,4DTdL( ?4-11skchr_blaze2_3众恶的焚场 攻击范围<@ba.vup>改变,攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>大幅缩短,攻击变为群体攻击;若目标处于<$ba.dt.burning2>灼燃损伤爆发期间则额外造成攻击力<@ba.vup>{attack@atk_scale:0%}的元素伤害\n<@ba.rem>自身每秒流失最大生命的{lose_hp_scale:0%},攻击装有{attack@trigger_time}发弹药,全场有敌人进入<$ba.dt.burning2>灼燃损伤爆发时获得{ammo_recover}颗额外弹药,弹药打完后结束(可随时停止技能)xT0skill_max_trigger_time @ ammo_recover@< lose_hp_scale`?attack@atk_scalepAattack@trigger_timeffbase_attack_time̳ ?atkskchr_blaze2_3p!lskchr_blaze2_2 PT Xx B,0@P4D$?x-2skchr_blaze2_2 沸血燎原攻击范围<@ba.vup>改变,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}名敌人;攻击时流失<@ba.vdown>{attack@hp_ratio:0%}的生命并在目标所在位置留下灼烧地段:经过的敌人移动速度<@ba.vup>{move_speed:0%},每秒受到烛煌攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_damage_scale:0%}的<$ba.dt.burning2>灼燃损伤tP$ move_speedܶ>element_damage_scaleL=attack@hp_ratio$@@attack@max_targetH33> atk_scaledfff?base_attack_time?atk{ B,0@P4%?x-2skchr_blaze2_2 沸血燎原攻击范围<@ba.vup>改变,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}名敌人;攻击时流失<@ba.vdown>{attack@hp_ratio:0%}的生命并在目标所在位置留下灼烧地段:经过的敌人移动速度<@ba.vup>{move_speed:0%},每秒受到烛煌攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_damage_scale:0%}的<$ba.dt.burning2>灼燃损伤tP$ move_speed,>element_damage_scaleTL=attack@hp_ratiot@@attack@max_target33> atk_scalefff?base_attack_timeغ33?atkF B,0@P4&?x-2skchr_blaze2_2 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沸血燎原攻击范围<@ba.vup>改变,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}名敌人;攻击时流失<@ba.vdown>{attack@hp_ratio:0%}的生命并在目标所在位置留下灼烧地段:经过的敌人移动速度<@ba.vup>{move_speed:0%},每秒受到烛煌攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_damage_scale:0%}的<$ba.dt.burning2>灼燃损伤tP$ move_speed>element_damage_scaleL=attack@hp_ratio@@attack@max_target(33> atk_scaleDfff?base_attack_timehfff?atk֏ B,0@P4t+ ?x-2skchr_blaze2_2 沸血燎原攻击范围<@ba.vup>改变,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}名敌人;攻击时流失<@ba.vdown>{attack@hp_ratio:0%}的生命并在目标所在位置留下灼烧地段:经过的敌人移动速度<@ba.vup>{move_speed:0%},每秒受到烛煌攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_damage_scale:0%}的<$ba.dt.burning2>灼燃损伤tP$ move_speed >element_damage_scale4L=attack@hp_ratioT@@attack@max_targetx33> atk_scalefff?base_attack_timeL?atk& B,0@P4, ?x-2skchr_blaze2_2 沸血燎原攻击范围<@ba.vup>改变,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}名敌人;攻击时流失<@ba.vdown>{attack@hp_ratio:0%}的生命并在目标所在位置留下灼烧地段:经过的敌人移动速度<@ba.vup>{move_speed:0%},每秒受到烛煌攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_damage_scale:0%}的<$ba.dt.burning2>灼燃损伤tP$@ move_speed\>element_damage_scaleL=attack@hp_ratio@@attack@max_target33> atk_scalefff?base_attack_time333?atkv B,0@P4- ?x-2skchr_blaze2_2 沸血燎原攻击范围<@ba.vup>改变,攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}名敌人;攻击时流失<@ba.vdown>{attack@hp_ratio:0%}的生命并在目标所在位置留下灼烧地段:经过的敌人移动速度<@ba.vup>{move_speed:0%},每秒受到烛煌攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_damage_scale:0%}的<$ba.dt.burning2>灼燃损伤tP$ move_speed>element_damage_scaleL=attack@hp_ratio@@attack@max_target33> atk_scale4fff?base_attack_timeX?atkskchr_blaze2_2(skchr_blaze2_1 p<  l82(8H`?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$l?interval? range_radiusA max_duration>element_multiplier333? atk_scaleb(8H`?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$?interval? range_radiusA max_duration>element_multiplierff&? atk_scale(8H`,?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$?interval? range_radiusA max_duration(>element_multiplierL? atk_scale(8H`\?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$?interval? range_radius8A max_durationX>element_multiplier| ? atk_scale(8H`?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$,?intervalH? range_radiushA max_duration>element_multiplier? atk_scale" (8H`?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$\?intervalx? range_radiusA max_duration>element_multiplierH> atk_scaleR (8H`?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$?interval? range_radiusA max_duration>element_multiplier > atk_scale(8H`?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$?interval? range_radiusA max_duration>element_multiplier<(> atk_scale$4D\?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$?interval? range_radius$A max_durationD>element_multiplierh> atk_scale$4D\4?skchr_blaze2_1 炙手之援立即选择攻击范围内生命上限最高的一名干员,每秒对其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和相当于法术伤害<@ba.vup>{element_multiplier:0%}的<$ba.dt.burning2>灼燃损伤,持续{max_duration}秒lH$?interval0? range_radiusPA max_durationp>element_multiplier33> atk_scaleskchr_blaze2_1< skchr_nymph_3 d8 \0v B,0@PL7$?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,6attack@magic_atk_scale?attack@split_atk_scale@attack@max_targetpB attack_speed0 @atkB,0@PL<7!?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,^attack@magic_atk_scale?attack@split_atk_scale@attack@max_target8pB attack_speedX33@atkƴA,0@PLd7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,attack@magic_atk_scale?attack@split_atk_scale<@attack@max_target`4B attack_speed33?atkA,0@PL7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,attack@magic_atk_scale<?attack@split_atk_scaled@attack@max_target4B attack_speed?atkA,0@PL7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,֌attack@magic_atk_scaled?attack@split_atk_scale@attack@max_targetA attack_speed?atk>A,0@PL7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,attack@magic_atk_scale?attack@split_atk_scale@attack@max_targetA attack_speed?atkfA,0@PL7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,&attack@magic_atk_scale?attack@split_atk_scale@attack@max_targetA attack_speed 33?atkA,0@PL,7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,Nattack@magic_atk_scale?attack@split_atk_scale@attack@max_target(A attack_speedHff?atkA,0@PLT7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,vattack@magic_atk_scale?attack@split_atk_scale,@attack@max_targetPA attack_speedp?atkA,0@PL|7?3-3 skchr_nymph_3 心防溃决攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},同时攻击<@ba.vup>{attack@max_target}个目标,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间,攻击造成元素伤害X,attack@magic_atk_scale,?attack@split_atk_scaleT@attack@max_targetxA attack_speeď?atk skchr_nymph_3L8 skchr_nymph_2 ($   r,(8H   ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh@ct|?projectile_range?element_atk_scale@fear>ep_damage_ratio@ atk_scaler/(8H  ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh@ct|?projectile_range33s?element_atk_scale@fear>ep_damage_ratio33s@ atk_scaler2(8H  ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh @ct| ?projectile_range fff?element_atk_scale @fear Ga>ep_damage_ratio fff@ atk_scaler5(8H ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh @ct| ?projectile_range Y?element_atk_scale @fear Ga>ep_damage_ratio @@ atk_scaler8(8H ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh?ct|?projectile_rangeL?element_atk_scale@fearL>ep_damage_ratio9@ atk_scaler;(8H ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh?ct|?projectile_range@?element_atk_scale@fearL>ep_damage_ratio333@ atk_scaler>(8H ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh?ct|?projectile_range333?element_atk_scale@fearQ8>ep_damage_ratio,@ atk_scalerA(8H ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh?ct|?projectile_range?element_atk_scale@@fearQ8>ep_damage_ratioff&@ atk_scalerD(8H ? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDh?ct|?projectile_range?element_atk_scale@@fear #>ep_damage_ratio @ atk_scalerG$4D? skchr_nymph_2 怵然震爆对敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、使其<$ba.fear>恐惧<@ba.vup>{fear}秒,并对目标周围造成一次等额法术溅射伤害,均附带造成法术伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤;若攻击到的单位处于凋亡损伤爆发期间,使第一天赋造成的伤害效果提高至攻击力的<@ba.vup>{element_atk_scale:0%}\n<@ba.rem>可充能{ct}次lDd?ctx?projectile_range?element_atk_scale@@fear #>ep_damage_ratio@ atk_scale skchr_nymph_2( % skchr_nymph_1 td T D4$JA(8Dtt#? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8 "?attack@extra_ep_damage_scaleP">attack@ep_damage_ratiox"̌?atkLA(8Dt%? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8,$>attack@extra_ep_damage_scale\$>attack@ep_damage_ratio$?atkNA(8Dt' ? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d88&>attack@extra_ep_damage_scaleh&>attack@ep_damage_ratio&fff?atkPA(8Dt)!? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8D(>attack@extra_ep_damage_scalet(=attack@ep_damage_ratio(L?atk SA(8Dt+"? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8P*>attack@extra_ep_damage_scale*=attack@ep_damage_ratio*333?atkUA(8Dt-#? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8\,>attack@extra_ep_damage_scale,=attack@ep_damage_ratio,ff&?atk"WA(8Dt/$? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8h.>attack@extra_ep_damage_scale.=attack@ep_damage_ratio.?atk.YA$4@p/%? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8p0L>attack@extra_ep_damage_scale0=attack@ep_damage_ratio0?atk6[A$4@p1&? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8x2L>attack@extra_ep_damage_scale2=attack@ep_damage_ratio2ff>atk>]A$4@p3'? skchr_nymph_1 笞心击.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d84L>attack@extra_ep_damage_scale4=attack@ep_damage_ratio4>atk skchr_nymph_158x:skchr_ebnhlz_3 ,D\ t _A(8H\L8 ?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0633?talent_scale_multiplier7ff&?atk7B attack_speedaA(8H\0: ?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H08{?talent_scale_multiplier8?atk9B attack_speedzcA(8H\< ?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0:q=?talent_scale_multiplier: ?atk:B attack_speed^eA(8H\=?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0p> ף?talent_scale_multiplier>>atk>pB attack_speed&iA(8H\A?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0T@?talent_scale_multiplier|@ff>atk@pB attack_speed kA(8H\C?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H08Bp?talent_scale_multiplier`B(>atktBHB attack_speedlA(8H\E?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0D?talent_scale_multiplierDD>atkXDHB attack_speednA(8H\lG?skchr_ebnhlz_3 寂静之声攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0F= ?talent_scale_multiplier(F\>atk+{attack_speed},攻击力<@ba.vup>+{atk:0%},只以精英或领袖敌人为攻击目标,第一天赋的伤害加成提升至原本的<@ba.vup>{talent_scale_multiplier:0%}\n<@ba.rem>可主动关闭技能(期间可随时停止技能)H0G33?talent_scale_multiplier H33>atk H B attack_speedskchr_ebnhlz_3TH` ( 8 sktok_ebnhlz_token tX< vI08?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 I?forceI@ atk_scaleJ08?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 J?forceJ33@ atk_scaleK08?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 K?forceK @ atk_scaleL08?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 L?forceL@ atk_scaleM08?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 M?forceN33? atk_scaleN08,?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 O?force(Off? atk_scaleP08D?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 (P?force@P? atk_scaleQ08\?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 @Q?forceXQ? atk_scale6R08t?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 XR?forcepR? atk_scaleNS08?sktok_ebnhlz_token闪回敌人接近时会激活,激活后对周围所有敌人造成法术伤害并令以<@ba.vup>中等力度拖拽敌人至自身中心 pS?forceS33? atk_scalesktok_ebnhlz_rcubesktok_ebnhlz_tokenSHLYskchr_ebnhlz_2 T  Dt~$4DpT ?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 U?forceU@ atk_scaleR$4DpV ?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 W?forceW33@ atk_scale$4DptX?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 \Y?forcetY @ atk_scale$4Dp@Z?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 ([?force@[@ atk_scale$4Dp \?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 \?force ]33? atk_scale$4Dp]?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 ^?force^ff? atk_scaleN$4Dp_?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 `?force`? atk_scale$4Dppa?skchr_ebnhlz_2 荒芜回响)消耗所有攻击能量,在攻击范围内的可放置地块召唤<@ba.vup>消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 Xb?forcepb? atk_scale$4Dp消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 $d?force消耗能量数+1个旧日残影(持续30秒),残影在敌人接近时激活,对周围的敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并以<@ba.vup>中等力度拖拽敌人至自身中心 e?forcef33? atk_scaleskchr_ebnhlz_28fkskchr_ebnhlz_1 P @ 0*@,0@Pi?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>超大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$g? attack@cntg?attack@atk_scaleg{.>base_attack_timer,@,0@Pk?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>超大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$attack@atk_scale|i{.>base_attack_time-@,0@Pl?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>超大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$j? attack@cntj(>attack@atk_scalek{.>base_attack_time/@,0@P n?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$Hl? attack@cntdl>attack@atk_scalelL>base_attack_time1@,0@Po?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$m? attack@cntmp>attack@atk_scale nL>base_attack_time2@,0@P(q?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$Po? attack@cntloQ>attack@atk_scaleoL>base_attack_time4@,0@Pr?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$p? attack@cntp33>attack@atk_scaleqL>base_attack_time5@,0@P0t?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$Xr? attack@cnttr ף>attack@atk_scalerL>base_attack_time7@,0@Pu?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$s? attack@cntsR>attack@atk_scaletL>base_attack_time8@,0@P8w?4-1skchr_ebnhlz_1 渐快急板攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L$`u? attack@cnt|u>attack@atk_scaleuL>base_attack_timeskchr_ebnhlz_1u'P{skchr_whitw2_3 t#  B(8Hl$y6&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8x@attack@projectile_turn_speedyfff?attack@range_radius4y?attack@projectile_move_speeddy@@ attack@feary?attack@magic_atk_scaleyattack@move_speedyff? attack@timesy@ attack@cntzL?atkv B(8Hl}9&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8|@attack@projectile_turn_speed|fff?attack@range_radius }?attack@projectile_move_speedP}@@ attack@fearl}?attack@magic_atk_scale}̾attack@move_speed}ff? attack@times}@ attack@cnt}333?atkb B(8Hl<&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8@attack@projectile_turn_speedfff?attack@range_radius ?attack@projectile_move_speed<@@ attack@fearX?attack@magic_atk_scale̾attack@move_speedff? attack@timesā@ attack@cntff&?atkN B(8Hl?&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8@attack@projectile_turn_speedԄfff?attack@range_radius?attack@projectile_move_speed(@ attack@fearD?attack@magic_atk_scalel̾attack@move_speedff? attack@times@ attack@cnt̅?atk: B(8HlԈA&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8@attack@projectile_turn_speedfff?attack@range_radius?attack@projectile_move_speed@ attack@fear0?attack@magic_atk_scaleXattack@move_speed|ff? attack@times@ attack@cnt ?atk& B(8HlC&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8|@attack@projectile_turn_speedfff?attack@range_radiusЌ?attack@projectile_move_speed@ attack@fear?attack@magic_atk_scaleDattack@move_speedhff? attack@times@ attack@cnt?atk B(8HlE&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8h@attack@projectile_turn_speedfff?attack@range_radius?attack@projectile_move_speed@ attack@fear?attack@magic_atk_scale0attack@move_speedTff? attack@timest@ attack@cntff>atk B(8HlG&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8T@attack@projectile_turn_speedfff?attack@range_radius?attack@projectile_move_speedؔ@ attack@fear?attack@magic_atk_scaleLattack@move_speed@ff? attack@times`@ attack@cnt|>atk B(8HlI&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8@@attack@projectile_turn_speedpfff?attack@range_radius?attack@projectile_move_speedĘ@ attack@fear?attack@magic_atk_scaleLattack@move_speed,ff? attack@timesL@ attack@cnth33>atk B(8HlpK&?skchr_whitw2_3终幕·浩劫 浮游单元<@ba.vup>+{attack@cnt},攻击力<@ba.vup>+{atk:0%},释放<@ba.vup>特殊形态的浮游单元散开后在整个战场范围各自追逐较近的敌人,追上时使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒并锁定其攻击,浮游单元周围的敌人移动速度<@ba.vup>{attack@move_speed:0%}且每秒受到相当于攻击力<@ba.vup>{attack@magic_atk_scale:0%}的法术伤害(不叠加);<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边 L,`8,@attack@projectile_turn_speed\fff?attack@range_radius?attack@projectile_move_speed@ attack@fear̜?attack@magic_atk_scaleLattack@move_speedff? attack@times8@ attack@cntT>atkskchr_whitw2_3|4skchr_whitw2_2 Dt <l.bA,4DT̠?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$П? attack@fear= attack@prob@@ attack@cnt$?atkdA,4DT0?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$4? attack@fearP= attack@probl@@ attack@cntff?atkfA,4DT?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$? attack@fear= attack@probФ@@ attack@cnt33s?atkZiA,4DT ?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$? attack@fear= attack@prob4@@ attack@cntPL?atkkA,4DT\ ?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$`? attack@fear|= attack@prob@@ attack@cnt333?atk"nA,4DT?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$ī? attack@fear= attack@prob@@ attack@cntff&?atkppA,4DT$?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$(? attack@fearD= attack@prob`@@ attack@cnt|?atkr`A,4DT?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$? attack@fear= attack@probİ@@ attack@cnt?atkNuPA,4DT?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$? attack@fear = attack@prob(@@ attack@cntDff>atkw@A(0@P ?3-18skchr_whitw2_2 逐猎狂飙q浮游单元<@ba.vup>+{attack@cnt},攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定敌人攻击,浮游单元攻击时有<@ba.vup>{attack@prob:0%}几率使目标<$ba.fear>恐惧<@ba.vup>{attack@fear}秒\n<@ba.rem>浮游单元在锁定目标倒下后重新索敌,直至技能结束后返回干员身边dD$P? attack@fearl= attack@prob@@ attack@cnt>atkskchr_whitw2_2̵Dskchr_whitw2_1 D LT~$4DPԶ?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 2N attack@cnt33>atk"$4DPx?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 O attack@cntXR>atk$4DP ?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 zQ attack@cntq=>atkj$4DP ?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 S attack@cntk>atk$4DPd?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 T attack@cntDL>atk$4DP?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 fV attack@cnt{.>atkV$4DP?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌  X attack@cnt)\>atk$4DPP?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 Y attack@cnt0G=atk$4DP?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 R[ attack@cnt ף=atkB$4DP?skchr_whitw2_1慵怠者悲鸣被动效果:浮游单元<@ba.vup>+1\n<@ba.rem>主动触发可以在下列状态和初始状态间切换:\n攻击力<@ba.vup>+{atk:0%},释放浮游单元随机锁定整个战场内的非移动敌人进行攻击,目标移动或倒下后重新索敌 \ attack@cntxL=atkskchr_whitw2_1skchr_gdglow_3 H$ pL(RA(8H#?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(?attack@sluggish@ attack@cntL?atkrA(8H #?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(?attack@sluggish@ attack@cnt$333?atkA(8H,#?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(?attack@sluggish(@ attack@cntD?atkA(8HL(?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H((?attack@sluggishH@ attack@cntd ?atkA(8Hl- ?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(H?attack@sluggishh@ attack@cnt?atkA(8H- ?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(h?attack@sluggish@ attack@cntff>atkA(8H- ?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(?attack@sluggish@ attack@cnt>atk2A(8H2?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(?attack@sluggish@ attack@cnt33>atkRA(8H2?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(?attack@sluggish@ attack@cnt>atkrA(8H 2?skchr_gdglow_3 澄净闪耀X停止攻击,浮游单元<@ba.vup>+2,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大至整个战场,攻击力<@ba.vup>+{atk:0%},浮游单元攻击附带<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H(?attack@sluggish@ attack@cnt$>atkskchr_gdglow_3Lskchr_gdglow_2 d `\(0@PLXF?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$? attack@cnt8?atk(0@PLF?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$? attack@cnt ?atkN(0@PLF?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$l? attack@cnt?atk(0@PLPF?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$? attack@cnt0ff>atk(0@PLK?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$? attack@cnt>atkF(0@PLK?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$d? attack@cntQ>atk(0@PLHK?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$ ? attack@cnt( ף>atk(0@PLP?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$? attack@cnt)\>atk>(0@PLP?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$\? attack@cntxu>atk(0@PL@P?3-18skchr_gdglow_2 电流翻涌浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或自爆后返回干员身边\n<@ba.rem>持续时间无限$? attack@cnt L>atkskchr_gdglow_2Hskchr_gdglow_1  ( l 8|A(8H<#?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$? attack@cnt$HB attack_speedD>atkA(8H<L#?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$? attack@cnt8B attack_speedQ>atkjA(8H<#?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$x? attack@cnt(B attack_speed{>atk"A(8H<#?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$0? attack@cntLB attack_speedl ף>atkA(8H<t(?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$? attack@cnt B attack_speed$>atk A(8H<,(?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$? attack@cntB attack_speed)\>atkJ"A(8H<(?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$X? attack@cnttA attack_speed>atk$A(8H<- ?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$? attack@cnt,A attack_speedLu>atk%A(8H<T- ?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$? attack@cntA attack_speedGa>atkr'A(8H< - ?skchr_gdglow_1 火花四溅浮游单元<@ba.vup>+1,释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>浮游单元锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边H$? attack@cntA attack_speedL>atkskchr_gdglow_18\skchr_sbell2_3 ,D\t  B,0@P42*?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,\ff&@attack@atk_scale_s3?interval A attract_time Amagic_resist_penetrate_fixedA attack_speed ?atkz B,0@P4&?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,@ @attack@atk_scale_s3d?interval A attract_time Amagic_resist_penetrate_fixedA attack_speedfff?atk^ B,0@P5$?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,$33@attack@atk_scale_s3H?intervald A attract_time Amagic_resist_penetrate_fixedA attack_speedL?atkB B,0@P 5#?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL, ff@attack@atk_scale_s3, ?intervalH A attract_timeh Amagic_resist_penetrate_fixed A attack_speed 333?atk& B,0@P 7 ?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL, @attack@atk_scale_s3 ?interval, A attract_timeL Amagic_resist_penetrate_fixed| A attack_speed ?atk  B,0@P7?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,33?attack@atk_scale_s3?interval A attract_time0 Amagic_resist_penetrate_fixed`A attack_speed?atk B,0@P8?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,ff?attack@atk_scale_s3?interval A attract_time Amagic_resist_penetrate_fixedDA attack_speedd33>atk B,0@Pp:?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,?attack@atk_scale_s3?interval A attract_time Amagic_resist_penetrate_fixed(A attack_speedH>atk B,0@PT;?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,|?attack@atk_scale_s3?interval A attract_time Amagic_resist_penetrate_fixed A attack_speed,L>atk B,0@P8<?x-2skchr_sbell2_3 群山俯首攻击范围<@ba.vup>扩大,立即<$ba.attract>诱导攻击范围内的所有敌人至自身周围的可达地面,持续<@ba.vup>{attract_time}秒,积雪生成速度加快,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击无视目标<@ba.vup>10点法术抗性,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s3:0%}的法术伤害pL,`?attack@atk_scale_s3?interval A attract_time Amagic_resist_penetrate_fixedA attack_speed=atkskchr_sbell2_38 !skchr_sbell2_2 h$X HF$4D4@-?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lLj$token_10058_sbell2_icetgttalent@token_key<@ talent@coldXAtalent@max_cast_tile_countL>talent@s2_magic_scale33s@attack@atk_scale_s2*J$4D4 0?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lL$token_10058_sbell2_icetgttalent@token_key|"@ talent@cold"Atalent@max_cast_tile_count"L>talent@s2_magic_scale"l@attack@atk_scale_s2jM$4D4#2?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lL$token_10058_sbell2_icetgttalent@token_key%@ talent@cold%Atalent@max_cast_tile_count&L>talent@s2_magic_scale,&fff@attack@atk_scale_s2P$4D4'4?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lL*$token_10058_sbell2_icetgttalent@token_key(@ talent@cold)Atalent@max_cast_tile_countD)L>talent@s2_magic_scalel)`@attack@atk_scale_s2S$4D4@*7?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lLj$token_10058_sbell2_icetgttalent@token_key<,@ talent@coldX,Atalent@max_cast_tile_count,L>talent@s2_magic_scale,33S@attack@atk_scale_s2*W$4D4-<?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lL$token_10058_sbell2_icetgttalent@token_key|/@ talent@cold/Atalent@max_cast_tile_count/L>talent@s2_magic_scale/L@attack@atk_scale_s2jZ$4D40<?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lL$token_10058_sbell2_icetgttalent@token_key2@ talent@cold2Atalent@max_cast_tile_count3L>talent@s2_magic_scale,3ffF@attack@atk_scale_s2]$4D44A?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lL*$token_10058_sbell2_icetgttalent@token_key5@ talent@cold6Atalent@max_cast_tile_countD6L>talent@s2_magic_scalel69@attack@atk_scale_s2`$4D4@7A?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lLj$token_10058_sbell2_icetgttalent@token_key<9@ talent@coldX9Atalent@max_cast_tile_count9L>talent@s2_magic_scale9,@attack@atk_scale_s2*d$4D4:A?skchr_sbell2_2 霜涛覆岭每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale_s2:0%}的法术伤害,积雪超过5层时会向周围扩散一层(最多向外扩散20格),处于积雪上的地面敌人每秒受到攻击力<@ba.vup>{talent@s2_magic_scale:0%}的法术伤害,敌人离开积雪时获得<@ba.vup>5秒<$ba.cold>寒冷,积雪在目标点积累至5层时,使目标点变为冻结状态\n<@ba.rem>持续时间无限,可主动关闭技能(期间可随时停止技能)lL$token_10058_sbell2_icetgttalent@token_key|<@ talent@cold<Atalent@max_cast_tile_counttalent@s2_magic_scale< @attack@atk_scale_s2skchr_sbell2_2$=Bskchr_sbell2_1  g(8H\p@  ?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$?@trig_cnt$?`@cold{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$@@trig_cntA`@cold0A?forceHA33@ atk_scalek(8H\XD ?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$B@trig_cnt C`@cold$C?force{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$D@trig_cntE`@coldE?force0E@ atk_scaleo(8H\@H?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$F@trig_cntF`@cold G?force$G@ atk_scaleq(8H\4J?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$H@trig_cntH`@coldI?forceIff@ atk_scales(8H\(L?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$J@trig_cntJ`@coldJ?force Ky@ atk_scaleu$4DXK?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$L@trig_cntL`@coldL?forceLfff@ atk_scalerw$4DXM?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$N@trig_cntN`@coldN?forceN33S@ atk_scaleby$4DXO?skchr_sbell2_1 铃音吹雪立即对范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害及<@ba.vup>{cold}秒<$ba.cold>寒冷并将其中等力度地朝部署方向推动,之后积雪向前方地面扩散(最多向前扩散5格)\n<@ba.rem>可充能2次\@$P@trig_cntP`@coldP?forceP@@ atk_scaleskchr_sbell2_1 Q4V skchr_lin_3 ,D\ t A,0<LXT2?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(S@@ talent_scale0S@atkA,0<L+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(T @ talent_scaleU?atkA,0<L X2?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(V @ talent_scaleV?atkfA,0<LZ4?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(X @ talent_scaleX?atkJA,0<L[6?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(Z@ talent_scaleZ?atk.A,0<L]7?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(\@ talent_scale\̬?atk!A,0<L_8?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(h^@ talent_scale^?atk"A,0<La:?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(L`? talent_scalel`̌?atk$A,0<Lxc; ?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(0b? talent_scalePb?atk&A,0<L\e< ?x-2 skchr_lin_3 流光乍裂6攻击力<@ba.vup>+{atk:0%},攻击范围与琉璃璧的破碎伤害范围<@ba.vup>扩大,琉璃璧破碎的伤害阈值提升至<@ba.vup>{talent_scale}倍,每次攻击若击倒敌人则使身上的琉璃璧破碎并立刻生成\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(d? talent_scale4dfff?atk skchr_lin_3Xd| i skchr_lin_2 l0|@A(4<g? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$e taunt_leveleC attack_speed>A(4<h? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$f taunt_levelfB attack_speedvA(4<j ? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$h taunt_level4hB attack_speedA(4<Hk#? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$Pi taunt_levelliB attack_speedA(4<l&? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$j taunt_leveljB attack_speedA(4<m'? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$k taunt_levelkpB attack_speedVA(4<n(? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$l taunt_levelmHB attack_speedA(4<(p+? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$0n taunt_levelLnA attack_speedƘA(4<`q,? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$ho taunt_leveloA attack_speedA(4<r-? skchr_lin_2荫庇攻击速度<@ba.vup>+{attack_speed},自身不容易受到敌人攻击,技能期间使攻击范围内所有友方单位享受第一天赋效果$p taunt_levelp A attack_speed skchr_lin_2pdv skchr_lin_1 8  | T,$08 q? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,xr?base_attack_timer?attack@sluggishr?atk*$08 s? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,t?base_attack_time,t?attack@sluggishLt?atk$08 u? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,u?base_attack_timeufff?attack@sluggishuff>atkJ$08 v? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,(w?base_attack_timeLwfff?attack@sluggishlw>atkڡ$08 0x? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,x?base_attack_timexL?attack@sluggishx33>atkj$08 y? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,Hz?base_attack_timelzL?attack@sluggishz>atk$08 P{? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,{?base_attack_time{L?attack@sluggish|>atk$08 | ? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,h}?base_attack_time}333?attack@sluggish}L>atk$08 p~ ? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,~?base_attack_time333?attack@sluggish<>atk$08  ? skchr_lin_1玲珑<@ba.rem>可以在下列状态和初始状态间切换:\n攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒P,?base_attack_time333?attack@sluggish̀=atk skchr_lin_1hskchr_billro_3 4p $\EA,0@P`@?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,ԂL>attack@damage_scale333@atkfGA,0@P`?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,L>attack@damage_scale@atk*IA,0@P`ȇ?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,\L>attack@damage_scale @atkJA,0@P`?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束, L>attack@damage_scaleD@atkLA(,<L\ ?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,L>attack@damage_scaleff?atkrNA(,<L\̊?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,L>attack@damage_scaleċ?atk2PA(,<L\?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,`L>attack@damage_scale33?atkQA(,<L\L?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束, L>attack@damage_scaleD?atkSA(,<L\ ?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,L>attack@damage_scale?atkrUA(,<L\̑?x-2skchr_billro_3 食噬之印 攻击范围<@ba.vup>扩大,攻击力逐渐增至<@ba.vup>+{atk:0%}\n<$ba.charged>蓄力额外效果:每次攻击使目标受到来自卡涅利安的伤害提升<@ba.vup>{attack@damage_scale:0%}(最多叠加<@ba.vup>5次),持续至技能结束,L>attack@damage_scaleĒL?atkskchr_billro_3dskchr_billro_2  A(8HP8 ?skchr_billro_2 沙缚镣锁攻击间隔<@ba.vup>大幅度缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$Ĕ? attack@rootL>atk>attack@sluggisȟbase_attack_timeA(8HT, ?skchr_billro_2 沙缚镣锁 攻击间隔<@ba.vup>较大幅度缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$? attack@rootؖL>atk>attack@sluggish Lbase_attack_timeA(8HT$?skchr_billro_2 沙缚镣锁 攻击间隔<@ba.vup>较大幅度缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$? attack@rootИ>atk>attack@sluggishLbase_attack_timeA(8HT?skchr_billro_2 沙缚镣锁 攻击间隔<@ba.vup>较大幅度缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$> attack@rootȚ>atkܚ>attack@sluggishLbase_attack_timezA(8HH?skchr_billro_2 沙缚镣锁攻击间隔<@ba.vup>缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$> attack@root>atkȜ>attack@sluggishbase_attack_timefA(8HH?skchr_billro_2 沙缚镣锁攻击间隔<@ba.vup>缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$> attack@root=atk>attack@sluggishԞbase_attack_timeRA(8HH?skchr_billro_2 沙缚镣锁攻击间隔<@ba.vup>缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$p> attack@root=atk>attack@sluggishbase_attack_time>A(8HPأ?skchr_billro_2 沙缚镣锁攻击间隔<@ba.vup>小幅度缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$d> attack@root=atk>attack@sluggish̾base_attack_time2A(8HP̥?skchr_billro_2 沙缚镣锁攻击间隔<@ba.vup>小幅度缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$X> attack@roottL=atk>attack@sluggish̾base_attack_time&A(8HP?skchr_billro_2 沙缚镣锁攻击间隔<@ba.vup>小幅度缩短,每次攻击对目标造成{attack@sluggish}秒<$ba.sluggish>停顿;\n<$ba.charged>蓄力额外效果:攻击力<@ba.vup>+{atk:0%}且<$ba.sluggish>停顿变为<$ba.root>束缚<@ba.vup>{attack@root}秒`<$LL> attack@roothL=atk|>attack@sluggish̾base_attack_timeskchr_billro_2Ԧ Lskchr_billro_1 t Hd4A(8H ?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效0?defD?atkA(8HL?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效\fff?defp?atkA(8Hx?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效L?defff>atk A(8H?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效333?defȫ>atk6A$4D?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效ܬ?def33>atk^A$4D?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效?def>atkA$4Dܮ?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效,>def@>atkpA$4D?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效T>defhL>atkpA$4D,?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效|L>def>atkpA$4DT?skchr_billro_1 沙暴守卫攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%};\n<$ba.charged>蓄力额外效果:特性效果在技能期间继续生效=def=atkskchr_billro_1Xskchr_pasngr_3 `hp xw(,<Lh?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$?sluggish@chain.max_target ?interval<@projectile_delay_timed@ctx@duration? atk_scale z(,<Lhd ?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$X?sluggisht@chain.max_target?interval@projectile_delay_timeܷ@ct@duration 33? atk_scale|(,<Lhܸ!?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$й?sluggish@chain.max_target?interval,@projectile_delay_timeT@cth@duration̬? atk_scale~(,<LhT"?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$H?sluggishd@chain.max_target?interval@projectile_delay_time̼@ct@durationff? atk_scaler(,<Lh̽#?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$?sluggishܾ@chain.max_target?interval@projectile_delay_timeD@ctX@durationt? atk_scale(,<LhD#?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$8?sluggishT@chain.max_targetx?interval@projectile_delay_time@ct@duration? atk_scaleb(,<Lh#?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$?sluggish@chain.max_target?interval @projectile_delay_time4@ctH@durationd33? atk_scaleڈ(,<Lh4#?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$(?sluggishD@chain.max_targeth?interval@projectile_delay_time@ct@duratioň? atk_scaleR(,<Lh#?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$?sluggish@chain.max_target?interval@projectile_delay_time$@ct8@durationTff? atk_scaleʍ(,<Lh$#?x-3skchr_pasngr_3 辉煌裂片立即寻找大范围内生命值最高的目标,在其位置生成持续<@ba.vup>{duration}秒的雷暴区域,期间每<@ba.vup>{interval}秒以<@ba.vup>{atk_scale:0%}的攻击力对雷暴区域内的随机敌人进行一次额外攻击;<@ba.rem>可充能{ct}次lL$?sluggish4@chain.max_targetX?intervalt@projectile_delay_time@ct@duration? atk_scaleskchr_pasngr_3(tskchr_pasngr_2 8l 0h B(8HH(?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>较大幅度缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,@attack@max_target>atk?ability_range_forward_extendbase_attack_time~B(8H*?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,\@attack@max_target>atk?ability_range_forward_extend̾base_attack_timeBB(8H+?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD, @attack@max_targetD>atkX?ability_range_forward_extend̾base_attack_timeA(8H,?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,@attack@max_targetL>atk?ability_range_forward_extendL̾base_attack_timeA(8Hd-?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>小幅度缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,@attack@max_target>atk?ability_range_forward_extendbase_attack_timeA(8H0.?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>小幅度缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,|@attack@max_target>atk?ability_range_forward_extendbase_attack_timebA(8H/ ?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>小幅度缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,H@attack@max_targetl>atk?ability_range_forward_extendbase_attack_time.A(8H 0 ?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,@attack@max_target4=atkH?ability_range_forward_extendxLbase_attack_timeA(8H 1 ?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,@attack@max_target=atk?ability_range_forward_extend@Lbase_attack_timeA(8H X2 ?skchr_pasngr_2 聚焦指令攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,攻击最大弹跳次数提升至<@ba.vup>{attack@max_target}xD,@attack@max_target=atk?ability_range_forward_extendLbase_attack_timeskchr_pasngr_2@ skchr_pasngr_1 0d 4h$4D(H?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0@pasngr_s_1.max_target?pasngr_s_1.sluggish8 @pasngr_s_1.atk_scale $4D(?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0@pasngr_s_1.max_target?pasngr_s_1.sluggish33@pasngr_s_1.atk_scale $4D(?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0|@pasngr_s_1.max_target?pasngr_s_1.sluggish @pasngr_s_1.atk_scaleJ$4D(?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0D@pasngr_s_1.max_targetl?pasngr_s_1.sluggishff@pasngr_s_1.atk_scale$4D(h?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0 @pasngr_s_1.max_target4?pasngr_s_1.sluggishX@pasngr_s_1.atk_scale$4D(0?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0@pasngr_s_1.max_target?pasngr_s_1.sluggish 33?pasngr_s_1.atk_scale$4D(?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0@pasngr_s_1.max_target?pasngr_s_1.sluggishff?pasngr_s_1.atk_scalej$4D(?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0d@pasngr_s_1.max_target?pasngr_s_1.sluggish?pasngr_s_1.atk_scale2$4D(?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0,@pasngr_s_1.max_targetT?pasngr_s_1.sluggishx?pasngr_s_1.atk_scale$4D(P?skchr_pasngr_1 电能之触下次攻击时攻击力提升至<@ba.vup>{pasngr_s_1.atk_scale:0%},最多在<@ba.vup>{pasngr_s_1.max_target}个目标间跳跃,攻击造成的<$ba.sluggish>停顿时间延长至<@ba.vup>{pasngr_s_1.sluggish}秒X0@pasngr_s_1.max_target?pasngr_s_1.sluggish@?pasngr_s_1.atk_scaleskchr_pasngr_1| skchr_logos_3  , P t.A,0@PH-?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0LL=projectile_move_scalet@attack@max_target@@atkA,0@PH-?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0$L=projectile_move_scaleL@attack@max_targetpff&@atk޸A,0@PH|-?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0L=projectile_move_scale$@attack@max_targetH@atkA,0@PHT-?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0L=projectile_move_scale@@attack@max_target @atkA,0@PH,-?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0L=projectile_move_scale@@attack@max_target@atkfA,0@PH- ?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0L=projectile_move_scale@@attack@max_targetff?atk>A,0@PH- ?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0\L=projectile_move_scale@@attack@max_target?atkA,0@PH-?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X04L=projectile_move_scale\@@attack@max_target33?atkA,0@PH-?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0 L=projectile_move_scale4@@attack@max_targetX?atkA(,<LD -?3-4 skchr_logos_3 延异视阈攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,使攻击范围内敌方子弹的飞行速度<@ba.vup>大幅降低、并在技能结束时将其全部<@ba.vup>清除X0L=projectile_move_scale@@attack@max_target,?atk skchr_logos_3T8 skchr_logos_2 ,D\t .A(8@? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0 Aattack@max_stack_cntuattack@move_speed>attack@atk_scale_delta$@?attack@atk_scale_baseL?attack@cooldownlBmagic_resistance0A(8@  ? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0 Aattack@max_stack_cntuattack@move_speed>attack@atk_scale_delta ff&?attack@atk_scale_base0 ?attack@cooldownP pBmagic_resistance3A(8@h "? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0x Aattack@max_stack_cnt uattack@move_speed =attack@atk_scale_delta ?attack@atk_scale_base ?attack@cooldown4 pBmagic_resistance6A(8@L$? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0\ Aattack@max_stack_cntuattack@move_speed=attack@atk_scale_delta?attack@atk_scale_base?attack@cooldownHBmagic_resistance9A(8@0%? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0@ Aattack@max_stack_cnthuattack@move_speedQ=attack@atk_scale_deltaff>attack@atk_scale_base?attack@cooldown Bmagic_resistancez<A(8@&? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0$ Aattack@max_stack_cntLuattack@move_speedp ף=attack@atk_scale_delta>attack@atk_scale_base?attack@cooldown Bmagic_resistance^?A(8@'? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0 Aattack@max_stack_cnt0uattack@move_speedT)\=attack@atk_scale_delta|33>attack@atk_scale_base?attack@cooldown Bmagic_resistanceBBA(8@(? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0 Aattack@max_stack_cntuattack@move_speed8u=attack@atk_scale_delta`>attack@atk_scale_base?attack@cooldownAmagic_resistance&EA(8@)? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0 Aattack@max_stack_cntuattack@move_speedL=attack@atk_scale_deltaD>attack@atk_scale_basel?attack@cooldownAmagic_resistance HA(8@ *? skchr_logos_2提喻法术抗性<@ba.vup>+{magic_resistance},攻击改为锁定一个目标对其每<@ba.vup>{attack@cooldown}秒造成一次相当于攻击力<@ba.vup>{attack@atk_scale_base:0%}的法术伤害,对相同目标的伤害逐渐提高至<@ba.vup>3倍并使其移动速度逐渐降低至<@ba.vup>40%(锁定5秒后达到上限),被打断或目标倒下时重新索敌且效果重置X0 Aattack@max_stack_cntuattack@move_speed #=attack@atk_scale_delta( L>attack@atk_scale_baseP ?attack@cooldownp Amagic_resistance skchr_logos_2  & skchr_logos_1  Z(,<Dh!<?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,"Kattack@kill_damage"?attack@kill_atk_scale"?atkR(,<Dh#>?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,$Kattack@kill_damage$33?attack@kill_atk_scale$fff?atkJ(,<Dh%@?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,&Kattack@kill_damage&ff?attack@kill_atk_scale&L?atkB(,<Dh'D?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,(Kattack@kill_damage(?attack@kill_atk_scale(333?atk:(,<Dh)F?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,x*Kattack@kill_damage*̌?attack@kill_atk_scale*?atk2(,<Dh+H?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,p,Kattack@kill_damage,?attack@kill_atk_scale,?atk*(,<Dh-J?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,h.Kattack@kill_damage.fff?attack@kill_atk_scale.>atk"(,<Dh|/L?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,`0Kattack@kill_damage0L?attack@kill_atk_scale0>atk(,<Dht1N?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,X2Kattack@kill_damage|2333?attack@kill_atk_scale2L>atk(,<Dhl3P?3-3 skchr_logos_1殁亡!攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},使攻击范围内生命值低于逻各斯攻击力<@ba.vup>{attack@kill_atk_scale:0%}的敌人立刻倒下、并对另一个随机目标造成与倒下单位生命值相等的法术伤害\n<@ba.rem>持续时间无限X,P4Kattack@kill_damaget4?attack@kill_atk_scale4=atk skchr_logos_14(<: skchr_heyak_3   v4B,4DX8<-?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,733?base_attack_time(7 @attack@levitateH7ff@attack@max_atk_scalep7333@attack@min_atk_scale4B,4DX:>,?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,933?base_attack_time9@attack@levitate933@attack@max_atk_scale9R.@attack@min_atk_scalen4B,4DX =?+?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,;33?base_attack_time <@attack@levitate@<@attack@max_atk_scaleh扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,x>33?base_attack_time>@attack@levitate>33s@attack@max_atk_scale>!@attack@min_atk_scalef4B,4DXBA)?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,@33?base_attack_timeAff?attack@levitate8Al@attack@max_atk_scale`A{@attack@min_atk_scale4B,4DXDB)?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,pC33?base_attack_timeCff?attack@levitateCfff@attack@max_atk_scaleC@attack@min_atk_scale^4B,4DXFC)?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,E33?base_attack_timeFff?attack@levitate0F`@attack@max_atk_scaleXF@attack@min_atk_scale 4B,4DXxID(?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,hH33?base_attack_timeH?attack@levitateHY@attack@max_atk_scaleHG@attack@min_atk_scaleV 4B,4DXKE(?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,J33?base_attack_timeK?attack@levitate(K33S@attack@max_atk_scalePK @attack@min_atk_scale4B,4DXpNF(?3-10 skchr_heyak_3博览者的狂语Z攻击范围<@ba.vup>扩大,攻击间隔<@ba.vdown>延长,攻击变为向前吹出平行的旋风,旋风伤害随行进距离正比增强并在行进三格后达到最大,使命中的第一个目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒,并造成最高<@ba.vup>{attack@max_atk_scale:0%}攻击力的法术伤害|P,`M33?base_attack_timeM?attack@levitateML@attack@max_atk_scaleMQ@attack@min_atk_scale skchr_heyak_3NXS skchr_heyak_2 | T ,txA(8H(TQ? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(O?attack@levitateO> attack@probOff>attack@atk_scalenzA(8H(S? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(hQ?attack@levitateQ)\> attack@probQ>attack@atk_scale"|A(8H(T? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(S?attack@levitate attack@probXS\>attack@atk_scale}A(8H(pV ? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(T?attack@levitateT= attack@prob U33>attack@atk_scaleA(8H($X"? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(V?attack@levitateV= attack@probVR>attack@atk_scale>A(8H(Y#? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(8X?attack@levitateXX= attack@probtXz>attack@atk_scaleA(8H([$? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(Y?attack@levitate Z= attack@prob(Zq=>attack@atk_scaleA(8H(@]&? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H([?attack@levitate[ ף= attack@prob[u>attack@atk_scaleZA(8H(^'? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(T]?attack@levitatet] ף= attack@prob]Ga>attack@atk_scaleA(8H(`(? skchr_heyak_2 群星逶迤攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>9连发,随机攻击范围内的目标,每发有<@ba.vup>{attack@prob:0%}的概率使目标<$ba.levitate>浮空<@ba.vup>{attack@levitate}秒H(_?attack@levitate(_ ף= attack@probD_L>attack@atk_scale skchr_heyak_2|_d skchr_heyak_1 D LT.$4D,`? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<,a@@cnt@a@levitate\a@@ atk_scaleҋ$4D,(b? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<b@@cntb`@levitatec333@ atk_scalev$4D,c? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<td@cntd`@levitatedff&@ atk_scale$4D,pe? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<f@cnt,f@@levitateHf@ atk_scale$4D,g? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<g?cntg @levitateg @ atk_scaleb$4D,h? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<`i?cntti @levitateiff@ atk_scale$4D,\j? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<k?cntk @levitate4k@ atk_scale$4D,l ? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<l?cntl@levitatelff? atk_scaleN$4D,m ? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<Ln?cnt`n@levitate|n? atk_scale$4D,Ho ? skchr_heyak_1 但为求索下次攻击额外攻击一个目标并造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,仅攻击到<@ba.vup>1名目标时使其<$ba.levitate>浮空<@ba.vup>{levitate}秒\n<@ba.rem>可充能{cnt}次<o?cntp@levitate p? atk_scale skchr_heyak_1PpPuskchr_cerber_3 $   5pB,0@T sP7?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(q@attack@silencerff@atk6lB,0@T  uP4?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(ts@attack@silences33?atk8hB,0@T vP1?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(t`@attack@silenceu?atk9dB,0@T  xP/?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(tv@@attack@silencev?atk;`B,0@T yP-?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(w @attack@silencex?atk<`B,0@T  {P+?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(ty @attack@silencey33?atk>`B,0@T |P)?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(z @attack@silence{ff?atk?\B,0@T  ~P'?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(t|@attack@silence|?atkA\B,0@T P%?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(}@attack@silence~̌?atkB\B,0@T  P#?3-3skchr_cerber_3“很重的枪”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>物理,优先攻击防御力最低的目标,并令其失去特殊能力<@ba.vup>{attack@silence}秒(t@attack@silence?atkskchr_cerber_3( 4skchr_cerber_2 4Lln B(8L(?skchr_cerber_2“很热的刀”Q攻击间隔<@ba.vup>超大幅度缩短,优先攻击防御力最高的目标؀>base_attack_timeVB(8L*?skchr_cerber_2“很热的刀”N攻击间隔<@ba.vup>大幅度缩短,优先攻击防御力最高的目标Q>base_attack_time:B(8LԄ+?skchr_cerber_2“很热的刀”N攻击间隔<@ba.vup>大幅度缩短,优先攻击防御力最高的目标Q>base_attack_timeB(8L,?skchr_cerber_2“很热的刀”Q攻击间隔<@ba.vup>较大幅度缩短,优先攻击防御力最高的目标>base_attack_time B(8L-?skchr_cerber_2“很热的刀”E攻击间隔<@ba.vup>缩短,优先攻击防御力最高的目标d?base_attack_timeB(8L|.?skchr_cerber_2“很热的刀”E攻击间隔<@ba.vup>缩短,优先攻击防御力最高的目标@?base_attack_timeB(8LX/ ?skchr_cerber_2“很热的刀”E攻击间隔<@ba.vup>缩短,优先攻击防御力最高的目标?base_attack_timeB(8L40 ?skchr_cerber_2“很热的刀”N攻击间隔<@ba.vup>小幅度缩短,优先攻击防御力最高的目标333?base_attack_time~A(8L1 ?skchr_cerber_2“很热的刀”N攻击间隔<@ba.vup>小幅度缩短,优先攻击防御力最高的目标333?base_attack_timebA(8L2 ?skchr_cerber_2“很热的刀”N攻击间隔<@ba.vup>小幅度缩短,优先攻击防御力最高的目标Ȉ333?base_attack_timeskchr_cerber_2Pxskchr_cerber_1 $   $4H?skchr_cerber_1“很冰的斧”下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次<@@cnt@@durationff@ atk_scale2$4H?skchr_cerber_1“很冰的斧”下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次< @@cnt @duration<@ atk_scale$4H?skchr_cerber_1“很冰的斧”下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次<@cnt @duration33? atk_scale2$4H?skchr_cerber_1“很冰的斧”下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次< @cnt @duration{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次<?cnt@duration? atk_scale2$4H?skchr_cerber_1“很冰的斧”下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次< ?cnt @duration{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次<?cnt@duration33? atk_scale2$4H?skchr_cerber_1“很冰的斧”下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次< ?cnt ?duration{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次<?cnt?durationff? atk_scale2$4H?skchr_cerber_1“很冰的斧”下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},优先攻击没有被阻挡的目标,并令目标<$ba.root>束缚<@ba.vup>{duration}秒\n<@ba.rem>可充能{cnt}次< ?cnt ?duration<? atk_scaleskchr_cerber_1lskchr_amgoat_3 $ 8L]pA,0@HP7?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,@attack@max_target,̌base_attack_timePff?atk^pA,0@H\P2?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,@attack@max_targeť̛base_attack_time33?atk^`pA,0@HP-?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,H@attack@max_targetľbase_attack_time?atkapA,0@HP(?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,@attack@max_target ̌base_attack_time0Y?atkcpA,0@H<P#?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,@attack@max_targeťbase_attack_timeРL?atk>epA,0@HܣP"?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,(@attack@max_targetĽbase_attack_timep@?atkfpA,0@H|P!?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,ȣ@attack@max_targeťbase_attack_time333?atk~hpA,0@HP ?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,h@@attack@max_targeťbase_attack_timeff&?atkjpA,0@HP?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,@@attack@max_target,̌base_attack_timeP?atkkpA,0@H\P?x-3skchr_amgoat_3火山攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>增大,攻击间隔<@ba.vup>大幅度缩短,攻击变为随机对攻击范围内至多<@ba.vup>{attack@max_target}个敌人发射熔岩T,@@attack@max_targeť̨base_attack_time ?atkskchr_amgoat_3xskchr_amgoat_2 LD<4 , $ $4<, ?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,Ԫmagic_resistance@duration@@ct(l@fk{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,جLmagic_resistance@duration@@ct,`@fk@? atk_scale_2\? atk_scale$4<,(?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,ܮLmagic_resistance@duration@@ct033S@fkD33? atk_scale_2`33? atk_scale$4<,,?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,Lmagic_resistance@duration @ct4ffF@fkHff? atk_scale_2dff? atk_scale$4<,0?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,magic_resistance@duration$@ct8<@fkL̼? atk_scale_2h̼? atk_scale$4<,4?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,magic_resistance @duration(@ct{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,magic_resistance@duration,@ct@0@fkT? atk_scale_2p? atk_scale$4<,<?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,̽magic_resistance@duration0?ctDff&@fkXff? atk_scale_2tff? atk_scale$4<,@?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,̽magic_resistance@duration4?ctH @fk\? atk_scale_2x? atk_scale$4<,D?skchr_amgoat_2点燃下次攻击造成相当于攻击力<@ba.vup>{fk:0%}的法术伤害,命中目标周围的敌人受到一半的爆炸伤害且在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次|dL,̽magic_resistance@duration8?ctL@fk`? atk_scale_2|? atk_scaleskchr_amgoat_2P$skchr_amgoat_1 $   ^A(8H#?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,?amgoat_s_1[b].atk,pBamgoat_s_1[b].attack_speedXpBamgoat_s_1[a].attack_speedA(8Hx%?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\, ?amgoat_s_1[b].atk\Bamgoat_s_1[b].attack_speed\Bamgoat_s_1[a].attack_speed^A(8H&?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,?amgoat_s_1[b].atk,HBamgoat_s_1[b].attack_speedXHBamgoat_s_1[a].attack_speedA(8Hx'?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,ff>amgoat_s_1[b].atk4Bamgoat_s_1[b].attack_speed4Bamgoat_s_1[a].attack_speed^A(8H(?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,= >amgoat_s_1[b].atk,(Bamgoat_s_1[b].attack_speedX(Bamgoat_s_1[a].attack_speedA(8Hx)?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,>amgoat_s_1[b].atk Bamgoat_s_1[b].attack_speed Bamgoat_s_1[a].attack_speed^A(8H*?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,\>amgoat_s_1[b].atk,Bamgoat_s_1[b].attack_speedXBamgoat_s_1[a].attack_speedA(8Hx+ ?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,33>amgoat_s_1[b].atk Bamgoat_s_1[b].attack_speed Bamgoat_s_1[a].attack_speed^A(8H, ?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\, ף>amgoat_s_1[b].atk,Bamgoat_s_1[b].attack_speedXBamgoat_s_1[a].attack_speedA(8Hx- ?skchr_amgoat_1 二重咏唱攻击速度<@ba.vup>+{amgoat_s_1[a].attack_speed}\n第二次及以后使用时追加攻击力<@ba.vup>+{amgoat_s_1[b].atk:0%}的效果\,>amgoat_s_1[b].atkAamgoat_s_1[b].attack_speedAamgoat_s_1[a].attack_speedskchr_amgoat_1(skchr_accast_3    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?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_rangepB attack_speed&A(8L(?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_rangeHB attack_speed2A(8L(?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_rangeHB attack_speed>A(8L(?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_range B attack_speedJA(8L*?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_range B attack_speedVA(8L*?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_rangeA attack_speedbA(8L,?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_rangeA attack_speednA(8L.?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_rangeA attack_speedzA(8L0?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_range A attack_speed A(8L 2?skchr_accast_1“书我所书”N自身攻击速度<@ba.vup>+{attack_speed},溅射范围<@ba.vup>扩大0?attack@projectile_rangeA attack_speedskchr_accast_1L(skchr_marcil_3 $ |hT@ ,!$4DnP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt@stunff>intervaly@ atk_scaleA sp_cost_extra B mana_init,Bmana_maxHAskill_cost_min_spl Aextra_chant_duration@chant_duration&$4D~P(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt`@stunff>intervall@ atk_scaleA sp_cost_extra B mana_init<Bmana_maxXAskill_cost_min_sp| Aextra_chant_duration@chant_duration*$4DP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt`@stunff>interval`@ atk_scaleA sp_cost_extra0 B mana_initLBmana_maxhAskill_cost_min_sp Aextra_chant_duration@chant_duration..$4DP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt@@stunff>intervalY@ atk_scale A sp_cost_extra@ B mana_init\Bmana_maxxAskill_cost_min_sp Aextra_chant_duration@chant_duration>2$4DP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$ DBtrig_cnt @@stun ff>interval 33S@ atk_scale0 A sp_cost_extraP B mana_initl Bmana_max Askill_cost_min_sp Aextra_chant_duration @chant_durationN6$4DP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt@@stunff>interval$L@ atk_scale@A sp_cost_extra` B mana_init|Bmana_maxAskill_cost_min_sp Aextra_chant_duration@chant_duration^:$4DθP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt@@stunff>interval4ffF@ atk_scalePA sp_cost_extrap B mana_initBmana_maxAskill_cost_min_sp Aextra_chant_duration@chant_durationn>$4D޼P(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt@stun(ff>intervalD@@ atk_scale`A sp_cost_extra B mana_initBmana_maxAskill_cost_min_sp Aextra_chant_duration@chant_duration~B$4DP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt @stun8ff>intervalT9@ atk_scalepA sp_cost_extra B mana_initBmana_maxAskill_cost_min_sp Aextra_chant_duration@chant_durationF$4DP(skchr_marcil_3 爆破魔法S<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{skill_cost_min_sp}点<$ba.magicpoint>魔力,在正前方位置造成爆炸,对周围敌人造成<@ba.vup>{atk_scale:0%}攻击力的法术伤害,炸到的高台会崩开碎片<$ba.stun>晕眩其周围敌人<@ba.vup>{stun}秒\n可追加<$ba.chant>吟唱<@ba.vdown>{extra_chant_duration}秒,完成后消耗剩余<@ba.vdown>所有<$ba.magicpoint>魔力,每额外消耗<@ba.vdown>{sp_cost_extra}点<$ba.magicpoint>魔力,追加1次爆炸\n<@ba.rem>追加吟唱可随时停止 8 `@$DBtrig_cnt0@stunHff>intervald333@ atk_scaleA sp_cost_extra B mana_initBmana_maxAskill_cost_min_sp Aextra_chant_duration$ @chant_durationskchr_marcil_3X x#%skchr_marcil_2 D4$  K$4D<zP skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$0#Bmana_maxL# Bsp_costd#? attack@stun#pB attack_speed#?attack@sluggish#?atk# A mana_init# Bskill_cost_min_sp$0Achant_durationN$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$&Bmana_max& Bsp_cost&? attack@stun'\B attack_speed$'?attack@sluggishD'fff?atkX' A mana_initt' Bskill_cost_min_sp'0Achant_durationR$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$8*Bmana_maxT* Bsp_costl*? attack@stun*HB attack_speed*?attack@sluggish*L?atk* A mana_init* Bskill_cost_min_sp+0Achant_durationU$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$-Bmana_max- Bsp_cost-? attack@stun .4B attack_speed,.?attack@sluggishL.333?atk`. A mana_init|. Bskill_cost_min_sp.0Achant_durationY$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$@1Bmana_max\1 Bsp_costt1? attack@stun1 B attack_speed1?attack@sluggish1ff&?atk1 A mana_init2 Bskill_cost_min_sp$20Achant_duration\$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$4Bmana_max4 Bsp_cost4? attack@stun5 B attack_speed45?attack@sluggishT5?atkh5 A mana_init5 Bskill_cost_min_sp50Achant_duration"`$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$H8Bmana_maxd8 Bsp_cost|8? attack@stun8 B attack_speed8?attack@sluggish8 ?atk8 A mana_init9 Bskill_cost_min_sp,90Achant_durationc$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$;Bmana_max; Bsp_cost<? attack@stun<A attack_speed<<?attack@sluggish\<?atkp< A mana_init< Bskill_cost_min_sp<0Achant_duration*g$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$P?Bmana_maxl? Bsp_cost?? attack@stun?A attack_speed??attack@sluggish?ff>atk? A mana_init@ Bskill_cost_min_sp4@0Achant_durationj$4D<P skchr_marcil_2 召唤使魔<$ba.chant>吟唱<@ba.vdown>{chant_duration}秒后,消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力制作并使用使魔攻击,攻击力<@ba.vup>+{atk:0%},攻击使所有命中目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒\n第二次使用时使魔升级,攻击距离<@ba.vup>+1,攻击速度<@ba.vup>+{attack_speed},攻击<$ba.stun>晕眩主目标<@ba.vup>{attack@stun}秒\n<@ba.rem>技能持续时间无限,第一次使用可随时停止 `@$BBmana_maxB Bsp_costC? attack@stun$CA attack_speedDC?attack@sluggishdC>atkxC A mana_initC Bskill_cost_min_spC0Achant_durationskchr_marcil_2ChdIskchr_marcil_1  tX< n$4D8Pskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$EBmana_maxE@sp_costE33?atkEA mana_initF@skill_cost_min_sp吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$GBmana_maxG@sp_costH?atkHA mana_init0H@skill_cost_min_spTH?chant_durationr$4D8>Pskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$IBmana_maxJ@sp_costJ?atk,JA mana_initHJ@skill_cost_min_splJ?chant_durationt$4D8VPskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$KBmana_maxL@sp_cost0LY?atkDLA mana_init`L@skill_cost_min_spL?chant_durationv$4D8nPskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$NBmana_max0N@sp_costHN333?atk\NA mana_initxN@skill_cost_min_spN?chant_durationy$4D8Pskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$,PBmana_maxHP@sp_cost`P?atktPA mana_initP@skill_cost_min_spP?chant_duration.{$4D8Pskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$DRBmana_max`R@sp_costxR ?atkRA mana_initR@skill_cost_min_spR?chant_durationF}$4D8Pskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$\TBmana_maxxT@sp_costT?atkTA mana_initT@skill_cost_min_spT?chant_duration^$4D8Pskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$tVBmana_maxV@sp_costVff>atkVA mana_initV@skill_cost_min_spV?chant_duration" $4DTH Pskchr_marcil_1才女的实力短暂<$ba.chant>吟唱后开启技能,每次攻击消耗<@ba.vdown>{sp_cost}点<$ba.magicpoint>魔力,攻击力<@ba.vup>+{atk:0%},在找不到攻击目标时改为治疗友方干员\n<@ba.rem>技能可随时主动关闭xX@$XBmana_maxX@sp_costX>atkXA mana_initY@skill_cost_min_sp增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)L[?atk`[>base_attack_timepB,4DTX|^fA?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)]33?atk]>base_attack_time!pB,4DTX8`g<?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)^̌?atk^>base_attack_timeV#pB,4DTXah7?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)`?atk`>base_attack_time%pB,4DTXci2?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)base_attack_time&pB,4DTXlej2?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)cL?atk d>base_attack_time(pB,4DTX(gk2?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)e333?atke>base_attack_timeF*pB,4DTXhl-?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)pg?atkg>base_attack_time,pB,4DTXjm-?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒),i?atk@i>base_attack_time-pB,4DTX\ln-?3-15 skchr_dusk_3 写意胜形攻击间隔<@ba.vdown>增大,优先攻击未阻挡的敌人,攻击范围与溅射范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},每次攻击时在目标位置(可部署地面)召唤/刷新一个<@ba.vup>"小自在"(持续25秒)j>atkj>base_attack_time skchr_dusk_34kp skchr_dusk_2 $@ \ x /A,0@P<n&?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(lff? damage_scalem?hp_ratio8m\B attack_speedXm ?atk1A,0@P<dp(?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(nff? damage_scalen?hp_ratiooHB attack_speed8o?atk3A,0@P<Dr*?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(pff? damage_scalep?hp_ratiop4B attack_speedqff>atk5A,0@P<$t,?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(r? damage_scaler?hp_ratior B attack_speedr>atkf7A,0@P<v-?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(|t? damage_scalet?hp_ratiot B attack_speedt33>atkF9A,0@P<w.?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(\v? damage_scale|v?hp_ratiovB attack_speedv ף>atk&;A,0@P<y/?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(atk=A,0@P<{0 ?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(z33? damage_scaleatk>A,0@P<}1 ?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH({33? damage_scale|?hp_ratio8|A attack_speedX|k>atk@A,0@P<d2 ?3-3 skchr_dusk_2 泼墨淋漓攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击范围内的所有敌人且对生命值低于一半的敌人造成的法术伤害提升至<@ba.vup>{damage_scale:0%}lH(}33? damage_scale}?hp_ratio~A attack_speed8~L>atk skchr_dusk_2`~0 ؃ skchr_dusk_1 p<l8$4Dh? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次@@cnt @ atk_scaleB$4D? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次@@cntff@ atk_scaler$4Dȁ? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次@@cnt, @ atk_scale$4D? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次H@cnt\ff@ atk_scaleҭ$4D(? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次x@cnt@ atk_scale$4DX? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次@cnt33? atk_scale2$4D? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次؆@cntff? atk_scaleb$4D? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次?cnt? atk_scale$4D? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次8?cntL? atk_scale³$4D? skchr_dusk_1 工笔入化下一次攻击溅射范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能{cnt}次h?cnt|? atk_scale skchr_dusk_1H$skchr_mostma_3 T  Dt^OA,4DT(nP?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL("base_attack_time@@ talent_scale6# attack@force?atk*QA,4DT(ȏnJ?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL($base_attack_timeL@@ talent_scale% attack@force?atkRA,4DT(nD?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL(&base_attack_time@@ talent_scale& attack@forceT̬?atkTA,4DT(`n>?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL(Z(base_attack_time@@ talent_scale( attack@force ?atkVA,4DT(,n<?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL(&*base_attack_time@@ talent_scalef* attack@forcě?atkZXA,4DT(n:?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL(+base_attack_time|@@ talent_scale2, attack@force?atk&ZA,4DT(Ęn8?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL(-base_attack_timeH@@ talent_scale- attack@forcefff?atk[A,4DT(n6?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL(/base_attack_time@@ talent_scale/ attack@forcePL?atk]A,4DT(\n4?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL(V1base_attack_time@@ talent_scale1 attack@force333?atk_A,4DT((n2?3-15skchr_mostma_3 序时之匙攻击范围<@ba.vup>扩大,攻击变为向外扩散的波纹,攻击力<@ba.vup>+{atk:0%},第二天赋的效果提升至<@ba.vup>{talent_scale:0}倍,<@ba.vup>小力度地击退攻击目标lL("3base_attack_time@@ talent_scaleb3 attack@force?atkskchr_mostma_3P skchr_mostma_2 ( $  @(8H\2?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害L33? atk_scale@(8H\4?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害Lff? atk_scale@(8H\6?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害Lff? atk_scale@(8H\8?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害L? atk_scale@(8H\:?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害L? atk_scale@(8H\; ?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害Ľ? atk_scale@(8H\= ?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害L? atk_scale@(8H\? ?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害L? atk_scale@(8H\@?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害Lfff? atk_scale@(8H\A?skchr_mostma_2 荒时之锁u攻击范围内的敌人全部<$ba.stun>晕眩,且每秒受到攻击力<@ba.vup>{atk_scale:0%}的法术伤害LL? atk_scaleskchr_mostma_2| skchr_ifrit_3 4 $ td.A$4<$? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,$magic_resistanceH ף<hp_ratiod33? atk_scaleA$4<$0? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,Ъmagic_resistance ף<hp_ratioff? atk_scaleA$4<$ܫ? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,|Pmagic_resistance ף<hp_ratio? atk_scale2A$4<$? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,( magic_resistanceL ף<hp_ratioȟ? atk_scaleA$4<$4"? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,ԯmagic_resistance ף<hp_ratio? atk_scaleA$4<$#? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,magic_resistance ף<hp_ratio33s? atk_scale6A$4<$$? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,,magic_resistanceP ף<hp_ratiolfff? atk_scaleA$4<$8&? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,شmagic_resistance ף<hp_ratioY? atk_scaleA$4<$'? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,magic_resistance ף<hp_ratioĶL? atk_scale:A$4<$(? skchr_ifrit_3灼地对攻击范围内的地面敌人造成每秒相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标的法术抗性<@ba.vup>-{-magic_resistance}\n<@ba.rem>自己每秒流失最大生命值的{hp_ratio:0%}L,0magic_resistanceT ף<hp_ratiop@? atk_scale skchr_ifrit_3 skchr_ifrit_2  ( l 8|R$4<? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<0@@ctDף@@duration`deft>burn.atk_scale @ atk_scale $4<`? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<@@ctף@@durationHdef,>burn.atk_scaleL@ atk_scale$4<? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<@@ctף@@durationнHdef>burn.atk_scale @ atk_scalez$4<о? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<X@@ctlף@@durationHdef>burn.atk_scale33? atk_scale2$4<? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<@ct$ף@@duration@defT>burn.atk_scaletff? atk_scale$4<@? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<@ctף@@durationdef >burn.atk_scale,? atk_scale$4<? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<@ctף@@durationdef>burn.atk_scale? atk_scaleZ$4< ? skchr_ifrit_2炎爆下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,命中目标在<@ba.vup>3秒内防御力<@ba.vup>-{-def}并持续受到灼烧伤害\n<@ba.rem>可充能{ct}次xT<8@ctLף@@durationhdef|>burn.atk_scale? atk_scale$4<h ? 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skchr_ifrit_1狂热H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}=atkhB attack_speedFA$4<0? skchr_ifrit_1狂热H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}=atkHB attack_speed*A$4<1? skchr_ifrit_1狂热H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}=atk@B attack_speedA$4<d2? skchr_ifrit_1狂热H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}d=atkx4B attack_speed skchr_ifrit_1< sktok_svash2_3 0d 4hRR$4@j sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$l@ weak[limit]>damage_scale_display@bird_atk_scaleT$4@~l sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$4@ weak[limit]P>damage_scale_displayx33?bird_atk_scaleU$4@Fn sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$@ weak[limit]>damage_scale_display@ff?bird_atk_scaleW$4@p sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$@ weak[limit]>damage_scale_display?bird_atk_scalerY$4@q sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$@ weak[limit]L>damage_scale_display?bird_atk_scale:[$4@s sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$T@ weak[limit]pL>damage_scale_display?bird_atk_scale]$4@fu sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$@ weak[limit]8L>damage_scale_display`33?bird_atk_scale^$4@.w sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$@ weak[limit]>damage_scale_display(ff?bird_atk_scale`$4@x sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$@ weak[limit]>damage_scale_display?bird_atk_scaleZb$4@z sktok_empty 变革已至 “变革已至”技能期间首个干员部署时,“风雪之眼”会部署至该干员所在位置,并与凛御银灰同时进行<@ba.vup>范围直线攻击。技能期间可以再次部署“风雪之眼”改变位置,且<@ba.vup>返还部署费用P$t@ weak[limit]>damage_scale_display?bird_atk_scalesktok_svash2_eaglesktok_svash2_3ؙ sktok_svash2_2 Dl$LjX 0 } sktok_empty开放性开局X 0N} sktok_empty开放性开局X 0} sktok_empty开放性开局6Y 0} sktok_empty开放性开局zY 0~ sktok_empty开放性开局Y 0^~ sktok_empty开放性开局Z 0~ sktok_empty开放性开局FZ 0~ sktok_empty开放性开局Z 0* sktok_empty开放性开局Z 0n sktok_empty开放性开局sktok_svash2_eaglesktok_svash2_24 sktok_svash2_1 Dl$L[ 0: sktok_empty开放性开局[ 0~ sktok_empty开放性开局"\ 0€ sktok_empty开放性开局f\ 0 sktok_empty开放性开局\ 0J sktok_empty开放性开局\ 0 sktok_empty开放性开局2] 0ҁ sktok_empty开放性开局v] 0 sktok_empty开放性开局] 0Z sktok_empty开放性开局] 0 sktok_empty开放性开局sktok_svash2_eaglesktok_svash2_1d)skchr_svash2_3 l%D!| T,@B,0@P`7.?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$cost_reduce_max>damage_scale_display" 3-1range_id@ weak[limit]?cntff? damage_scale$@bird_atk_scaleD? change_cnt`@svash2_s_3[cost].interval?svash2_s_3[cost].costAsvash2_s_3[start_cost].cost:@B,0@P`7,?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$&cost_reduce_max>damage_scale_displayF 3-1range_id@ weak[limit]?cnt(? damage_scaleH33?bird_atk_scaleh? change_cnt@svash2_s_3[cost].interval?svash2_s_3[cost].costAsvash2_s_3[start_cost].cost^@B,0@P`7+?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$Jcost_reduce_max>damage_scale_displayj 3-1range_id@ weak[limit]8?cntL? damage_scalelff?bird_atk_scale? change_cnt@svash2_s_3[cost].interval?svash2_s_3[cost].cost@svash2_s_3[start_cost].cost@B,0@P` 7*?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$ncost_reduce_max>damage_scale_display 3-1range_id@@ weak[limit]\?cntp? damage_scale?bird_atk_scale? change_cnt@svash2_s_3[cost].interval?svash2_s_3[cost].cost @svash2_s_3[start_cost].cost@B,0@P`D7)?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$cost_reduce_maxL>damage_scale_display 3-1range_idd@ weak[limit]?cnt? damage_scale?bird_atk_scale? change_cnt@svash2_s_3[cost].interval?svash2_s_3[cost].costD@svash2_s_3[start_cost].cost@B,0@P`h7(?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$cost_reduce_max<L>damage_scale_display 3-1range_id@ weak[limit]?cnt? damage_scale?bird_atk_scale? change_cnt@svash2_s_3[cost].interval@?svash2_s_3[cost].costh@svash2_s_3[start_cost].cost@B,0@P`7'?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$ڞcost_reduce_max`L>damage_scale_display 3-1range_id@ weak[limit]?cnt? damage_scale33?bird_atk_scale ? change_cnt8 @svash2_s_3[cost].intervald ?svash2_s_3[cost].cost @svash2_s_3[start_cost].cost@B,0@P` 7&?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$cost_reduce_max >damage_scale_display 3-1range_id @ weak[limit] ?cnt 33? damage_scale ff?bird_atk_scale@ ? change_cnt\ @svash2_s_3[cost].interval ?svash2_s_3[cost].cost @svash2_s_3[start_cost].cost6@B,0@P`7%?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$"cost_reduce_max>damage_scale_displayB 3-1range_id@ weak[limit]?cnt$33? damage_scaleD?bird_atk_scaled? change_cnt@svash2_s_3[cost].interval?svash2_s_3[cost].cost@svash2_s_3[start_cost].costZ@B,0@P`7$?3-1skchr_svash2_3 变革已至攻击范围<@ba.vup>扩大并使敌人<$ba.invisible>隐匿失效,攻击对直线范围造成攻击力<@ba.vup>{bird_atk_scale:0%}的物理伤害和<@ba.vup>{damage_scale_display:0%}的<$ba.fragile>脆弱;立即获得<@ba.vup>{svash2_s_3[start_cost].cost}点后持续获得<@ba.vup>24点部署费用\n<@ba.rem>首次开启时交换待部署区中费用最高(优先选择近卫/术师/狙击干员)与最低干员的基础部署费用\n<@ba.rem>技能期间“风雪之眼”变为可部署 tHxP$Fcost_reduce_max>damage_scale_displayf 3-1range_id@ weak[limit]4?cntH33? damage_scaleh?bird_atk_scale? change_cnt@svash2_s_3[cost].interval?svash2_s_3[cost].cost@svash2_s_3[start_cost].costskchr_svash2_38"skchr_svash2_2 <L\ l |,0@P, ?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(token_cost_modify @ max_stack_cnt@?cntT@cost_scale_display 3-7range_id@ max_target@cold33s@ atk_scale0Acost^ ,0@P,?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL( token_cost_modify@ max_stack_cnt?cnt@cost_scale_display^ 3-7range_id@ max_target,@coldDfff@ atk_scale`0Acost,0@P,l ?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(~token_cost_modify @ max_stack_cnt( ?cnt< @cost_scale_display 3-7range_id @ max_target @cold Y@ atk_scale 0AcostF,0@P,#?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(token_cost_modify|#@ max_stack_cnt#?cnt#@cost_scale_displayF 3-7range_id#@ max_target$@cold,$L@ atk_scaleH$0Acost,0@P,T'?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(ftoken_cost_modify&@ max_stack_cnt'?cnt$'@cost_scale_display 3-7range_idl'@ max_target'@cold'@@ atk_scale'0Acost.,0@P,*?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(token_cost_modifyd*@ max_stack_cnt*?cnt*@cost_scale_display. 3-7range_id*@ max_target*@cold+333@ atk_scale0+0Acost,0@P,<.?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(Ntoken_cost_modify-@ max_stack_cnt-?cnt .@cost_scale_display 3-7range_idT.@ max_targetp.@cold.ff&@ atk_scale.0Acost ,0@P,1?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(token_cost_modifyL1@ max_stack_cntl1?cnt1@cost_scale_display 3-7range_id1@ max_target1@@cold1@ atk_scale20Acost#,0@P,$5?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(6token_cost_modify4@ max_stack_cnt4?cnt4@cost_scale_display 3-7range_id<5@ max_targetX5@@coldp5 @ atk_scale50Acost&,0@P,8?3-7skchr_svash2_2御敌的锋锐对前方6名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,使其<@ba.vup>{cold}秒内<$ba.cold>寒冷且<$ba.invisible>隐匿失效;待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员);使“风雪之眼”左侧所有干员部署时以<@ba.vup>自身攻击力施放一次本技能的范围效果(最多叠加2次)\n<@ba.rem>可充能2次 dL(token_cost_modify48@ max_stack_cntT8?cnth8@cost_scale_display   3-7range_id8@ max_target8@@cold8@ atk_scale 90Acostskchr_svash2_289p>skchr_svash2_1 P T Xc(8H<?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(token_cost_modifyx;?svash2_s_1[deck].shield;@svash2_s_1[deck].cost; Acost:f(8H>?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(>token_cost_modify=?svash2_s_1[deck].shield=@svash2_s_1[deck].cost> Acosth(8H$A?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(token_cost_modify@?svash2_s_1[deck].shield@@@svash2_s_1[deck].costh@ Acostj(8HtC ?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(token_cost_modifyhB?svash2_s_1[deck].shieldB@svash2_s_1[deck].costB Acost*m(8HE!?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(.token_cost_modifyD?svash2_s_1[deck].shieldD@svash2_s_1[deck].costE Acostzo(8HH"?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(~token_cost_modifyG?svash2_s_1[deck].shield0G@svash2_s_1[deck].costXG Acostq(8HdJ#?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(token_cost_modifyXI?svash2_s_1[deck].shieldI@svash2_s_1[deck].costI Acostt(8HL$ ?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(token_cost_modifyK?svash2_s_1[deck].shieldK@svash2_s_1[deck].costK Acostjv(8HO% ?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(ntoken_cost_modifyM?svash2_s_1[deck].shield N@svash2_s_1[deck].costHN Acostx(8HTQ& ?skchr_svash2_1周旋的谋略L立刻获得<@ba.vup>{cost}点部署费用。待部署区中距离“风雪之眼”最近的1名干员费用<@ba.vup>-{svash2_s_1[deck].cost}(优先选择右侧<@ba.vup>近卫/术师/狙击干员),且部署后获得相当于凛御银灰最大生命值<@ba.vup>{svash2_s_1[deck].shield:0%}的<$ba.barrier>屏障T(token_cost_modifyHP?svash2_s_1[deck].shieldpP@svash2_s_1[deck].costP Acostskchr_svash2_1P({cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$0SL> attack@stunLS4C attack_speedlŠ?atkSAcost A,0@PV ?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$UL> attack@stunU*C attack_speedU?atkUAcostn A,0@P Y?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$(XL> attack@stunDX*C attack_speeddXfff?atkxXAcost A,0@P[?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$ZL> attack@stunZ*C attack_speedZL?atkZAcostf A,0@P^?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$ ]L> attack@stun<] C attack_speed\]@?atkp]@cost! A,0@P`?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$_L> attack@stun_ C attack_speed_333?atk_@cost^$ A,0@Pb?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$bL> attack@stun4b C attack_speedTbff&?atkhb@cost& A,0@Pxe?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$dL> attack@stund C attack_speedd?atkd@costV) A,0@Pg?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$gL> attack@stun,g C attack_speedLg ?atk`g@cost+ A,0@Ppj?2-2skchr_vulpis_3 隐狐之艺技能开启时立即获得<@ba.vup>{cost}点部署费用,攻击距离<@ba.vup>+1,攻击力<@ba.vup>+{atk:0%},攻击速度从<@ba.vup>+{attack_speed}逐渐衰减至+0,同时攻击阻挡的所有敌人,每次攻击<$ba.stun>晕眩敌人<@ba.vup>{attack@stun}秒\n<@ba.rem>若技能期间击倒敌人,则技能结束时进入迷彩状态,直至下一次开启技能`H$iL> attack@stuni C attack_speedi?atki@costskchr_vulpis_3jxoskchr_vulpis_2 D4 $ [,4DTTm?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8Ll@ct`l@stunxl@sluggishl@costl@@ atk_scalel@ max_target>^,4DTo?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8n@ctn@stunn@sluggisho@cost0o333@ atk_scaleLo@ max_target`,4DT\r?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8Tq@cthq@stunq@sluggishq@costqff&@ atk_scaleq@ max_targetFc,4DTt?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8s@cts@stunt@sluggish t@cost8t@ atk_scaleTt@ max_targete,4DTdw?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8\v@ctpv@stunv@sluggishv@costv @ atk_scalev@ max_targetNh,4DTy?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8x@ctx@stun y@sluggish(y@cost@yff@ atk_scale\y@ max_targetj,4DTl|?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8d{@ctx{@stun{@sluggish{@cost{@ atk_scale{@ max_targetVm,4DT~?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8}@ct}@stun~@sluggish0~@costH~33? atk_scaled~@ max_targeto,4DTt?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8l@ct@stun@sluggish@cost̀ff? atk_scale@ max_target^r,4DT?3-12skchr_vulpis_2 坠刃拷问_立即获得<@ba.vup>{cost}点部署费用,对周围最多6名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.sluggish>停顿<@ba.vup>{sluggish}秒;若敌人已经处于<$ba.sluggish>停顿状态,则额外使敌人<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>可充能{ct}次tX8@ct@stun@sluggish8@costP? atk_scalel@ max_targetskchr_vulpis_2skchr_vulpis_1 $ \0h(8H?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次D@@ct9@extra_damage_ratio<?cost(8HD?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次Dd@@ctx0@extra_damage_ratio?costv(8H?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次Dć@@ct؇ff&@extra_damage_ratio?costֈ(8H?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次D$@@ct8@extra_damage_ratio\?cost6(8Hd?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次D@@ct33@extra_damage_ratio?cost(8Hč?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次D@@ct @extra_damage_ratio?cost(8H$?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次DD@@ctX @extra_damage_ratio|?costV(8H?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次D@@ctff@extra_damage_ratio܎?cost(8H?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次D@@ct?extra_damage_ratio<?cost(8HD?skchr_vulpis_1 小施惩戒下次攻击额外造成攻击力<@ba.vup>{extra_damage_ratio:0%}的法术伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次Dd@@ctx33?extra_damage_ratio?costskchr_vulpis_1ȑ@ skchr_ines_3 0H `xveA 0@`? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,33?projectile_range,@ max_targetH@ atk_scaled?atkx?costgpA 0@b? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,x33?projectile_range@ max_targetff? atk_scaleԖ?atk?costVj`A 0@le? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,33?projectile_range @ max_target(? atk_scaleD33?atkX?costlPA 0@g? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,X33?projectile_range|@ max_target33? atk_scale?atkț?cost6o0A 0@Lj? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,ȝ33?projectile_range@ max_targetff? atk_scale$̌?atk8?costq0A 0@l? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,833?projectile_range\@ max_targetx? atk_scale?atk?costt0A 0@,o? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,33?projectile_range̢@ max_targeť? atk_scalefff?atk?costvA 0@q? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,33?projectile_range<@ max_targetX? atk_scaletL?atk?costxA 0@ t? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,33?projectile_range@ max_targetȧfff? atk_scale333?atk?costf{A 0@|v? skchr_ines_3 独影归途u<@ba.rem>首次部署时不消耗部署费用,放置一个影哨后离场并立刻刷新再部署时间\n部署后攻击力<@ba.vup>+{atk:0%},立刻收回影哨对穿过的最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,技能期间每对一个敌人造成伤害就获得<@ba.vup>{cost}点部署费用lL,33?projectile_range@ max_target8L? atk_scaleT?atkh?cost skchr_ines_3H  skchr_ines_2 4 D TFo@A,4DT?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4Battack@steal_atk_speed_max@attack@steal_atk_speed ̌?atk ?costq@A,4DT0?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4pBattack@steal_atk_speed_max0@attack@steal_atk_speedX?atkl?costs@A,4DT|?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4PpBattack@steal_atk_speed_max|@attack@steal_atk_speedfff?atk?cost*v@A,4DTȴ?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4pBattack@steal_atk_speed_maxȳ@attack@steal_atk_speedL?atk?costvx@A,4DT ?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4HBattack@steal_atk_speed_max@attack@steal_atk_speed<333?atkP?costz@A,4DT` ?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`44HBattack@steal_atk_speed_max`@attack@steal_atk_speedff&?atk?cost}@A,4DT ?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4HBattack@steal_atk_speed_max@attack@steal_atk_speedԺ?atk?costZ@A,4DT?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4̼ Battack@steal_atk_speed_max@attack@steal_atk_speed ?atk4?cost@A,4DTD?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4 Battack@steal_atk_speed_maxD@attack@steal_atk_speedlff>atk?cost@A,4DT?3-13 skchr_ines_2 暗夜无明A攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},自身获得<$ba.invisible>隐匿,每次攻击获得<@ba.vup>{cost}点部署费用并<$ba.steal>偷取目标<@ba.vup>{attack@steal_atk_speed}点攻击速度(最多{attack@steal_atk_speed_max}点,持续至技能结束或伊内丝离场)x`4d Battack@steal_atk_speed_max@attack@steal_atk_speed>atk?cost skchr_ines_2p skchr_ines_1 D  `4(8H@? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(@@bleed_durationL?bleed_atk_scale@cost(8H? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L( @@bleed_duration@333?bleed_atk_scale`@cost:(8Hh? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(@@bleed_durationff&?bleed_atk_scale@cost$4D? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(D@@bleed_durationd ?bleed_atk_scale@cost^$4DH? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(@@bleed_duration?bleed_atk_scale@cost$4D? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(d@@bleed_durationff>bleed_atk_scale@cost~$4Dh? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(@@bleed_duration>bleed_atk_scale4@cost$4D? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(@@bleed_duration33>bleed_atk_scale@cost$4D? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(@@bleed_duration4>bleed_atk_scaleT@cost.$4D? skchr_ines_1 淬影突袭下次攻击使目标<@ba.vup>{bleed_duration}秒内每秒受到相当于伊内丝攻击力<@ba.vup>{bleed_atk_scale:0%}的法术伤害(不叠加),并获得<@ba.vup>{cost}点部署费用L(@@bleed_duration>bleed_atk_scale@cost skchr_ines_1 $sktok_mlyss_wtrman_3A(@HpDd_?sktok_mlyss_wtrman_3流形%可复制待部署区一名干员,若为远程时获得特性每攻击<@ba.vup>10次在周围四格可部署位分裂自身(持续<@ba.vup>25秒),近战时每次攻击<$ba.steal>偷取敌方<@ba.vup>10点攻击力与防御力(最高<@ba.vup>250点,复制后重置)~jforceAintervalsktok_mlyss_wtrmansktok_mlyss_wtrman_3L $sktok_mlyss_wtrman_2A(@Hpd_?sktok_mlyss_wtrman_2流形%可复制待部署区一名干员,若为远程时获得特性每攻击<@ba.vup>10次在周围四格可部署位分裂自身(持续<@ba.vup>25秒),近战时每次攻击<$ba.steal>偷取敌方<@ba.vup>10点攻击力与防御力(最高<@ba.vup>250点,复制后重置)sktok_mlyss_wtrmansktok_mlyss_wtrman_2P$ $sktok_mlyss_wtrman_1A(@Hpd_?sktok_mlyss_wtrman_1流形%可复制待部署区一名干员,若为远程时获得特性每攻击<@ba.vup>10次在周围四格可部署位分裂自身(持续<@ba.vup>25秒),近战时每次攻击<$ba.steal>偷取敌方<@ba.vup>10点攻击力与防御力(最高<@ba.vup>250点,复制后重置)sktok_mlyss_wtrmansktok_mlyss_wtrman_1T skchr_mlyss_3 D| $ \pA(8L#? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8?mlyss_s_3[unmoveable].duration @'mlyss_s_3[token_melee_trigger].intervalD?atkXpAcostpA(8Ld%? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8?mlyss_s_3[unmoveable].duration@'mlyss_s_3[token_melee_trigger].intervalff>atk`AcostpA(8L(&? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8d?mlyss_s_3[unmoveable].duration@'mlyss_s_3[token_melee_trigger].interval>atk`AcostR pA(8L'? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8(?mlyss_s_3[unmoveable].durationX@'mlyss_s_3[token_melee_trigger].interval33>atk`AcostpA(8L( ? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8?mlyss_s_3[unmoveable].duration@'mlyss_s_3[token_melee_trigger].intervalT>atkhPAcostpA(8Lt) ? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8?mlyss_s_3[unmoveable].duration@'mlyss_s_3[token_melee_trigger].interval>atk,PAcostpA(8L8* ? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8t?mlyss_s_3[unmoveable].duration@'mlyss_s_3[token_melee_trigger].intervalGa>atkPAcostbpA(8L+? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t88?mlyss_s_3[unmoveable].durationh@'mlyss_s_3[token_melee_trigger].intervalQ8>atk@Acost&pA(8L,? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8?mlyss_s_3[unmoveable].duration,@'mlyss_s_3[token_melee_trigger].intervald)\>atkx@AcostpA(8L-? skchr_mlyss_3浅层非熵适应立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时每<@ba.vup>{mlyss_s_3[token_melee_trigger].interval}秒对周围八格敌人向自己中心<@ba.vup>小力度地拖拽并使所有阻挡的单位持续<$ba.stun>晕眩,若为远程复制体时刷新所有流形且攻击附带持续<@ba.vup>{mlyss_s_3[unmoveable].duration}秒的<$ba.root>束缚t8?mlyss_s_3[unmoveable].duration@'mlyss_s_3[token_melee_trigger].interval(=atk<@Acost skchr_mlyss_3h` skchr_mlyss_2 d HppA(8H#? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d<L=#hp_recovery_per_sec_by_max_hp_ratio>damage_resistance?atkpAcost!pA(8H%? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d< #=#hp_recovery_per_sec_by_max_hp_ratio@>damage_resistancedff>atkx`Acost#pA(8H&? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d<t #=#hp_recovery_per_sec_by_max_hp_ratioL>damage_resistance>atk`AcostR&pA(8H'? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d<<#hp_recovery_per_sec_by_max_hp_ratioL>damage_resistance433>atkH`Acost(pA(8HT( ? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d<D ף<#hp_recovery_per_sec_by_max_hp_ratiox>damage_resistance>atkPAcost"+pA(8H) ? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d< ף<#hp_recovery_per_sec_by_max_hp_ratio>damage_resistance>atkPAcost-pA(8H$* ? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d< ף<#hp_recovery_per_sec_by_max_hp_ratioH>damage_resistancelGa>atkPAcost/pA(8H+? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d<| #<#hp_recovery_per_sec_by_max_hp_ratio=damage_resistanceQ8>atk@AcostZ2pA(8H ,? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d< #<#hp_recovery_per_sec_by_max_hp_ratio =damage_resistance< )\>atkP @Acost4pA(8H\ -? skchr_mlyss_2 生态耦合k立即获得<@ba.vup>{cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},若流形为近战复制体时,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,若为远程复制体时,攻击变为<@ba.vup>二连击,随机攻击范围内的目标|d<L #<#hp_recovery_per_sec_by_max_hp_ratio =damage_resistance =atk @Acost skchr_mlyss_2 $\ skchr_mlyss_1 P <  l7pA(8H0? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$HPA fake_costdHB attack_speed?atkF?mlyss_s_1[cost].interval?mlyss_s_1[cost].costF9pA(8H? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$@A fake_cost4B attack_speed4ff>atkH?mlyss_s_1[cost].intervalt?mlyss_s_1[cost].cost:pA(8H? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$@A fake_cost B attack_speed>atk?mlyss_s_1[cost].interval$?mlyss_s_1[cost].cost<pA(8H@ ? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$X@A fake_costt B attack_speed33>atk?mlyss_s_1[cost].interval?mlyss_s_1[cost].costV>pA(8H!? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$0A fake_cost$A attack_speedD>atkX?mlyss_s_1[cost].interval?mlyss_s_1[cost].cost@pA(8H"? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$0A fake_costA attack_speed>atk?mlyss_s_1[cost].interval4?mlyss_s_1[cost].costApA(8HP#? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$h0A fake_costA attack_speedGa>atk?mlyss_s_1[cost].interval?mlyss_s_1[cost].costfCpA$4D$? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$ A fake_cost0A attack_speedPQ8>atkd ?mlyss_s_1[cost].interval?mlyss_s_1[cost].costEpA$4Dh%? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$ A fake_cost`A attack_speed)\>atk ?mlyss_s_1[cost].interval<?mlyss_s_1[cost].costFpA$4D&? skchr_mlyss_1渐进性润化期间逐渐回复<@ba.vup>{fake_cost}点费用,自身与流形攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}`H$l A fake_cost A attack_speed=atk ?mlyss_s_1[cost].interval?mlyss_s_1[cost].cost skchr_mlyss_1$p Hsktok_vigil_wolf_3 $ ,4?sktok_vigil_wolf_3狼群?attack@vigil_wolf_s_3.atk_scaleZ,4?sktok_vigil_wolf_3狼群T>attack@vigil_wolf_s_3.atk_scale,4?sktok_vigil_wolf_3狼群33>attack@vigil_wolf_s_3.atk_scaleZ,4?sktok_vigil_wolf_3狼群T >attack@vigil_wolf_s_3.atk_scale,4?sktok_vigil_wolf_3狼群 >attack@vigil_wolf_s_3.atk_scaleZ,4?sktok_vigil_wolf_3狼群T!k>attack@vigil_wolf_s_3.atk_scale,4?sktok_vigil_wolf_3狼群!L>attack@vigil_wolf_s_3.atk_scaleZ,4?sktok_vigil_wolf_3狼群T" #>attack@vigil_wolf_s_3.atk_scale,4?sktok_vigil_wolf_3狼群">attack@vigil_wolf_s_3.atk_scaleZ,4?sktok_vigil_wolf_3狼群T#=attack@vigil_wolf_s_3.atk_scalesktok_vigil_wolf_3sktok_vigil_wolf_3# psktok_vigil_wolf_2F,4?sktok_vigil_wolf_2狼群sktok_vigil_wolf_2sktok_vigil_wolf_2l$@ sktok_vigil_wolf_1 ,4?sktok_vigil_wolf_1狼群sktok_vigil_wolf_1sktok_vigil_wolf_1<%* skchr_vigil_3  OpA(8HP(# ? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ '?cost,'?intervalH'@Avalue`'?attack@vigil_s_3.atk_scaleQpA(8HP*% ? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@  )?cost$)?interval@)0AvalueX)>attack@vigil_s_3.atk_scaleSpA(8HPx,&? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ +?cost+?interval8+0AvalueP+33>attack@vigil_s_3.atk_scaleUpA(8HPp.'? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ ,?cost-?interval0-0AvalueH->attack@vigil_s_3.atk_scaleWpA(8HPh0(? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ .?cost /?interval(/ Avalue@/>attack@vigil_s_3.atk_scaleYpA(8HP`2)? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ 0?cost1?interval 1 Avalue81k>attack@vigil_s_3.atk_scale[pA(8HPX4*? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ 2?cost2?interval3 Avalue03L>attack@vigil_s_3.atk_scale]pA(8HPP6+? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ 4?cost4B`?interval5Avalue(5 #>attack@vigil_s_3.atk_scale_pA(8HPH8,? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ 6?cost6B`?interval7Avalue 7>attack@vigil_s_3.atk_scaleapA(8HP@:-? skchr_vigil_3领袖的尊严技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击变为<@ba.vup>三连击;狼群与伺夜攻击被狼群阻挡的单位造成伤害时,额外造成相当于伺夜攻击力<@ba.vup>{attack@vigil_s_3.atk_scale:0%}的法术伤害\@ 8?cost8B`?interval9Avalue9=attack@vigil_s_3.atk_scale skchr_vigil_3X9> skchr_vigil_2 X4 |T,r:(8Hh<? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,D;?vigil_wolf_s_2.costh;L>vigil_wolf_s_2.hp_ratio;@vigil_wolf_s_2.atk_scale;@cost<(8Hh>? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,h=?vigil_wolf_s_2.cost=>vigil_wolf_s_2.hp_ratio=33?vigil_wolf_s_2.atk_scale=@cost>(8Hh@? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,??vigil_wolf_s_2.cost?>vigil_wolf_s_2.hp_ratio?ff?vigil_wolf_s_2.atk_scale@@cost@(8Hh C? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,A?vigil_wolf_s_2.costA>vigil_wolf_s_2.hp_ratioA?vigil_wolf_s_2.atk_scale(B@costC$4DdB? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,C?vigil_wolf_s_2.costC=vigil_wolf_s_2.hp_ratioD33?vigil_wolf_s_2.atk_scaleHD@cost"E$4Dd E? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,E?vigil_wolf_s_2.costF=vigil_wolf_s_2.hp_ratio{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,H?vigil_wolf_s_2.cost4H=vigil_wolf_s_2.hp_ratio\Hff?vigil_wolf_s_2.atk_scaleH@costbI$4DdLI? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,0J?vigil_wolf_s_2.costTJ=vigil_wolf_s_2.hp_ratio|J?vigil_wolf_s_2.atk_scaleJ@costK$4DdlK? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,PL?vigil_wolf_s_2.costtL=vigil_wolf_s_2.hp_ratioL?vigil_wolf_s_2.atk_scaleL@costM$4DdM? skchr_vigil_2领袖的馈赠立即获得<@ba.vup>{cost}点部署费用,并使狼群下次攻击的攻击力提升至<@ba.vup>{vigil_wolf_s_2.atk_scale:0%}且狼群恢复<@ba.vup>{vigil_wolf_s_2.hp_ratio:0%}生命值;若狼群击倒敌人则额外获得<@ba.vup>{vigil_wolf_s_2.cost}点部署费用X,pN?vigil_wolf_s_2.costN=vigil_wolf_s_2.hp_ratioN33?vigil_wolf_s_2.atk_scaleN@cost skchr_vigil_2O<T skchr_vigil_1 LDt.P(8H\R? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影” P@costP(8H(S? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”P@costQ(8HS? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”Q@costR(8HT? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”R@cost^S(8HU? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”PS@cost*T(8HXV? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”T@costT(8H$W? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”T@costU$4DU? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”U@costV$4DtV? skchr_vigil_1领袖的呼唤K立即获得<@ba.vup>{cost}点部署费用,并增加一只“狼影”xV@costRW$4D{cost}点部署费用,并增加一只“狼影”@W@cost skchr_vigil_1lW\skchr_acpion_3  , P t,0@P8Z?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD 0YAtimesHY? def_penetratehY@ atk_scaleYAcost,0@P8\ ?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD [Atimes [? def_penetrate@[33? atk_scale\[@cost,0@P8l^ ?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD \Atimes\? def_penetrate]ff? atk_scale4]@cost!,0@P8D` ?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD ^Atimes^? def_penetrate^? atk_scale _@cost~#,0@P8b?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD `Atimes`? def_penetrate`33? atk_scale`@costV%,0@P8c?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD hbAtimesb? def_penetrateb? atk_scaleb@cost.',0@P8e?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD @dAtimesXd? def_penetratexdff? atk_scaled@cost)(,<L4`e?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD fAtimes,f? def_penetrateLf? atk_scalehf@cost*(,<L44g?x-1skchr_acpion_3 只余芬芳立即获得<@ba.vup>{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD gAtimesh? def_penetrate h? atk_scale{cost}点费用,对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD iAtimesi? def_penetratei33? atk_scalej@costskchr_acpion_3{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL(k33> def_penetratekB attack_speedkAtrig_cntl?interval0l?cost A(8@{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL(lm33> def_penetratemB attack_speedm@trig_cntm33?intervalm?costV A(8@p?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL( o> def_penetrate@oB attack_speed`o@trig_cnt|o33?intervalo?cost  A(8@r?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL(p> def_penetratepB attack_speedq@trig_cnt0q33?intervalLq?cost A(8@Xt?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL(r> def_penetraterB attack_speedr@trig_cntr?intervals?costr A(8@ v?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL( def_penetrate\tB attack_speed|t@trig_cntt?intervalt?cost& A(8@w?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL(u> def_penetratevB attack_speed0v@trig_cntLv?intervalhv?costڠ A(8@ty?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL(w> def_penetratewB attack_speedw@trig_cntx?intervalx?cost A(8@({?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL(Xy> def_penetratexyB attack_speedy@trig_cnty?intervaly?costB A$4<z?skchr_acpion_2迅瞬技能持续时间内逐渐获得<@ba.vup>{trig_cnt}点部署费用,攻击速度+<@ba.vup>{attack_speed},并无视目标<@ba.vup>{def_penetrate:0%}的防御力lL({> def_penetrate({B attack_speedH{@trig_cntd{?interval{?costskchr_acpion_2{ $skchr_acpion_1 d  4P^(8@~ ?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$|@ max_target}33@ atk_scale4}@cost(8@@?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$D~@ max_target`~ @ atk_scale|~@cost(8@?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_targetff@ atk_scale@cost6(8@Ђ?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$Ԁ@ max_target@ atk_scale @cost~(8@?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target833? atk_scaleT@costƬ(8@`?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$d@ max_targetff? atk_scale@cost(8@?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_targetȄ? atk_scale@costV(8@?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target? atk_scale,@cost(8@8?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$<@ max_targetX? atk_scalet@cost$4<<?skchr_acpion_1钻心立即获得<@ba.vup>{cost}点部署费用,并对攻击范围至多2名敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target33? atk_scale@costskchr_acpion_1\skchr_flamtl_3  A(8@ 0?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ Avalue? block_cntȊ333?base_attack_timeL?prob?costfff?atkA(8@ $?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ Avalue? block_cnt333?base_attack_timeL?prob?costL?atk~A(8@ ?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ |Avalue? block_cnt333?base_attack_timeԎL?prob?cost333?atkrA(8@  ?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ pAvalue? block_cnt333?base_attack_timeȐL?prob?cost?atkfA(8@ ?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ dAvalue|? block_cnt333?base_attack_time?probԒ?cost ?atkZA(8@ ?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ XAvaluep? block_cnt333?base_attack_time?probȔ?cost?atkNA(8@ ?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ LAvalued? block_cnt333?base_attack_time?prob?costԖff>atkBA(8@ ܙ?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ @AvalueX? block_cntt333?base_attack_time?prob?costȘ>atk6A(8@ Л?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ 4AvalueL? block_cnth333?base_attack_time?prob?cost33>atk*A$4<?skchr_flamtl_3焰心技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},获得<@ba.vup>{prob:0%}的物理和法术闪避h@ $Avalue<? block_cntX333?base_attack_time|?prob?cost>atkskchr_flamtl_3ԜLskchr_flamtl_2 dL 4 ,0@P (?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP, Aflamtl_s_2.duration,?flamtl_s_2.probL@ max_targeth?stun@ atk_scalePAcost,0@P(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP, Aflamtl_s_2.duration?flamtl_s_2.probԡ@ max_target?stun33@ atk_scale$@Acost,0@P0(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP, Aflamtl_s_2.durationflamtl_s_2.prob\@ max_targetx?stun @ atk_scale@Acost,0@P(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP, Aflamtl_s_2.durationĦff>flamtl_s_2.prob@ max_target?stunff@ atk_scale4@Acost,0@P@(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP,( Aflamtl_s_2.durationL>flamtl_s_2.probl@ max_target?stun@ atk_scale0Acost.,0@PȬ(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP, Aflamtl_s_2.durationԫ>flamtl_s_2.prob@ max_target?stun(33? atk_scaleD0Acost,0@PP(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP,8 Aflamtl_s_2.duration\>flamtl_s_2.prob|@ max_target?stunff? atk_scale̮0Acost>,0@Pر(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP, Aflamtl_s_2.duration33>flamtl_s_2.prob@ max_target ?stun8? atk_scaleT AcostƢ,0@P`(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP,H Aflamtl_s_2.durationl33>flamtl_s_2.prob@ max_target?stun? atk_scaleܳ AcostN,0@P(?x-1skchr_flamtl_2“红松林”S立即获得<@ba.vup>{cost}点部署费用;对周围最多6名敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒;范围内友方单位获得<@ba.vup>{flamtl_s_2.prob:0%}的物理闪避,持续<@ba.vup>{flamtl_s_2.duration}秒pP,е Aflamtl_s_2.duration33>flamtl_s_2.prob@ max_target0?stunH? atk_scaled Acostskchr_flamtl_2Dskchr_flamtl_1 TDt(8Hع ?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击@costv(8H?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击h@costB(8Hp?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击4@cost(8H<?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击@costں(8H?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击̺@cost(8HԽ?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击@costr(8H?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击d@cost>(8Hl?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击0@cost (8H8?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击@cost־$4D?skchr_flamtl_1 迅敏直觉K立即获得<@ba.vup>{cost}点部署费用,并闪避下次物理攻击ľ@costskchr_flamtl_1Dhskchr_sleach_3      A,0@P@?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,8>debuff.damage_scale\ Acosttff? damage_scale`@stun@@ atk_scale" A,0@P?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,q=>debuff.damage_scale Acost\? damage_scale`@stun,333@ atk_scale A,0@P@?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,8>debuff.damage_scale\ Acostt? damage_scale`@stunff&@ atk_scale" A,0@P?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,>debuff.damage_scale Acost? damage_scale@@stun,@ atk_scale A,0@P@?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,8L>debuff.damage_scale\ Acostt? damage_scale@@stun @ atk_scale" A,0@P?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,L>debuff.damage_scale Acost? damage_scale@@stun,ff@ atk_scale A,0@P@?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,8L>debuff.damage_scale\ Acostt? damage_scale@@stun@ atk_scale" A(,<L|?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,>debuff.damage_scale Acost33? damage_scale @stun(33? atk_scale A(,<L?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,0>debuff.damage_scaleT Acostl33? damage_scale @stunff? atk_scale A(,<Lt?2-1skchr_sleach_3 光辉旗帜e停止攻击,立即回复<@ba.vup>{cost}点部署费用,将军旗掷向地面敌人所在位置,并对周围造成<@ba.vup>{atk_scale:0%}的物理伤害和<@ba.vup>{stun}秒晕眩;期间军旗周围8格敌人受到<$ba.sluggish>停顿和<@ba.vup>{debuff.damage_scale:0%}的<$ba.fragile>脆弱效果。技能结束时收回军旗。lH,>debuff.damage_scale Acost33? damage_scale @stun ? atk_scaleskchr_sleach_3P`skchr_sleach_2 d HppA,0@P?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0d?sleach_s_2[cost].cost@?sleach_s_2[cost].intervalAvalue?atk_to_hp_recovery_ratio?defjpA,0@P?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0?sleach_s_2[cost].cost@?sleach_s_2[cost].interval Avalue8ff>atk_to_hp_recovery_ratiodff>defҡpA,0@Pp ?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`04?sleach_s_2[cost].cost\@?sleach_s_2[cost].intervalAvalue>atk_to_hp_recovery_ratio>def:pA,0@P  ?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0?sleach_s_2[cost].cost@?sleach_s_2[cost].intervalAvalue33>atk_to_hp_recovery_ratio433>defpA,0@P@! ?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0?sleach_s_2[cost].cost,@?sleach_s_2[cost].intervalXAvaluep>atk_to_hp_recovery_ratio>def pA,0@P" ?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0l?sleach_s_2[cost].cost@?sleach_s_2[cost].intervalAvalue>atk_to_hp_recovery_ratio>defrpA,0@P# ?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0?sleach_s_2[cost].cost@?sleach_s_2[cost].interval(Avalue@Ga>atk_to_hp_recovery_ratiolGa>defڭpA,0@Px$?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0<?sleach_s_2[cost].costd@?sleach_s_2[cost].intervalAvalueQ8>atk_to_hp_recovery_ratioQ8>defBpA,0@P%?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0?sleach_s_2[cost].cost@?sleach_s_2[cost].intervalAvalue)\>atk_to_hp_recovery_ratio<)\>defpA,0@PH&?x-1skchr_sleach_2 信仰传承2停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用;将军旗掷向范围内生命比例最低的干员所在位置,使其防御力<@ba.vup>+{def:0%}且每秒恢复相当于琴柳攻击力<@ba.vup>{atk_to_hp_recovery_ratio:0%}的生命值。技能结束时收回军旗。|`0 ?sleach_s_2[cost].cost4@?sleach_s_2[cost].interval`Avaluex=atk_to_hp_recovery_ratio=defskchr_sleach_2D skchr_bpipe_3 ` h px~A(8H(? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$4? block_cntP333?base_attack_timet?def?atkA(8H(? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$? block_cnt333?base_attack_timě?def̌?atknA(8H(? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$$? block_cnt@333?base_attack_timed?defx?atkA(8H(? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$? block_cnt333?base_attack_timefff?deffff?atk^!A(8H(? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$? block_cnt0333?base_attack_timeTL?defhL?atk"A(8Hp( ? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$? block_cnt333?base_attack_time333?def333?atkN$A(8H( ? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$? block_cnt 333?base_attack_timeD?defX?atk%A(8H`( ? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$|? block_cnt333?base_attack_time?def?atk>'A(8H( ? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$? block_cnt333?base_attack_time4>defH>atk(A(8HP( ? skchr_bpipe_3 闭膛连发攻击间隔<@ba.vdown>增大,阻挡数<@ba.vup>+{block_cnt},攻击力和防御力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>三连击dL$l? block_cnt333?base_attack_time>def>atk skchr_bpipe_3 ` skchr_bpipe_2 p dXL@4($4D? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次@@cnt,@ atk_scale $4D? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次 @@cnt4ff? atk_scale$4D? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次(@cnt<? atk_scale$4D? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次0@cntD? atk_scale"$4D ? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次8?cntLff? atk_scale*$4D? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次@?cntT? atk_scale2$4D? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次H?cnt\? atk_scale:$4D$? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次P?cntd33? atk_scaleB $4D, ? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次X ?cntl ̬? atk_scaleJ $4D4 ? skchr_bpipe_2 高效冲击o下一次的攻击力提升至<@ba.vup>{atk_scale:0%},且额外攻击一次\n<@ba.rem>可充能{cnt}次` ?cntt ff? atk_scale skchr_bpipe_2  skchr_saga_3 `hp xV5A(8@h (? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD( ?attack@hp_ratio Avalue ?ability_range_forward_extend ?base_attack_time, ?intervalH ?cost` ff?atk7A(8@hh*? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(?attack@hp_ratio8AvalueP?ability_range_forward_extend?base_attack_time?interval?cost?atkF:A(8@h+? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(?attack@hp_ratioAvalue?ability_range_forward_extend?base_attack_time?interval8?costP̌?atk<A(8@hX,? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(?attack@hp_ratio(Avalue@?ability_range_forward_extendp?base_attack_time?interval?cost?atk6?A(8@h-? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(?attack@hp_ratioAvalue?ability_range_forward_extend?base_attack_time ?interval(?cost@fff?atkAA(8@hH.? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(?attack@hp_ratioAvalue0?ability_range_forward_extend`?base_attack_time?interval?costL?atk&DA(8@h/? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(p?attack@hp_ratioAvalue?ability_range_forward_extend?base_attack_time?interval?cost0333?atkFA(8@h80? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(?attack@hp_ratioAvalue ?ability_range_forward_extendP?base_attack_timet?interval?cost?atkIA(8@h!1? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD(` ?attack@hp_ratio Avalue ?ability_range_forward_extend ?base_attack_time ?interval!?cost !?atkKA(8@h($2? skchr_saga_3怒目$技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击间隔<@ba.vdown>稍微增大,攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人,目标生命值低于一半时额外追加一次攻击xD("?attack@hp_ratio"Avalue#?ability_range_forward_extend@#?base_attack_timed#?interval#?cost#>atk skchr_saga_3#8) skchr_saga_2 D Dr,0@HH '  ?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8%@@cnt%@cost%@ atk_scale.,0@HH( ?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8H'@@cnt\'@costt'l@ atk_scale,0@HH* ?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8)@@cnt)@cost0)Y@ atk_scale,0@HH@, ?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8*@cnt*@cost*L@ atk_scaleb,0@HH- ?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8|,@cnt,@cost,@@ atk_scale,0@HH/ ?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次88.@cntL.@costd.9@ atk_scale,0@HHt1 ?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8/@cnt0@cost 0333@ atk_scale!,0@HH03?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次81?cnt1@cost1,@ atk_scaleR#,0@HH4?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8l3?cnt3@cost3ff&@ atk_scale%,0@HH6?x-6 skchr_saga_2除恶立即获得<@ba.vup>{cost}点部署费用;对十字范围内最多<@ba.vup>6名地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,之后消灭其中<$ba.dying>重伤的敌方单位。<@ba.rem>可充能{cnt}次8(5?cnt<5@costT5 @ atk_scale skchr_saga_25<: skchr_siege_3 L  Dt6`A(8D8? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL, 7?base_attack_timeD7? attack@stun`7>attack@buff_prob733s@attack@atk_scalebA(8D:? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,8?base_attack_time9ff? attack@stun,9>attack@buff_probP9fff@attack@atk_scalecA(8Dh<? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,:?base_attack_time:? attack@stun:>attack@buff_prob;Y@attack@atk_scaleeA(8D4> ? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,<?base_attack_time<̌? attack@stun<>attack@buff_prob增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,P>?base_attack_timet>L? attack@stun>>attack@buff_prob>ffF@attack@atk_scale2iA(8DA? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,@?base_attack_time@@L? attack@stun\@>attack@buff_prob@@@attack@atk_scalejA(8DC? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,A?base_attack_time BL? attack@stun(B>attack@buff_probLB9@attack@atk_scalelA$4@ C? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,C?base_attack_timeC? attack@stunC>attack@buff_probD333@attack@atk_scalenA$4@D? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,xE?base_attack_timeE? attack@stunE>attack@buff_probE,@attack@atk_scaleZppA$4@F? skchr_siege_3 碎颅击攻击间隔<@ba.vdown>增大,攻击时攻击力提高至<@ba.vup>{attack@atk_scale:0%},并且有<@ba.vup>{attack@buff_prob:0%}的概率<$ba.stun>晕眩目标<@ba.vup>{attack@stun:0.0}秒tL,@G?base_attack_timedG? attack@stunG>attack@buff_probGff&@attack@atk_scale skchr_siege_3GTM skchr_siege_2  0 H`x9,0@L(K  ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8\I@@ctpI@@costIY@ atk_scale:,0@LL ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8J@@ctJ@@costJL@ atk_scalen<,0@LN ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8M@@ctM@@costM333@ atk_scaleN?,0@LP ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8O@ct0O@@costHO,@ atk_scale@,0@LXR ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8P@ctP@@costPff&@ atk_scale.B,0@LS ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8Q@ctR@@cost(R @ atk_scaleC(,<HR ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8hS?ct|S@@costS@ atk_scale E(,<H`T ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8T?ctT@@costU33@ atk_scalevF(,<HU ?x-5 skchr_siege_2 跃空锤下次攻击对四周所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用\n<@ba.rem>可充能{ct}次8@V?ctTV@@costlV @ atk_scale skchr_siege_2V\skchr_narant_3 dL 4 NA(8@Y?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHX@@cntX@@attack@aoe.max_targetY?sluggish8Y? atk_scale_aoeXY?attack@atk_scaleփA(8@p\ ?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHh[@@cnt|[@@attack@aoe.max_target[?sluggish[? atk_scale_aoe[?attack@atk_scale^A(8@^"?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hH]@@cnt^@@attack@aoe.max_target,^?sluggishH^? atk_scale_aoeh^33?attack@atk_scaleA(8@a$?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHx`@@cnt`@@attack@aoe.max_target`?sluggish`33? atk_scale_aoe`?attack@atk_scalenA(8@d%?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHc@@cntc@@attack@aoe.max_target{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHe@@cnte@@attack@aoe.max_targete?sluggisheff? atk_scale_aoef?attack@atk_scale~A(8@i'?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHh@@cnt$h@@attack@aoe.max_targetLh?sluggishhhff? atk_scale_aoeh?attack@atk_scaleA(8@k( ?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHj@@cntj@@attack@aoe.max_targetj?sluggishj? atk_scale_aoek33?attack@atk_scaleA(8@(n) ?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hH m@@cnt4m@@attack@aoe.max_target\m?sluggishxm? atk_scale_aoem̬?attack@atk_scaleA(8@p* ?skchr_narant_3吞日v每次攻击发射<@ba.vup>{cnt}个回旋投射物(每个造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害),投射物全部回收时娜仁图亚对周围8格内至多<@ba.vup>{attack@aoe.max_target}名敌人造成一次相当于攻击力<@ba.vup>{atk_scale_AOE:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒hHo@@cnto@@attack@aoe.max_targeto?sluggishp? atk_scale_aoe pff?attack@atk_scaleskchr_narant_3XpPuskchr_narant_2 $    A(8@s?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(pr?attack@sluggishr@attack@atk_scale_comebackr @attack@atk_scaler?attack@projectile_ranges?attack@move_ahead_timeA(8@$v?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(t?attack@sluggishu33?attack@atk_scale_comeback{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(pw?attack@sluggishwff?attack@atk_scale_comebackw33@attack@atk_scalew?attack@projectile_rangex?attack@move_ahead_timeA(8@${?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(y?attack@sluggishz?attack@atk_scale_comeback{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(p|?attack@sluggish|33?attack@atk_scale_comeback| @attack@atk_scale|?attack@projectile_range}?attack@move_ahead_timeA(8@$?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(~?attack@sluggish?attack@atk_scale_comeback< @attack@atk_scale`?attack@projectile_range?attack@move_ahead_time A(8@?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(p?attack@sluggishff?attack@atk_scale_comebackff@attack@atk_scale?attack@projectile_range?attack@move_ahead_timeA(8@$?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(?attack@sluggish?attack@atk_scale_comeback<33@attack@atk_scale`?attack@projectile_range?attack@move_ahead_time A(8@?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(p?attack@sluggish?attack@atk_scale_comeback@attack@atk_scale?attack@projectile_range?attack@move_ahead_timeA(8@$?skchr_narant_2恶魇H每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒,投射物命中目标后会在短暂突进后折返,返回时对穿过的所有敌人造成一次相当于攻击力<@ba.vup>{attack@atk_scale_comeback:0%}的物理伤害X(?attack@sluggish33?attack@atk_scale_comeback<33?attack@atk_scale`?attack@projectile_range?attack@move_ahead_timeskchr_narant_2ĉ8<skchr_narant_1 ,D\ t ފ$4<HȊ?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8ability_range_forward_extend33?attack@atk_scale@@ attack@timesŒ$4<H?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8pability_range_forward_extendff?attack@atk_scaleč@@ attack@times$4<H?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8Tability_range_forward_extend?attack@atk_scale@@ attack@times$4<Ht?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`88ability_range_forward_extendh?attack@atk_scale@@ attack@timesn$4<HX ?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8ability_range_forward_extendL?attack@atk_scalep@@ attack@timesR$4<H< ?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8ability_range_forward_extend0?attack@atk_scaleT@@ attack@times6$4<H  ?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8ability_range_forward_extend33?attack@atk_scale8@@ attack@times$4<H ?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8Șability_range_forward_extendff?attack@atk_scale@@ attack@times$4<H ?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8ability_range_forward_extendܚ?attack@atk_scale@@ attack@times$4<H̛ ?skchr_narant_1旋刃 <@ba.rem>可以在下列状态和初始状态间切换:\n攻击距离<@ba.vdown>-1,回旋投射物造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并且可以在敌人间重复弹射(最多弹跳<@ba.vup>{attack@times}次)`8ability_range_forward_extend?attack@atk_scale@@ attack@timesskchr_narant_1 skchr_ray_3 @, t `aA,0<Pd?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pHD AspX@attack@unmove_duration33S@attack@atk_scalereload_intervaldA,0<P?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pH Asp@attack@unmove_durationءffF@attack@atk_scalereload_intervalvfA,0<P ?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pH Asp@attack@unmove_duration09@attack@atk_scaleTreload_intervalhA,0<Pl!?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pHL Asp`@attack@unmove_duration,@attack@atk_scalereload_interval&kA,0<Pĩ#?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pH Asp@attack@unmove_duration @attack@atk_scalereload_interval~mA,0<P$?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pH Asp@attack@unmove_duration8@attack@atk_scale\reload_intervaloA,0<Pt%?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pHT Asph@attack@unmove_duration33@attack@atk_scalereload_interval.rA,0<P̰& ?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pH Asp@attack@unmove_durationff@attack@atk_scale reload_intervaltA,0<P$' ?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pH Asp@attack@unmove_duration@@attack@atk_scaledreload_intervalvA,0<P|( ?3-8 skchr_ray_3“得见光芒”R立即<@ba.vdown>停止攻击直至子弹装满,装填间隔<@ba.vup>大幅缩短,攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使目标束缚<@ba.vup>{attack@unmove_duration}秒\n<@ba.rem>技能期间若击倒敌人,技能结束时获得{sp}点技力pH\ Aspp@attack@unmove_duration33?attack@atk_scalereload_interval skchr_ray_3h  sktok_ray_2 dL4(8l" sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹"(8l sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹(8l2 sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹2(8l sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹(8lB sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹B(8l sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹ʋ(8lR sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹R(8l sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹ڌ(8lb sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹b(8l sktok_ray_2 广域警觉3撤退时,回收莱伊命中周围区域的子弹sktok_ray_sndbst sktok_ray_2<4 skchr_ray_2  H t<j(0<L8Ļ?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(t̾ respawn_time?atk(0<L8\?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(  respawn_time,̌?atk(0<L8?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限( respawn_timeĿ?atk2(0<L8?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(< respawn_time\fff?atkʅ(0<L8$?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(L respawn_timeL?atkb(0<L8?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(lL respawn_time333?atk(0<L8T?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(L respawn_time$?atk(0<L8?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(̽ respawn_time?atk*(0<L8?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(4̽ respawn_timeT>atk(0<L8?4-10 skchr_ray_2 广域警觉被动效果:沙地兽撤退时回收命中该区域的子弹\n自动开启:攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},沙地兽的再部署时间<@ba.vup>{respawn_time:0%}\n<@ba.rem>持续时间无限(̽ respawn_time>atk skchr_ray_2( skchr_ray_1 T 8 h(4@8X  ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>较大力地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能2次8 @force@cnt@ atk_scalej(4@<  ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能2次8 x?force@cntff@ atk_scale(4@<  ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能2次8 (?force@@cntTy@ atk_scale(4@<d  ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能2次8 ?force?cntfff@ atk_scalez(4@< ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能2次8 ?force?cnt33S@ atk_scale*(4@< ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能2次8 8?forceP?cntdffF@ atk_scale(4@<t ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能2次8 ?force?cnt9@ atk_scale(4@<$ ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能1次8 ?force?cntff&@ atk_scale:(4@< ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能1次8 H?force`?cntt@ atk_scale(4@< ? skchr_ray_1 脱身矢立即用额外特殊子弹攻击目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并将其<@ba.vup>中等力度地推开,若将其击倒则使下次装填额外加装<@ba.vup>{cnt}发子弹\n<@ba.rem>可充能1次8 ?force?cnt$ @ atk_scale skchr_ray_1P skchr_chen2_3 tdTD 4 $j,0@T,7?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,Battack@trigger_time4@attack@projectile_life_time`\ attack@def|ffattack@move_speed?atkv,0@T,8?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,Battack@trigger_time@@attack@projectile_life_timel\ attack@defffattack@move_speedfff?atk,0@T,:?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,(Battack@trigger_timeL@attack@projectile_life_timex\ attack@defffattack@move_speedL?atk,0@T,<?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,4Battack@trigger_timeX@attack@projectile_life_timeH attack@def̾attack@move_speed333?atk ,0@T,A?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,@Battack@trigger_timed@attack@projectile_life_time attack@defattack@move_speedff&?atk,0@T,A?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,LBattack@trigger_timep@attack@projectile_life_time attack@defattack@move_speed?atk,0@T,A?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,XBattack@trigger_time|@attack@projectile_life_time attack@defattack@move_speed ?atk,0@T,F?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,dBattack@trigger_time@attack@projectile_life_time attack@defLattack@move_speed?atk,0@T,F?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,pBattack@trigger_time@attack@projectile_life_time attack@defLattack@move_speedff>atk,0@T,F?2-6 skchr_chen2_3“假日风暴”攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击造成两次伤害,对攻击范围内的所有敌人应用特性加成,每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,每次攻击消耗2发,打完后结束(可随时停止技能)|\,|Battack@trigger_time@attack@projectile_life_time attack@defLattack@move_speed >atk skchr_chen2_34 skchr_chen2_2   n(8L ? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_time4* attack@defP33attack@move_speedtL?atkj(8L ? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_time0* attack@defL33attack@move_speedp@?atkf(8L| ? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_time, attack@defHattack@move_speedl333?atkb(8Lx ? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_time( attack@defDattack@move_speedhff&?atk^(8Lt ? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4 Aattack@another_trigger_time Aattack@trigger_time @attack@projectile_life_time$  attack@def@ Lattack@move_speedd ?atkZ(8Lp ? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4 Aattack@another_trigger_time Aattack@trigger_time @attack@projectile_life_time  attack@def< Lattack@move_speed` ?atkV(8Ll? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_time attack@def8Lattack@move_speed\?atkR$4H$? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_timeH attack@def0̽attack@move_speedTff>atkJ$4H? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_time H attack@def(̽attack@move_speedL>atkB$4H? skchr_chen2_2“堇青之夜”攻击力<@ba.vup>+{atk:0%},每次攻击在范围内生成持续{attack@projectile_life_time}秒的粘液,地面敌人经过时移动速度<@ba.vup>{attack@move_speed:0%}、防御力<@ba.vup>{attack@def}(不叠加),<$ba.charged>蓄力额外效果:改为{attack@another_trigger_time}发弹药\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)\4Aattack@another_trigger_timeAattack@trigger_time@attack@projectile_life_timeH attack@def ̽attack@move_speedD33>atk skchr_chen2_2l skchr_chen2_1  4Tt$4Dx? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time?atk$4D? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),d@attack@trigger_timefff?atk~$4DP? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_timeL?atk$4D? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),<@attack@trigger_time`333?atkV$4D( ? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能), @attack@trigger_time ff&?atk»$4D!? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),"@attack@trigger_time8"?atk.$4D#? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),#@attack@trigger_time# ?atk$4Dl$? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),$@attack@trigger_time%?atk$4D%? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),X&@attack@trigger_time|&ff>atkr$4DD'? skchr_chen2_1 高压冲击攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),'@attack@trigger_time'>atk skchr_chen2_1(<-sktok_wisdel_wward D t <l.)$8H)?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 )@@sp_max6sp_min)?sluggish*$8H|*?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 *@@sp_maxsp_min+?sluggish+$8H+?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 P,@@sp_maxsp_min|,?sluggishZ-$8HD-?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 -@@sp_maxbsp_min-?sluggish.$8H.?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 /@@sp_maxsp_minD/?sluggish"0$8H 0?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 |0@@sp_max*sp_min0?sluggish1$8Hp1?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 1@@sp_maxsp_min 2?sluggish2$8H2?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 D3@@sp_maxsp_minp3?sluggishN4$8H84?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8 4@@sp_maxVsp_min4?sluggish5$8H5?sktok_wisdel_wward 魂灵之影对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成<@ba.vup>{sluggish}秒<$ba.sluggish>停顿并附着残影,之后获得0-2点技力8  6@@sp_maxsp_min86?sluggishsktok_wisdel_wwardl6h;skchr_wisdel_3 $ d D$(8H92(?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dD9@@sp,9@attack@trigger_timeP9? attack@probl9 @attack@atk_scale_399@base_attack_time9@max_cnt9ff?atk(8H<5&?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dD4<@@spH<@attack@trigger_timel<? attack@prob{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDP?@@spd?@attack@trigger_time?? attack@prob?@attack@atk_scale_3?9@base_attack_time?@max_cnt@?atk(8HC:#?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDlB@@spB@attack@trigger_timeB? attack@probB33?attack@atk_scale_3B9@base_attack_timeC@max_cnt C?atk(8H,F<?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDE@@spE@attack@trigger_timeE? attack@probE?attack@atk_scale_3F9@base_attack_time$F?max_cnt?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDH@@spH@attack@trigger_timeH? attack@probHff?attack@atk_scale_3I9@base_attack_time@I?max_cntXIff?atkN(8HdL@?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDK@@spK@attack@trigger_timeK? attack@probL?attack@atk_scale_38L9@base_attack_time\L?max_cnttL?atkj(8HOB?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDN@@spN@attack@trigger_timeO? attack@prob0O?attack@atk_scale_3TO9@base_attack_timexO?max_cntǑ?atk(8HRD?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDQ@@sp R@attack@trigger_time0R? attack@probLR33?attack@atk_scale_3pR9@base_attack_timeR?max_cntR?atk(8HUF?skchr_wisdel_3 爆裂黎明立刻在攻击范围内召唤<@ba.vup>{max_cnt}个魂灵之影(最多存在3个,技能结束后保留),攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vdown>大幅增大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale_3:0%},溅射范围<@ba.vup>大幅扩大且第一天赋的发动概率提高至<@ba.vup>{attack@prob:0%}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)dDU@@sp(U@attack@trigger_timeLU? attack@probhU?attack@atk_scale_3U9@base_attack_timeU?max_cntU33s?atkskchr_wisdel_3Uh[skchr_wisdel_2  A(8Hl+{atk:0%},攻击间隔<@ba.vup>缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,WL?attack@atk_scale_olX33>atkX333base_attack_timeA(8Hl0[?skchr_wisdel_2 饱和复仇 攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,Y@?attack@atk_scale_olY>atk Z333base_attack_timeA(8Hl$]?skchr_wisdel_2 饱和复仇 攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,[@?attack@atk_scale_ol[)\>atk\333base_attack_time~A(8Hl_?skchr_wisdel_2 饱和复仇 攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,]333?attack@atk_scale_ol]>atk]333base_attack_timerA(8Hp a?skchr_wisdel_2 饱和复仇&攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,_ff&?attack@atk_scale_ol_L>atk_base_attack_timejA(8Hpc?skchr_wisdel_2 饱和复仇&攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,aff&?attack@atk_scale_olaQ8>atkabase_attack_timebA(8Hpd ?skchr_wisdel_2 饱和复仇&攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,cff&?attack@atk_scale_olc #>atkcbase_attack_timeZA(8Hpf!?skchr_wisdel_2 饱和复仇&攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,e?attack@atk_scale_ole)\>atkebase_attack_timeRA(8Hph"?skchr_wisdel_2 饱和复仇&攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,g?attack@atk_scale_olg=atkgbase_attack_timeJA(8Hpj#?skchr_wisdel_2 饱和复仇&攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,可同时攻击<@ba.vup>3名敌人\n<$ba.overdrive>过载:攻击改为攻击力<@ba.vup>{attack@atk_scale_ol:0%}的<@ba.vup>4连发,随机攻击范围内的目标\n<@ba.rem>该技能可随时主动关闭D,i?attack@atk_scale_oli=atkibase_attack_timeskchr_wisdel_2itoskchr_wisdel_1  d D$k$4D$k?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(k? stun_durationk?append_atk_scalel$4D$l?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}((m? stun_durationHm̌?append_atk_scale.n$4D$n?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(n? stun_durationn?append_atk_scaleo$4D$o?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(@p? stun_duration`pfff?append_atk_scaleFq$4D$0q?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(q? stun_durationqY?append_atk_scaler$4D$r?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(Xs? stun_durationxsL?append_atk_scale^t$4D$Ht?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(t? stun_durationu@?append_atk_scaleu$4D$u?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(pv? stun_durationv333?append_atk_scalevw$4D$`w?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(w? stun_durationxff&?append_atk_scaley$4D$x?skchr_wisdel_1 定点清算下次攻击额外造成2次余震并使所有目标<$ba.stun>晕眩<@ba.vup>{stun_duration}秒,此次攻击的溅射范围<@ba.vup>略微扩大且余震伤害变为攻击力的<@ba.vup>{append_atk_scale:0%}(y? stun_durationy?append_atk_scaleskchr_wisdel_1y`X sktok_rosmon d  Hpz 0DH? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL z@@stun{?attack@append_atk_scale0{?defD{@attack@max_targeth{@?atk|{base_attack_timeb| 0D J? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL X| @stunp|?attack@append_atk_scale|?def|@attack@max_target|?atk|base_attack_time} 0DtK? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL } @stun}?attack@append_atk_scale~?def~@attack@max_target8~?atkL~base_attack_time2 0DL? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL ( @stun@?attack@append_atk_scaleh?def|@attack@max_target>atkbase_attack_time 0DDN? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL @stun?attack@append_atk_scaleЀ?def@attack@max_target33>atkbase_attack_time 0DO? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL @stun?attack@append_atk_scale8?defL@attack@max_targetp>atkbase_attack_timej 0DQ? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL `@stunx?attack@append_atk_scale?def@attack@max_target؃>atkbase_attack_time҄ 0D|R? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL Ȅ?stun?attack@append_atk_scale?def@attack@max_target@L>atkTbase_attack_time: 0DS? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL 0?stunH?attack@append_atk_scalep?def@attack@max_target>atkbase_attack_time 0DLU? sktok_rosmon战术装备召唤=出现时<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒dL ?stun?attack@append_atk_scale؇?def@attack@max_target=atk$base_attack_time sktok_rosmon\ԍskchr_rosmon_3 8| T ,A(8L<#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL @@stun?attack@append_atk_scaleԊ?def@attack@max_target @?atk base_attack_timeA(8L8B#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL $ @stun<?attack@append_atk_scaled?defx@attack@max_target?atkbase_attack_time.A(8LȐF#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL  @stun̏?attack@append_atk_scale?def@attack@max_target,?atk@base_attack_timeA(8LXJ#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL D @stun\?attack@append_atk_scale?def@attack@max_target>atkВbase_attack_timeNA(8LK#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL Ԕ@stun?attack@append_atk_scale?def(@attack@max_targetL33>atk`base_attack_time޿A(8LxL#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL d@stun|?attack@append_atk_scale?def@attack@max_targetܗ>atkbase_attack_timenA(8LM#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL @stun ?attack@append_atk_scale4?defH@attack@max_targetl>atkbase_attack_timeA(8LN#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL ?stun?attack@append_atk_scaleĜ?def؜@attack@max_targetL>atkbase_attack_timeA(8L(O#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL ?stun,?attack@append_atk_scaleT?defh@attack@max_target>atkbase_attack_timeA(8LP#?skchr_rosmon_3“如你所愿”Y攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个敌人但仅选择<@ba.rem>被阻挡的敌人作为目标;立即在攻击范围内的近战位部署两个战术装备(部署后<$ba.stun>晕眩周围敌人<@ba.vup>{stun}秒,阻挡的敌人防御力<@ba.vup>-160)dL ?stun?attack@append_atk_scale?def@attack@max_target=atk0base_attack_timeskchr_rosmon_3hskchr_rosmon_2  | dL4 B(8HT?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$H? attack@stundL> attack@prob@ add_times ?atk?base_attack_time.B(8HTȧ ?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$\ff? attack@stunxL> attack@prob@ add_timesff>atkĦ?base_attack_timeBB(8HTܩ!?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$p? attack@stunL> attack@prob@ add_timesĨp>atkب?base_attack_timeVB(8HT"?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$̌? attack@stunL> attack@prob@ add_timesت>atk?base_attack_timej B(8HT#?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$fff? attack@stunL> attack@probЬ@ add_timesL>atk?base_attack_time~B(8HT$?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$fff? attack@stunȮL> attack@prob@ add_timesL>atk?base_attack_timeB(8HT,%?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$fff? attack@stunܰL> attack@prob@ add_timesL>atk(?base_attack_timeB(8HT@&?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$Բ333? attack@stunL> attack@prob @ add_times(=atk<?base_attack_timeA(8HTT'?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$333? attack@stunL> attack@prob @ add_times<=atkP?base_attack_timeA(8HTh(?skchr_rosmon_2 末梢阻断 攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},溅射范围<@ba.vup>扩大,每次攻击额外造成<@ba.vup>2次余震;受到攻击和余震的目标有<@ba.vup>{attack@prob:0%}的几率<$ba.stun>晕眩<@ba.vup>{attack@stun}秒|dD$333? attack@stunL> attack@prob4@ add_timesP=atkd?base_attack_timeskchr_rosmon_2 skchr_rosmon_1 tdTD4$$4D?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,?append_atk_scaleff?extra_atk_scale¹$4D?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,ȹ?append_atk_scale?extra_atk_scaleκ$4D?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,Ժ?append_atk_scale33?extra_atk_scaleڻ$4DĻ?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,?append_atk_scale?extra_atk_scale$4Dм?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,?append_atk_scalě?extra_atk_scale$4Dܽ?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,?append_atk_scaleff?extra_atk_scale$4D?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,?append_atk_scale(?extra_atk_scale $4D?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,?append_atk_scale433s?extra_atk_scale$4D?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,?append_atk_scale@Y?extra_atk_scale"$4D ?skchr_rosmon_1 思维膨大_下次攻击额外造成一次相当于攻击力<@ba.vup>{extra_atk_scale:0%}的法术伤害,(?append_atk_scaleLL?extra_atk_scaleskchr_rosmon_1xskchr_typhon_3 LD<4,$   ](8L(?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\0$@attack@s3_max_hit_numL Aattack@s3_trigger_timet?attack@s3_atk_scale>attack@s3_stunffF@base_attack_time`(8L)?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\0(@attack@s3_max_hit_numPAattack@s3_trigger_timex?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timec(8L*?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\0,@attack@s3_max_hit_numTAattack@s3_trigger_time|33?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timef(8L+?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\00@attack@s3_max_hit_numXAattack@s3_trigger_time?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timei(8L-?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\04@attack@s3_max_hit_num\@attack@s3_trigger_timeff?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timel(8L.?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\08@attack@s3_max_hit_num`@attack@s3_trigger_time?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timeo(8L/?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\0<@attack@s3_max_hit_numd@attack@s3_trigger_time?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timer(8L0?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\0@@attack@s3_max_hit_numh@attack@s3_trigger_time33?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timeu(8L1?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\0D@attack@s3_max_hit_numl@attack@s3_trigger_time̬?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timex(8L2?skchr_typhon_3“永恒狩猎”立刻标记攻击范围内的一名目标,攻击间隔<@ba.vdown>大幅增大,攻击变为对标记目标发射一轮箭雨;箭雨会随机攻击标记目标周围的敌人,共造成<@ba.vup>{attack@s3_max_hit_num}次相当于攻击力<@ba.vup>{attack@s3_atk_scale:0%}的物理伤害并使目标晕眩<@ba.vup>{attack@s3_stun}秒\n<@ba.rem>攻击装有{attack@s3_trigger_time}发弹药,打完后结束(可随时停止技能)\0H@attack@s3_max_hit_nump@attack@s3_trigger_timeff?attack@s3_atk_scale>attack@s3_stunffF@base_attack_timeskchr_typhon_3skchr_typhon_2 $ D d  A(8H@`2*?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(Afirst_duration? attack@stun> attack@prob4?atk A(8H@<3)?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(Afirst_duration? attack@stun> attack@probff>atk~A(8H@3)?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(Afirst_duration? attack@stun> attack@prob>atkZA(8H@3(?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(pAfirst_duration? attack@stun> attack@prob33>atk6A(8H@5'?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(LAfirst_durationl? attack@stun> attack@prob ף>atkA(8H@5&?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH((Afirst_durationH? attack@stund> attack@probz>atkA(8H@5%?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(Afirst_duration$? attack@stun@> attack@prob\>atkA(8H@d7$?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(Afirst_duration? attack@stun> attack@prob8k>atkA(8H@@7#?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(Afirst_duration? attack@stun> attack@probL>atkA(8H@7"?skchr_typhon_2 冰原秩序攻击力<@ba.vup>+{atk:0%},每次攻击发射<@ba.vup>两支箭矢(优先攻击不同目标),并有<@ba.vup>{attack@prob:0%}概率晕眩目标<@ba.vup>{attack@stun}秒\n<@ba.rem>第二次及以后使用时持续时间无限hH(Afirst_duration? attack@stun> attack@prob{.>atkskchr_typhon_2 skchr_poca_3 D| $\A(8D$d? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(A hit_duration>atk? hit_interval@ max_target @(8D$( ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(@ hit_durationL>atk? hit_interval@ max_targetR"@(8D$! ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(L@ hit_durationl>atk? hit_interval@@ max_target$@(8D$" ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(@ hit_duration0=atkD? hit_intervald@@ max_target%@(8D$t# ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(@ hit_duration=atk? hit_interval(@@ max_target'@(8D$8$ ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(@ hit_duration=atk? hit_interval@@ max_targetb)@(8D$% ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(\@ hit_duration|=atk? hit_interval@@ max_target&+@(8D$& ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@( @ hit_duration@=atkT? hit_intervalt@@ max_target,@(8D$' ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(@ hit_duration=atk? hit_interval8@@ max_target.@(8D$H( ? skchr_poca_3 雪崩击攻击力<@ba.vup>+{atk:0%},立即向至多<@ba.vup>{max_target}个重量最重的敌人发射束缚叉枪;技能持续时间内所有目标受到<$ba.root><@ba.vup>束缚效果,每秒受到一次攻击d@(@ hit_duration=atk? hit_interval@@ max_target skchr_poca_3,  skchr_poca_2 0pB(8Hx A-? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人,@@attack@max_targetdfff?atk1pB(8Hl F-? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人,4@attack@max_targetXL?atk2pB(8H` K-? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人,( @attack@max_targetL 333?atk3pB(8HT P-? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人, @attack@max_target@ ?atk4pB(8HH P,? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人, @attack@max_target4 ?atk5pB(8H<P+? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人, @attack@max_target( ?atk6pB(8H0P*? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人, @attack@max_target ff>atk7pB(8H$P)? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人, @attack@max_target>atk~8pB(8HP(? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人,@attack@max_target33>atkr9pB(8H P'? skchr_poca_2 分裂射击K攻击力<@ba.vup>+{atk:0%},可以额外攻击<@ba.vup>一个敌人,@attack@max_target>atk skchr_poca_2 skchr_phenxi_3 lD |T,:$4Hp(?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,?attack@atk_scale_2<̌? attack@distbase_attack_timex @attack@atk_scale<$4HpL?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,<33?attack@atk_scale_2`̌? attack@distbase_attack_time@attack@atk_scale?$4Hpp?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,`33?attack@atk_scale_2̌? attack@dist6base_attack_time33?attack@atk_scale>A$4Hp?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,33?attack@atk_scale_2̌? attack@distZbase_attack_time?attack@atk_scalebC$4Hp?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,̌?attack@atk_scale_2̌? attack@dist~base_attack_timeff?attack@atk_scaleE$4Hp?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,̌?attack@atk_scale_2̌? attack@distbase_attack_time,?attack@atk_scaleG$4Hp?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,̌?attack@atk_scale_2̌? attack@distƵbase_attack_timeP?attack@atk_scaleI$4Hp$ ?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,!ff?attack@atk_scale_28!̌? attack@distbase_attack_timet!?attack@atk_scaleK$4HpH"?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,8#ff?attack@atk_scale_2\#̌? attack@distbase_attack_time#ff?attack@atk_scaleN$4Hpl$?skchr_phenxi_3“你须偿还”'持续固定攻击范围内正前方最远一格,爆炸范围<@ba.vup>扩大,攻击力提升至<@ba.vup>{attack@atk_scale_2:0%},对目标位置附近小范围内的敌人攻击力额外提升至<@ba.vup>{attack@atk_scale:0%}\n<@ba.rem>持续时间无限,可主动关闭技能pL,\%ff?attack@atk_scale_2%̌? attack@dist2base_attack_time%?attack@atk_scaleskchr_phenxi_3%l+skchr_phenxi_2 4 $ td'$4H4&?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ '(?dist'@ atk_scale_2'@ atk_scale($4H4(?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ T)(?distl)ff? atk_scale_2)fff@ atk_scalef*$4H4P* ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ +(?dist+? atk_scale_24+Y@ atk_scale,$4H4+ ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ ,(?dist,? atk_scale_2,L@ atk_scale-$4H4- ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ X.(?distp.? atk_scale_2.@@ atk_scalej/$4H4T/ ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ 0(?dist033? atk_scale_280333@ atk_scale1$4H41 ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ 1(?dist1ff? atk_scale_21ff&@ atk_scale2$4H42 ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ \3(?distt3? atk_scale_23@ atk_scalen4$4H4X4 ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ 5(?dist 5̌? atk_scale_2<5 @ atk_scale6$4H46 ?skchr_phenxi_2“你须愧悔”向前发射灼痕弹且每飞行一段距离在弹道上留下灼痕,到达攻击范围最远距离时爆炸造成<@ba.vup>{atk_scale:0%}的物理伤害;之后灼痕依次爆炸造成<@ba.vup>{atk_scale_2:0%}的物理伤害@ 6(?dist6? atk_scale_26@ atk_scaleskchr_phenxi_27 <skchr_phenxi_1 |dL4aA(8Ld: ?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8@8?ability_range_forward_extendp8?atkbA(8Lx; ?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8T9?ability_range_forward_extend9fff?atkcA(8L< ?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8h:?ability_range_forward_extend:@?atkeA(8L=?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8|;?ability_range_forward_extend;?atkfA(8L>?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8<?ability_range_forward_extend< ?atk.gA(8L??skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8=?ability_range_forward_extend=?atkBhA(8L@?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8>?ability_range_forward_extend>ff>atkViA(8LA?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8??ability_range_forward_extend?>atkjjA(8LC?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8@?ability_range_forward_extendA33>atk~kA(8LD?skchr_phenxi_1“你须直面”X攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}8A?ability_range_forward_extend$B>atkskchr_phenxi_1LBHG skchr_cqbw_3 T  DtfC(8<TE!? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@  D@stun8DffF@ atk_scaleTD@ max_target2E(8<T`G#? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ E@stunF@@ atk_scale F@ max_targetF(8<T,I%? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ G@stunG9@ atk_scaleG@ max_targetH(8<TJ'? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ I@stunI333@ atk_scaleI@@ max_targetJ(8<TL(? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ PK`@stunhK,@ atk_scaleK@@ max_targetbL(8<TN)? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ M`@stun4Mff&@ atk_scalePM@@ max_target.N(8<T\P*? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ N`@stunO @ atk_scaleO@@ max_targetO(8<T(R+ ? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ P@@stunP@ atk_scaleP@@ max_targetQ(8<TS, ? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ R@@stunR33@ atk_scaleR@@ max_targetS(8<TU- ? skchr_cqbw_3D12在攻击范围内生命值最多的<@ba.vup>{max_target}个敌人身上放置一枚炸弹;炸弹会在一定延迟后引爆,每个对其周围的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒@ LT@@stundT @ atk_scaleT@@ max_target skchr_cqbw_3T (Zsktok_cqbw_token p dXL@4(U0H !?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 U @stunU333@ atk_scaleV0H"?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 V@stunW,@ atk_scaleW0H#?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 Wff?stunXff&@ atk_scaleX0H$$?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 Xff?stunY @ atk_scaleY0H,%?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 Z?stunZ@ atk_scaleZ0H4&?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 [?stun [33@ atk_scale[0H<'?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 \?stun(\ @ atk_scale]0HD(?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 ]33?stun0]ff@ atk_scale^0HL)?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩  ^33?stun8^@ atk_scale_0HT*?sktok_cqbw_token受害者启动模式g敌人经过时会爆炸,爆炸后对周围所有敌人造成物理伤害并令其<$ba.stun>晕眩 (_33?stun@_33? atk_scalesktok_cqbw_tokent_0d skchr_cqbw_2 X <  l`$4DXx`? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 Ha @stun`a333@ atk_scale>b$4DX(b ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 b@stunc,@ atk_scalec$4DXc ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 dff?stundff&@ atk_scalee$4DXe ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 Xfff?stunpf @ atk_scaleNg$4DX8g ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 h?stun h@ atk_scaleh$4DXh ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 i?stuni33@ atk_scalej$4DXj ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 hk?stunk @ atk_scale^l$4DXHl ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 m33?stun0mff@ atk_scalen$4DXm ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 n33?stunn@ atk_scaleo$4DXo ? skchr_cqbw_2 惊吓盒子下次攻击变为在攻击范围内的一个可放置地块埋下地雷(持续120秒);地雷在敌人经过时会爆炸,爆炸后对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并令其<$ba.stun>晕眩<@ba.vup>{stun}秒 xp33?stunp33? atk_scale skchr_cqbw_2pX 8v skchr_cqbw_1 Tt<r$4<q? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 r@@stun0r`@ atk_scale$4<r? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 Ls,@stunds33S@ atk_scaleڝ$4<0t? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 t@stuntL@ atk_scale$4<du? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 uff@stunuffF@ atk_scaleB$4<v? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 vff?stunw9@ atk_scalev$4<w? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 xff?stun4x333@ atk_scale$4<y? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 Pyff?stunhy,@ atk_scaleޣ$4<4z? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 z?stunz @ atk_scale$4<h{? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 {?stun{@ atk_scaleF$4<|? skchr_cqbw_1红桃K立即发射一枚榴弹,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 |?stun}33@ atk_scale skchr_cqbw_14}#skchr_lemuen_3  dD $n(8P& ?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0?attack@limited_hit_time? attack@dist_2@@attack@proj_atk_scale_2attack@emit_offset?attack@aim_interval̀?attack@projectile_range@attack@trigger_time(8P'?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0X?attack@limited_hit_time? attack@dist_29@attack@proj_atk_scale_2ȃL? attack@dist_1@attack@proj_atk_scale_1L>attack@emit_offset4?attack@aim_intervalX?attack@projectile_range@attack@trigger_time(8P)?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0?attack@limited_hit_time ? attack@dist_2,333@attack@proj_atk_scale_2TL? attack@dist_1t33@attack@proj_atk_scale_1L>attack@emit_offset?attack@aim_interval?attack@projectile_range @attack@trigger_time#(8P(*?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0p?attack@limited_hit_time? attack@dist_2,@attack@proj_atk_scale_2L? attack@dist_1y@attack@proj_atk_scale_1(L>attack@emit_offsetL?attack@aim_intervalp?attack@projectile_range@attack@trigger_time&(8P+?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0?attack@limited_hit_time$? attack@dist_2Dff&@attack@proj_atk_scale_2lL? attack@dist_133s@attack@proj_atk_scale_1L>attack@emit_offset؎?attack@aim_interval?attack@projectile_range$@attack@trigger_time**(8P@,?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0?attack@limited_hit_time? attack@dist_2Б @attack@proj_atk_scale_2L? attack@dist_1l@attack@proj_atk_scale_1@L>attack@emit_offsetd?attack@aim_interval?attack@projectile_range@attack@trigger_time-(8P̕-?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0?attack@limited_hit_time<? attack@dist_2\@attack@proj_atk_scale_2L? attack@dist_1fff@attack@proj_atk_scale_1̕L>attack@emit_offset?attack@aim_interval?attack@projectile_range<@attack@trigger_timeB1(8PX.?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0?attack@limited_hit_timeȘ? attack@dist_233@attack@proj_atk_scale_2L? attack@dist_10`@attack@proj_atk_scale_1XL>attack@emit_offset|?attack@aim_interval?attack@projectile_rangeș@attack@trigger_time4(8P/?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0,?attack@limited_hit_timeT? attack@dist_2t @attack@proj_atk_scale_2L? attack@dist_1Y@attack@proj_atk_scale_1L>attack@emit_offset?attack@aim_interval,?attack@projectile_rangeT@attack@trigger_timeZ8(8Pp0?skchr_lemuen_3礼炮·强制追思停止攻击,每<@ba.vup>{attack@aim_interval}秒消耗1发子弹依次锁定敌人,技能结束时对每名被锁定的敌人所在位置进行轰炸,轰炸造成攻击力<@ba.vup>{attack@proj_atk_scale_2:0%}的范围物理伤害(中心伤害提升至攻击力的<@ba.vup>{attack@proj_atk_scale_1:0%})\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) L T0?attack@limited_hit_time? attack@dist_2ff@attack@proj_atk_scale_2(L? attack@dist_1H33S@attack@proj_atk_scale_1pL>attack@emit_offset?attack@aim_interval?attack@projectile_range@attack@trigger_timeskchr_lemuen_3%skchr_lemuen_2 !(l8 |R<(8H@h?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0@attack@fin_atk_scale ff?attack@main_atk_scaleH333>attack@ex_atk_scalel>attack@interval`Aattack@trig_cnt`@attack@aim_durationФ@attack@trigger_time333?atkB attack_speed @(8H@  ?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0y@attack@fin_atk_scaleاff?attack@main_atk_scale333>attack@ex_atk_scale$>attack@intervalD@Aattack@trig_cntd@@attack@aim_duration@attack@trigger_time?atkB attack_speedC(8H@ث! ?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0hy@attack@fin_atk_scaleff?attack@main_atk_scale333>attack@ex_atk_scaleܫ>attack@interval@Aattack@trig_cnt@@attack@aim_duration@@attack@trigger_timed?atkxB attack_speedzG(8H@" ?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0 y@attack@fin_atk_scaleHff?attack@main_atk_scalep333>attack@ex_atk_scale>attack@interval@Aattack@trig_cntԯ@@attack@aim_duration@attack@trigger_time?atk0B attack_speed2K(8H@H# ?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0ز33c@attack@fin_atk_scaleff?attack@main_atk_scale(333>attack@ex_atk_scaleL>attack@intervall Aattack@trig_cnt @attack@aim_duration@attack@trigger_timeԳ>atkpB attack_speedN(8H@$ ?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\033c@attack@fin_atk_scaleff?attack@main_atk_scale333>attack@ex_atk_scale>attack@interval$ Aattack@trig_cntD @attack@aim_durationh@attack@trigger_time>atk\B attack_speedR(8H@%?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0H33c@attack@fin_atk_scalepff?attack@main_atk_scale333>attack@ex_atk_scale>attack@intervalܺ Aattack@trig_cnt @attack@aim_duration @attack@trigger_timeD>atkXHB attack_speedZV(8H@p&?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0L@attack@fin_atk_scale(ff?attack@main_atk_scaleP333>attack@ex_atk_scalet>attack@intervalAattack@trig_cnt@attack@aim_durationؾ@attack@trigger_time>atk4B attack_speedZ(8H@('?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0L@attack@fin_atk_scaleff?attack@main_atk_scale333>attack@ex_atk_scale,>attack@intervalLAattack@trig_cntl@attack@aim_duration@attack@trigger_time>atk B attack_speed](8H@(?skchr_lemuen_2 归乡邀约攻击速度<@ba.vup>+{attack_speed},攻击力<@ba.vup>+{atk:0%},场上有被通缉敌人时会消耗子弹对其瞄准最多<@ba.vup>{attack@aim_duration}秒后进行无视闪避的狙击(期间攻击力从<@ba.vup>{attack@main_atk_scale:0%}逐渐提升至<@ba.vup>{attack@fin_atk_scale:0%},攻击力高于敌人剩余生命值和防御力之和时停止瞄准并立刻攻击)\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能) 4\0pL@attack@fin_atk_scaleff?attack@main_atk_scale333>attack@ex_atk_scale>attack@intervalAattack@trig_cnt$@attack@aim_durationH@attack@trigger_timel>atk B attack_speedskchr_lemuen_2,skchr_lemuen_1 < L \l|a$4D?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),8@attack@trigger_time\ff@attack@atk_scalebc$4D4 ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time@attack@atk_scaled$4D ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能), @attack@trigger_timeD33?attack@atk_scaleJf$4D ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_timeff?attack@atk_scaleg$4D ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time,?attack@atk_scale2i$4D ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),|@attack@trigger_time?attack@atk_scalej$4Dx ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time33?attack@atk_scalel$4D ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),d@attack@trigger_time?attack@atk_scalem$4D` ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_timeff?attack@atk_scaleo$4D ?skchr_lemuen_1 重逢问候攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%},额外攻击1名敌人\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),L@attack@trigger_timep?attack@atk_scaleskchr_lemuen_1 skchr_fartth_3 @ ,t`ZA(8D ?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}($33? damage_scaleD33?atkA(8DL ?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(|ff? damage_scale?atk A(8D?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(ff? damage_scalě?atkbA(8D?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(,ff? damage_scaleL?atkA(8DT?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(? damage_scalefff?atkA(8D?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(? damage_scaleY?atkjA(8D?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(4? damage_scaleTL?atk A(8D\?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(? damage_scale333?atk A(8D?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(? damage_scaleff&?atkr A(8D ?skchr_fartth_3 光羽箭攻击范围改为前方<@ba.rem>无限长的直线,攻击力<@ba.vup>+{atk:0%},攻击原本范围以外的目标时,造成的伤害提高至<@ba.vup>{damage_scale:0%}(+{attack_speed}B attack_speedB(8H(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}B attack_speedB(8H(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}tB attack_speedA(8H(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}\B attack_speedA(8Hp(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}DB attack_speedA(8HX(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed},B attack_speedA(8H@(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}B attack_speedA(8H((?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}B attack_speedvA(8H(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}B attack_speed^A(8H(?skchr_fartth_2 同盟支援Z可以攻击到范围外被阻挡的敌方单位,攻击速度<@ba.vup>+{attack_speed}pB attack_speedskchr_fartth_2Dxsktok_bgsnow_3 l< lA 0@:.4-1sktok_bgsnow_3 锐笔速写,base_attack_time33#@attack@atk_scaleA 0@.4-1sktok_bgsnow_3 锐笔速写,pbase_attack_time@attack@atk_scale2A 0@/4-1sktok_bgsnow_3 锐笔速写, base_attack_timeD33@attack@atk_scaleA 0@J04-1sktok_bgsnow_3 锐笔速写,base_attack_time @attack@atk_scaleA 0@04-1sktok_bgsnow_3 锐笔速写,base_attack_time33@attack@atk_scaleBA 0@14-1sktok_bgsnow_3 锐笔速写,0base_attack_timeT?attack@atk_scaleA 0@Z24-1sktok_bgsnow_3 锐笔速写,base_attack_time?attack@atk_scalepA 0@ 34-1sktok_bgsnow_3 锐笔速写,base_attack_time?attack@atk_scaleRpA 0@34-1sktok_bgsnow_3 锐笔速写,@base_attack_timed33?attack@atk_scale  pA 0@~44-1sktok_bgsnow_3 锐笔速写,base_attack_time(ff?attack@atk_scalesktok_bgsnow_3`sktok_bgsnow_2 8|T,.(05sktok_bgsnow_2点题( ? respawn_time,33@ atk_scale(0&6sktok_bgsnow_2点题(? respawn_time @ atk_scaleN(06sktok_bgsnow_2点题(,? respawn_timeLff@ atk_scale(0F7sktok_bgsnow_2点题(? respawn_time@ atk_scalen(07sktok_bgsnow_2点题(Lff&? respawn_timel33? atk_scale(0f8sktok_bgsnow_2点题(ff&? respawn_time? atk_scale(08sktok_bgsnow_2点题(lff&? respawn_timeff? atk_scale(09sktok_bgsnow_2点题(333? respawn_time? atk_scale(0:sktok_bgsnow_2点题(333? respawn_time33? atk_scale>(0:sktok_bgsnow_2点题(333? respawn_timeprobT?atk(4F<sktok_bgsnow_1 抑扬格@$@ atk_scale>prob)\?atk(4<sktok_bgsnow_1 抑扬格@$h? atk_scale>prob?atk&(4=sktok_bgsnow_1 抑扬格@$ ? atk_scale(>prob@?atk(42>sktok_bgsnow_1 抑扬格@$ff? atk_scale>probff>atkn(4>sktok_bgsnow_1 抑扬格@$T? atk_scalep>prob>atk(4z?sktok_bgsnow_1 抑扬格@$? atk_scale>prob,33>atk(4@sktok_bgsnow_1 抑扬格@$33? atk_scale>prob>atkZ(4@sktok_bgsnow_1 抑扬格@$@̬? atk_scale\>probt>atk (4~Asktok_bgsnow_1 抑扬格@$ff? atk_scale>prob0L>atksktok_bgsnow_1Xskchr_bgsnow_3 D D A,0@P#?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X833#@bgsnow_s_3[atk_up].atk_scale,@ atk_scaleHbase_attack_timeA,0@Pd%?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X8@bgsnow_s_3[atk_up].atk_scale33? atk_scalebase_attack_timeA,0@P &?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X8t33@bgsnow_s_3[atk_up].atk_scaleff? atk_scalebase_attack_time>A,0@P '?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X80 @bgsnow_s_3[atk_up].atk_scale`? atk_scale|base_attack_timeA,0@P (?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X8 33@bgsnow_s_3[atk_up].atk_scale 33? atk_scale8 base_attack_timeA,0@PT )?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X8 ?bgsnow_s_3[atk_up].atk_scale ? atk_scale base_attack_timerA,0@P*?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X8d ?bgsnow_s_3[atk_up].atk_scale ff? atk_scale base_attack_time.A,0@P+?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X8 ?bgsnow_s_3[atk_up].atk_scaleP? atk_scalelbase_attack_timeA,0@P,?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X833?bgsnow_s_3[atk_up].atk_scale ? atk_scale(base_attack_timeA,0@PD-?3-1skchr_bgsnow_3 锐笔速写攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>缩短,每次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(对正前方3格提升至<@ba.vup>{bgsnow_s_3[atk_up].atk_scale:0%})X8ff?bgsnow_s_3[atk_up].atk_scale33? atk_scalebase_attack_timeskchr_bgsnow_3(skchr_bgsnow_2 T <  l,0@HHl  ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次(? respawn_time33@ atk_scale~,0@HH  ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次(? respawn_time @ atk_scale.,0@HH ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次(H? respawn_timehff@ atk_scale,0@HH| ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次(? respawn_time@ atk_scale,0@HH, ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次(ff&? respawn_time33? atk_scale>,0@HH ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次(Xff&? respawn_timex? atk_scale,0@HH  ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次(ff&? respawn_time(ff? atk_scale,0@HH<" ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次( 333? respawn_time ? atk_scaleN(,<DD! ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次(d"333? respawn_time"33? atk_scale(,<DDT# ?3-1skchr_bgsnow_2点题被动效果:携带此技能时,“打字机”的再部署时间缩短至<@ba.vup>{respawn_time:0%}\n主动开启:立即对前方进行3次攻击,每次造成自身攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次($333? respawn_time0$? atk_scaleskchr_bgsnow_2`$ )skchr_bgsnow_1 @ ,t`O$4@h%?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$%@ atk_scale%>prob%?atkjP$4@&?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$ '@ atk_scale<'>probT')\?atkQ$4@(?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$x(? atk_scale(>prob(?atkS$4@p)?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$)? atk_scale)>prob*?atkrT$4@*?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$(+ff? atk_scaleD+>prob\+ff>atkU$4@ ,?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$,? atk_scale,>prob,>atk"W$4@x-?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$-? atk_scale->prob .33>atkzX$4@.?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$0/33? atk_scaleL/>probd/>atkY$4@(0?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$0̬? atk_scale0>prob0>atk*[$4@1 ?skchr_bgsnow_1 抑扬格攻击力<@ba.vup>+{atk:0%},攻击时,<@ba.vup>{prob:0%}几率当次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}\n<@ba.rem>持续时间无限@$1ff? atk_scale1>prob2L>atkskchr_bgsnow_1<2x7 skchr_shwaz_3 D 4 $A,0@P5 ?4-1 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>4格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$3? talent@prob3>base_attack_time4ff?atkrA,0@P7 ?4-1 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>4格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$H5? talent@probd5>base_attack_time5?atkA,0@P8 ?4-1 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>4格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$6? talent@prob6>base_attack_time 7?atkzA,0@P: ?3-2 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>3格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$P8? talent@probl8>base_attack_time833?atkA,0@P;?3-2 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>3格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$9? talent@prob9>base_attack_time:ff?atkA,0@P =?3-2 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>3格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$X;? talent@probt;>base_attack_time;?atkA,0@P> ?3-2 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>3格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$<? talent@prob<>base_attack_time=?atkA,0@P(@!?3-2 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>3格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$`>? talent@prob|>>base_attack_time>̌?atkA,0@PA"?3-2 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>3格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$?? talent@prob@>base_attack_time$@ff?atkpA,0@P0C#?3-2 skchr_shwaz_3战术的终结攻击范围改为前方<@ba.rem>3格,攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}L$hA? talent@probA>base_attack_timeA?atk skchr_shwaz_3A( HG skchr_shwaz_2  l B(8HE? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$B? talent@probCff?atk~mB(8HF ? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$Cff> talent@prob D?atkznB(8HG!? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$Dff> talent@probĚ?atkvoB(8HH"? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$Eff> talent@probF?atkrp B(8H I# ? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$F> talent@probG33s?atknqB(8HJ$ ? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$G> talent@probGfff?atkjrB(8HK% ? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$H> talent@probHY?atkfsB(8HL& ? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$I33> talent@probIL?atkbtA(8HL' ? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$J33> talent@probJ@?atk^uA(8HM( ? skchr_shwaz_2 暮眼锐瞳[攻击力<@ba.vup>+{atk:0%},天赋的发动概率提高至<@ba.vup>{talent@prob:0%}$K33> talent@probK333?atk skchr_shwaz_2L Q skchr_shwaz_1 |dL4.M$4<M? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$HML? talent@probdM @ atk_scaleBN$4<,N? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$\N\B? talent@probxNff@ atk_scaleVO$4<@O? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$pOH:? talent@probO@ atk_scalejP$4<TP? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$P333? talent@probP33? atk_scale~Q$4<hQ? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$Q? talent@probQ? atk_scaleR$4<|R? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$R? talent@probRff? atk_scaleS$4<S? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$S? talent@probS? atk_scaleT$4<T? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$T? talent@probT? atk_scaleU$4<U? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$U? talent@probV33? atk_scaleV$4<V? skchr_shwaz_1强弩{下一次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且天赋发动概率提高至<@ba.vup>{talent@prob:0%}$V? talent@probW? atk_scale skchr_shwaz_1HW\skchr_acnipe_3 t A(8@Z2?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(XL?attack@hp_ratioY?attack@atk_scale_extra,Y? talent@probHY@ attack@timeshY@@attack@max_targetA(8@\4?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(ZL?attack@hp_ratioZ?attack@atk_scale_extra[ff> talent@prob4[@ attack@timesT[@@attack@max_target҅A(8@l^5?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(\L?attack@hp_ratio\?attack@atk_scale_extra]> talent@prob ]@ attack@times@]@@attack@max_targetA(8@X`6?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(^fff?attack@hp_ratio^?attack@atk_scale_extra^33> talent@prob _@ attack@times,_@@attack@max_targetA(8@Db7?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(`fff?attack@hp_ratio`?attack@atk_scale_extra`> talent@prob`@ attack@timesa@@attack@max_targetA(8@0d8?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(bfff?attack@hp_ratiob?attack@atk_scale_extrab> talent@probb@ attack@timesc@@attack@max_targetA(8@f9 ?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(ldfff?attack@hp_ratiod?attack@atk_scale_extrad> talent@probd@ attack@timesd@@attack@max_targetnA(8@h: ?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(Xffff?attack@hp_ratioxf?attack@atk_scale_extraf> talent@probf@ attack@timesf@@attack@max_targetZA(8@i; ?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(Dhfff?attack@hp_ratiodh?attack@atk_scale_extrah> talent@probh@ attack@timesh@@attack@max_targetFA(8@k< ?skchr_acnipe_3旋臂可以同时攻击3个目标,第一天赋的触发概率提高至<@ba.vup>{talent@prob:0%},攻击变为二连击;攻击目标生命值高于<@ba.vup>{attack@hp_ratio:0%}时额外造成1次伤害tT(0jfff?attack@hp_ratioPj?attack@atk_scale_extraxj> talent@probj@ attack@timesj@@attack@max_targetskchr_acnipe_3j dpskchr_acnipe_2 p dXL@4($4Dk2?skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,l@attack@max_target8l>atk$4Dl4?skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,m@attack@max_target@m=atk$4Dn6?skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,$n@attack@max_targetHn=atk$4D o8?skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,,o@attack@max_targetPoL=atk$4Dp:?skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,4p@attack@max_targetXpL=atkƚ$4Dq;?skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,Dr@attack@max_targethrL=atk֜$4D,s>?skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,Ls@attack@max_targetpsL=atkޝ$4D4t??skchr_acnipe_2 心手合一c攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,Tt@attack@max_targetxtL=atk$4D+{atk:0%},每次攻击额外攻击1个目标\n<@ba.rem>持续时间无限,\u@attack@max_targetuL=atkskchr_acnipe_2u, {skchr_acnipe_1 p<l8ZA(8@x ?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,vBdef_penetrate_fixedvB attack_speedwL>atkA(8@$z!?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,xBdef_penetrate_fixed,xB attack_speedLxL>atkA(8@T{$?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,8yBdef_penetrate_fixed\ypB attack_speed|yL>atkA(8@|&?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,hzBdef_penetrate_fixedzHB attack_speedz>atkA(8@}(?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,{Bdef_penetrate_fixed{ B attack_speed{>atkJA(8@~*?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,|Bdef_penetrate_fixed| B attack_speed }>atkzA(8@,?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,}Bdef_penetrate_fixed~A attack_speed<~>atkA(8@D.?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,(Bdef_penetrate_fixedLA attack_speedl=atkکA(8@t0?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,XBdef_penetrate_fixed|pA attack_speed=atk A$4<`2?skchr_acnipe_1破空i攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},无视攻击目标100防御力P,Bdef_penetrate_fixed A attack_speedȁ=atkskchr_acnipe_1\h skchr_ash_3 d HpF(,8H?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>较大力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(? range_radius4A hitwall_scaleT@not_hitwall_scalex@force@@ atk_scaleI(,8H`?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>较大力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(|? range_radius33@ hitwall_scale33s@not_hitwall_scale@force333@ atk_scalenK(,8Hȇ?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>较大力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(? range_radius@ hitwall_scale$l@not_hitwall_scaleH@force`,@ atk_scaleM(,8H0?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>较大力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(L? range_radiuslff@ hitwall_scalefff@not_hitwall_scale@forceȋff&@ atk_scale>P(,8H?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>中等力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(? range_radiusԍ@ hitwall_scale`@not_hitwall_scale?force0 @ atk_scaleR(,8H?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>中等力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(? range_radius<@ hitwall_scale\Y@not_hitwall_scale?force@ atk_scaleU(,8Hh?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>中等力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(? range_radius33@ hitwall_scaleĒ33S@not_hitwall_scale?force33@ atk_scalevW(,8HГ?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>中等力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(? range_radius @ hitwall_scale,L@not_hitwall_scaleP?forceh @ atk_scaleY(,8H8?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>中等力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(T? range_radiustff@ hitwall_scaleffF@not_hitwall_scale?forceЗff@ atk_scaleF\(,8H?4-1 skchr_ash_3 攻坚榴弹N向前发射破墙弹,对沿途敌人造成<@ba.vup>{atk_scale:0%}的物理伤害并向后<@ba.vup>中等力度推动;爆炸对周围造成<@ba.vup>{not_hitwall_scale:0%}的物理伤害(从低地撞到高台直接爆炸且造成<@ba.vup>{hitwall_scale:0%}的物理伤害);<@ba.rem>每次部署只能释放2次tL(? range_radiusܙ@ hitwall_scale@@not_hitwall_scale ?force8@ atk_scale skchr_ash_3dDܟ skchr_ash_2 T  Dt5$0@Ll? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)80 @ash_s_2[atk_scale].atk_scale`Lbase_attack_timef7$0@L8? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)833@ash_s_2[atk_scale].atk_scale,Lbase_attack_time29$0@L? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8ȟ @ash_s_2[atk_scale].atk_scaleLbase_attack_time:$0@LР? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8ff@ash_s_2[atk_scale].atk_scaleġLbase_attack_time<$0@L? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8`@ash_s_2[atk_scale].atk_scaleLbase_attack_time>$0@Lh? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8,33?ash_s_2[atk_scale].atk_scale\Lbase_attack_timeb@$0@L4? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8ff?ash_s_2[atk_scale].atk_scale(Lbase_attack_time.B$0@L? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8Ĩ?ash_s_2[atk_scale].atk_scaleLbase_attack_timeC$0@L̩? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8?ash_s_2[atk_scale].atk_scaleLbase_attack_timeE$0@L? skchr_ash_2 突击战术 立即触发第一天赋,攻击间隔<@ba.vup>大幅度缩短,且攻击被<$ba.stun>晕眩目标时攻击力提高至<@ba.vup>{ash_s_2[atk_scale].atk_scale:0%}\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能)8\?ash_s_2[atk_scale].atk_scaleLbase_attack_time skchr_ash_2 8 skchr_ash_1 tdTD4$n$0@ĭ-? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(@ attack@times >atkz$0@Ю/? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(@ attack@times>atk$0@ܯ0? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(@ attack@times$=atk$0@1? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(@ attack@times0G=atk$0@2? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(@ attack@times<=atk$0@3? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限((@ attack@timesHQ=atk$0@ 4? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(4@ attack@timesT ף=atk$0@5? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(@@ attack@times`)\=atk$0@$6? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(L@ attack@timeslu=atk$0@07? skchr_ash_1 支援射击m攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>{attack@times}连击\n<@ba.rem>持续时间无限(X@ attack@timesxL=atk skchr_ash_1 skchr_archet_3 0d 4hNA(8H?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(4@@ attack@timesT@attack@max_targetx?ability_range_forward_extend>atkA(8H ?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(@@ attack@times@attack@max_target@?ability_range_forward_extendp>atkA(8Hx!?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(ļ@@ attack@times@attack@max_target?ability_range_forward_extend8L>atkA(8H@"?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(@@ attack@times@attack@max_targetо?ability_range_forward_extend>atknA(8H#?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(T@@ attack@timest@attack@max_target?ability_range_forward_extend=atk6A(8H$?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(@@ attack@times<@attack@max_target`?ability_range_forward_extend=atkA(8H%?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(@@ attack@times@attack@max_target(?ability_range_forward_extendX=atkA(8H`&?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(@@ attack@times@attack@max_target?ability_range_forward_extend L=atkA(8H('?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(t@@ attack@times@attack@max_target?ability_range_forward_extendL=atkVA(8H(?skchr_archet_3箭矢·暴风攻击力<@ba.vup>+{atk:0%},攻击距离<@ba.vup>+{ability_range_forward_extend},攻击变为<@ba.vup>{attack@times}连击,每次可以攻击<@ba.vup>{attack@max_target}个敌人P(<@@ attack@times\@attack@max_target?ability_range_forward_extendL=atkskchr_archet_3hPskchr_archet_2  d $D$4D, ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8@@cnt@times33? atk_scale$4D,x ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8 @@cnt4@timesLff? atk_scale*$4D, ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8@cnt@times? atk_scale$4D, ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8X@cntl@times? atk_scaleb$4D,L ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8?cnt@times = ? atk_scale$4D, ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8?cnt@timesz? atk_scale$4D, ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8,?cnt@@timesX? atk_scale6$4D, ?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8?cnt@times)\? atk_scale$4D,?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8d?cntx@timeš? atk_scalen$4D,X?skchr_archet_2箭矢·追猎立即发射箭矢对目标进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击,可弹射至目标周围的下一个未选择过的敌人(每次弹射减少1次攻击次数);<@ba.rem>可充能{cnt}次8?cnt@times,q=? atk_scaleskchr_archet_2\skchr_archet_1 D Dv$4D`?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(@@show_max_target@ max_target8ff? atk_scale_2T33@ atk_scale2$4D?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(@@show_max_target@ max_target? atk_scale_2 @ atk_scale$4D?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(t@@show_max_target@ max_target? atk_scale_2ff@ atk_scale$4D?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(0@@show_max_targetP@ max_targetl? atk_scale_2@ atk_scalef$4DP?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(@@show_max_target @ max_target(? atk_scale_2D? atk_scale"$4D ?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(@@show_max_target@ max_target33? atk_scale_233? atk_scale$4D?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(d@@show_max_target@ max_target̬? atk_scale_2? atk_scale$4D?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH( @@show_max_target@@ max_target\ff? atk_scale_2xff? atk_scaleV$4D@?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(@@show_max_target@ max_target? atk_scale_24? atk_scale$4D?skchr_archet_1箭矢·散逸下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并额外选择目标周围最多<@ba.vup>{show_max_target}名其他敌人造成攻击力<@ba.vup>{atk_scale_2:0%}的物理伤害hH(@@show_max_target@ max_target? atk_scale_2? atk_scaleskchr_archet_1   skchr_angel_3 p D  h(pA(8Hl? skchr_angel_3 过载模式攻击变为<@ba.vup>{attack@times}连射,攻击间隔<@ba.vup>一定程度缩短,攻击力<@ba.vup>提升至{attack@atk_scale:0%}\n<@ba.rem>技能会自动开启P,Gbase_attack_time@ attack@timeš?attack@atk_scalebpA(8H"? skchr_angel_3 过载模式攻击变为<@ba.vup>{attack@times}连射,攻击间隔<@ba.vup>少量缩短,攻击力<@ba.vup>提升至{attack@atk_scale:0%}\n<@ba.rem>技能会自动开启P,, ףbase_attack_timeP@ attack@timesp?attack@atk_scalepA(8H$? skchr_angel_3 过载模式攻击变为<@ba.vup>{attack@times}连射,攻击间隔<@ba.vup>少量缩短,攻击力<@ba.vup>提升至{attack@atk_scale:0%}\n<@ba.rem>技能会自动开启P, ףbase_attack_time@ attack@times ׃?attack@atk_scalezpA(8H&? skchr_angel_3 过载模式v攻击变为<@ba.vup>{attack@times}连射,攻击间隔<@ba.vup>少量缩短\n<@ba.rem>技能会自动开启P, ףbase_attack_time0@ attack@timesP?attack@atk_scalepA(8Hh(? skchr_angel_3 过载模式v攻击变为<@ba.vup>{attack@times}连射,攻击间隔<@ba.vup>略微缩短\n<@ba.rem>技能会自动开启P,`Lbase_attack_time@ attack@times?attack@atk_scale"pA(8H*? skchr_angel_3 过载模式v攻击变为<@ba.vup>{attack@times}连射,攻击间隔<@ba.vup>略微缩短\n<@ba.rem>技能会自动开启P,Lbase_attack_time@ attack@times?attack@atk_scalevpA(8H,? skchr_angel_3 过载模式v攻击变为<@ba.vup>{attack@times}连射,攻击间隔<@ba.vup>略微缩短\n<@ba.rem>技能会自动开启P,Lbase_attack_time,@ attack@timesL?attack@atk_scale pA(8Hd.? skchr_angel_3 过载模式O攻击变为<@ba.vup>{attack@times}连射\n<@ba.rem>技能会自动开启L(ʍbase_attack_timeT@ attack@timest?attack@atk_scale!pA(8H0? skchr_angel_3 过载模式O攻击变为<@ba.vup>{attack@times}连射\n<@ba.rem>技能会自动开启L(base_attack_time|@ attack@times?attack@atk_scale#pA(8H2? skchr_angel_3 过载模式O攻击变为<@ba.vup>{attack@times}连射\n<@ba.rem>技能会自动开启L(base_attack_time@ attack@times?attack@atk_scale skchr_angel_3X t skchr_angel_2 Tt<$pA(8HH#? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(D@ attack@timesd?attack@atk_scale%pA(8H|%? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(x@ attack@times?attack@atk_scale'pA(8H&? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(@ attack@times33?attack@atk_scaleJ(pA(8H'? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(@ attack@timeš?attack@atk_scale~)pA(8H(? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(@ attack@times4ff?attack@atk_scale*pA(8HL)? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(H@ attack@timeshff?attack@atk_scale+pA(8H*? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(|@ attack@timesff?attack@atk_scale-pA(8H+? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(@ attack@times?attack@atk_scaleN.pA(8H,? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(@ attack@times?attack@atk_scale/pA(8H-? skchr_angel_2 扫射模式}攻击变为<@ba.vup>{attack@times}连射,每次射击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的伤害(@ attack@times8?attack@atk_scale skchr_angel_2p  skchr_angel_1 |dL4$4Dt? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害 @@times? atk_scale$4D? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害 @@times)\? atk_scale $4D ? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害  @@times ? atk_scale $4D ? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害  @@times H? atk_scale $4D ? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害  @@times •? atk_scale $4D ? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害  @@times$ 33? atk_scale$4D ? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害  @@times8ף? atk_scale$4D? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害 4@@timesL? atk_scale*$4D? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害 H@@times`? atk_scale>$4D(? skchr_angel_1 冲锋模式u下次攻击变为<@ba.vup>{times}连射,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的伤害 \@@timestff? atk_scale skchr_angel_1 skchr_tippi_2 ` L 4VpA,0@T  ?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0HL?attack@height_offsetp?atkpA,0@T | ?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0L?attack@height_offset>atkfpA,0@T  ?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0XL?attack@height_offset33>atkpA,0@T  ?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0L?attack@height_offset>atkvpA,0@T ?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0hL?attack@height_offset>atkpA,0@T ?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0L?attack@height_offsetk>atkpA,0@T $?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0xL?attack@height_offsetL>atkpA(,<Ph?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0L?attack@height_offset$ #>atkpA(,<P?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0L?attack@height_offset>atkpA(,<Pp ?y-1 skchr_tippi_2紧急赶场通知立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射\n<@ba.rem>受到攻击后触发,并闪避本次物理或法术伤害0!L?attack@height_offset,!=atk skchr_tippi_2T!\ & skchr_tippi_1  dD$ B,0@T$ ?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0"L?attack@height_offset"?atk"B,0@T%?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0#L?attack@height_offset#fff?atk>B,0@T&?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0$L?attack@height_offset$@?atkZB,0@T'?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0%L?attack@height_offset&?atkvB,0@T)?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0&L?attack@height_offset$' ?atkB,0@T0*?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0(L?attack@height_offset@(?atkB,0@TL+?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}04)L?attack@height_offset\)ff>atkA(,<P$*?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0L*L?attack@height_offsett*>atkA(,<P<+?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0d+L?attack@height_offset+33>atkA(,<PT,?2-3 skchr_tippi_1专业喷绘技巧^立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}0|,L?attack@height_offset,>atk skchr_tippi_1,D2skchr_ctrail_2 D l $ L~A,0@Pd0?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X0.L?attack@height_offset.@@attack@max_target /@attack@max_walk_target4/?attack@sluggishT/fff?atkA,0@Pd`2?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X01L?attack@height_offset,1@@attack@max_targetP1@attack@max_walk_targetx1?attack@sluggish1Y?atkA,0@Pd4?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X0H3L?attack@height_offsetp3@@attack@max_target3@attack@max_walk_target3?attack@sluggish3333?atkJA,0@Pd6?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X05L?attack@height_offset5@@attack@max_target5@attack@max_walk_target6?attack@sluggish 6?atkA,0@Pd,9?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X07L?attack@height_offset7@@attack@max_target8@attack@max_walk_targetD8?attack@sluggishd8 ?atkA,0@Pdp;?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X0:L?attack@height_offset<:@@attack@max_target`:@attack@max_walk_target:?attack@sluggish:?atkA,0@Pd=?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X0XatkZA,0@Pd??3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X0>L?attack@height_offset>@@attack@max_target>@attack@max_walk_target??attack@sluggish0?>atkA,0@Pd起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X0@L?attack@height_offsetA@@attack@max_target,A@attack@max_walk_targetTA?attack@sluggishtA33>atkA,0@PdD?3-1skchr_ctrail_2 掠空飞翎立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击2个敌人且可额外攻击<@ba.vup>1个<@ba.vup>飞行敌人,击中<@ba.vup>飞行敌人时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒X0$CL?attack@height_offsetLC@@attack@max_targetpC@attack@max_walk_targetC?attack@sluggishC>atkskchr_ctrail_2CXIskchr_ctrail_1 ` h px B 0@2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0@EL?attack@height_offsethE BdurationE?probEL?atkFB 0@f2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0FL?attack@height_offsetFBdurationF?probG333?atkB 0@2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP00HL?attack@height_offsetXHBdurationtH?probHff&?atk6 B 0@V2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0IL?attack@height_offsetI BdurationI?probJ?atkA 0@2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0 KL?attack@height_offsetHKAdurationdK?prob|K ?atk&A 0@F2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0LL?attack@height_offsetLAdurationL?probL?atkA 0@2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0NL?attack@height_offset8NAdurationTN?problNff>atkA 0@62-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0OL?attack@height_offsetOAdurationO>probO>atkA 0@2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0QL?attack@height_offset(QAdurationDQ>prob\Q33>atkA 0@&2-3skchr_ctrail_1 紧急升空部署后立刻<$ba.liftoff>起飞,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避lP0xRL?attack@height_offsetRAdurationR>probR>atkskchr_ctrail_1RXtXskchr_tinman_2 T  t<}(8HpHV?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能2次|L,T@projectile_rangeǓ? atk_scale4U>hp_recovery_per_sec_ratio`UpAprojectile_delay_time(8Hp|X?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能2次|L,(W@projectile_rangeLW? atk_scalehWL>hp_recovery_per_sec_ratioW`Aprojectile_delay_time(8HpZ?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能2次|L,\Y@projectile_rangeYfff? atk_scaleYL>hp_recovery_per_sec_ratioYPAprojectile_delay_timeJ(8Hp\?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能2次|L,[@projectile_range[L? atk_scale[L>hp_recovery_per_sec_ratio[@Aprojectile_delay_time~(8Hp_ ?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能1次|L,]@projectile_range]@? atk_scale^>hp_recovery_per_sec_ratio0^0Aprojectile_delay_time(8HpLa ?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能1次|L,_@projectile_range`333? atk_scale8`>hp_recovery_per_sec_ratiod`0Aprojectile_delay_time(8Hpc ?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能1次|L,,b@projectile_rangePbff&? atk_scalelb>hp_recovery_per_sec_ratiob0Aprojectile_delay_time(8Hpe! ?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能1次|L,`d@projectile_ranged? atk_scaled=hp_recovery_per_sec_ratiod Aprojectile_delay_timeN(8Hpg" ?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能1次|L,f@projectile_rangef ? atk_scalef=hp_recovery_per_sec_ratiog Aprojectile_delay_time(8Hpj# ?skchr_tinman_2“大拉里”'投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害、友方单位每秒恢复相当于攻击力<@ba.vup>{hp_recovery_per_sec_ratio:0%}的生命\n<@ba.rem>可充能1次|L,h@projectile_rangeh? atk_scalei=hp_recovery_per_sec_ratio4i Aprojectile_delay_timeskchr_tinman_2pinskchr_tinman_1 $ D d "$4D0xj?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,(k?projectile_rangeLk@? atk_scalehkatk|k Aprojectile_delay_time$4D0Tl?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,m?projectile_range(m333? atk_scaleDmatkXmAprojectile_delay_timeڗ$4D00n?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,n?projectile_rangeoff&? atk_scale oatk4oAprojectile_delay_time$4D0 p?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,p?projectile_rangep? atk_scalepatkqAprojectile_delay_time$4D0q?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,r?projectile_ranger ? atk_scalerLatkrAprojectile_delay_timen$4D0s?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,tt?projectile_ranget? atk_scaletLatktAprojectile_delay_timeJ$4D0u?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,Pv?projectile_rangetvff> atk_scalevLatkvAprojectile_delay_time&$4D0|w?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,,x?projectile_rangePx> atk_scalelxatkxAprojectile_delay_time$4D0Xy?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,z?projectile_range,z33> atk_scaleHzatk\zAprojectile_delay_timeޤ$4D04{?skchr_tinman_1“老科利”投掷一个炼金单元,在<@ba.vup>{projectile_delay_time}秒内使落点周围的地面敌人获得<@ba.vup>{-atk:0%}的<$ba.weaken>虚弱效果且每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害dL,{?projectile_range|> atk_scale$|atk8|Aprojectile_delay_timeskchr_tinman_1t|skchr_mortis_2 D  d&ApA,0@PD ?2-1skchr_mortis_2破坏与滋养攻击范围扩大,攻击间隔略微缩短,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H @~AvalueX~?attack@atk_scale|~base_attack_timeBpA,0@PD ?2-1skchr_mortis_2破坏与滋养攻击范围扩大,攻击间隔略微缩短,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H Avalue,̌?attack@atk_scalePbase_attack_timeDpA,0@PDl ?2-1skchr_mortis_2破坏与滋养攻击范围扩大,攻击间隔略微缩短,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H Avalue?attack@atk_scale$base_attack_timeFpA,0@PD@?2-1skchr_mortis_2破坏与滋养攻击范围扩大,攻击间隔略微缩短,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H Avalueԃfff?attack@atk_scalebase_attack_timevHpA,0@P(?2-1skchr_mortis_2破坏与滋养攻击范围扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H tAvalueY?attack@atk_scaleFbase_attack_time*JpA,0@P(Ȉ?2-1skchr_mortis_2破坏与滋养攻击范围扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H (Avalue@L?attack@atk_scalebase_attack_timeKpA,0@P(|?2-1skchr_mortis_2破坏与滋养攻击范围扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H ܈Avalue@?attack@atk_scalebase_attack_timeMpA,0@P(0?2-1skchr_mortis_2破坏与滋养攻击范围扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H Avalue333?attack@atk_scaleb!base_attack_timeFOpA,0@P(?2-1skchr_mortis_2破坏与滋养攻击范围扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H DAvalue\ff&?attack@atk_scale#base_attack_timePpA,0@P(?2-1skchr_mortis_2破坏与滋养攻击范围扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}法术伤害的三连发,随机攻击范围内的目标,每次攻击到敌人时自身受到<@ba.vdown>{value}点法术伤害H Avalue?attack@atk_scale$base_attack_timeskchr_mortis_2hskchr_mortis_1 8  | T,pA(8H?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$? taunt_level @ block_cnt+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$? taunt_level@ block_cnt̑?def:pA(8HԔ?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$$? taunt_level@@ block_cnt\fff?defʽpA(8Hd?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$? taunt_levelД@ block_cntL?defZ`A(8H ?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$D? taunt_level`@ block_cnt|@?def`A(8H ?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$ԗ? taunt_level@ block_cnt 333?defz`A(8H ?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$d? taunt_level@ block_cntff&?def PA(8H?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$? taunt_level@ block_cnt,?defPA(8H4?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$? taunt_level@ block_cnt ?def*PA(8Hğ?skchr_mortis_1 多首野兽防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},更容易成为敌人的攻击目标;技能期间被击倒后,<替身>也能阻挡敌人且享受技能效果,直到<替身>退场D$? taunt_level0@ block_cntL?defskchr_mortis_1t skchr_iana_2 d `\&c A,0@T4ġ?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0, Aanti_invisible_durationTC attack_speedd A,0@T4l?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0ԡ Aanti_invisible_durationC attack_speedvf A,0@T4?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0| Aanti_invisible_durationC attack_speedh A,0@T4?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0$ Aanti_invisible_durationLC attack_speediA,0@T4d?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0̦Aanti_invisible_durationzC attack_speednkA,0@T4 ?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0tAanti_invisible_durationpC attack_speedmA,0@T4?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0Aanti_invisible_durationDfC attack_speednA,0@T4\?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0īAanti_invisible_duration\C attack_speedfpA,0@T4?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0lAanti_invisible_durationRC attack_speedrA,0@T4?x-1 skchr_iana_2全知者的战术立即使周围的敌人在<@ba.vup>{anti_invisible_duration}秒内<$ba.invisible>隐匿效果失效并切换为<替身>作战\n持续时间内攻击速度<@ba.vup>+{attack_speed}并获得<$ba.invisible>隐匿0Aanti_invisible_duration<HC attack_speed skchr_iana_2p  skchr_iana_1 |hT@,(8zF skchr_iana_1 幻影诡雷切换为<替身>作战时,立即对攻击全息幻影的敌人及其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ atk_scale.(8G skchr_iana_1 幻影诡雷切换为<替身>作战时,立即对攻击全息幻影的敌人及其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害̱33s@ atk_scale>(8H skchr_iana_1 幻影诡雷切换为<替身>作战时,立即对攻击全息幻影的敌人及其周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害ܲfff@ atk_scaleN(8I skchr_iana_1 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atk_scaleN$4D?skchr_kazema_1纸艺·迅击t下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使自身流失<@ba.vdown>{hp_ratio:0%}的生命$=hp_ratioff@ atk_scalej$4D?skchr_kazema_1纸艺·迅击t下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使自身流失<@ba.vdown>{hp_ratio:0%}的生命$=hp_ratio@ atk_scaleskchr_kazema_1@  skchr_bena_2 d  D$dA(8H? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$ #=hp_ratioB attack_speedfff?atkNA(8H? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$ #=hp_ratioB attack_speed+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$\ #=hp_ratioxpB attack_speed333?atkA(8H? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$ #=hp_ratioHB attack_speed?atkbA(8H? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$ #=hp_ratio04B attack_speedP ?atkA(8HX? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$p #=hp_ratio B attack_speed?atkA(8H? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$ #=hp_ratio B attack_speedff>atkvA(8H# ? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$( #=hp_ratioDA attack_speedd>atkA(8Hl# ? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$ #=hp_ratioA attack_speed33>atk. A(8H# ? skchr_bena_2 快速修剪攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命H$ #=hp_ratioA attack_speed>atk skchr_bena_2D  skchr_bena_1 d  4P A(8H#? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(33> def_penetrate?atkmax_hp> A(8H%? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(33> def_penetratefff?atkmax_hp A(8H &? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@((33> def_penetrateHY?atk\max_hpA(8Hh'? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(p> def_penetrateL?atkmax_hpA(8H(? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(L> def_penetrate@?atkmax_hp^A(8H)? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(L> def_penetrate 333?atk4max_hpA(8H@*? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(HL> def_penetratehff&?atk|max_hpA(8H+ ? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(= def_penetrate?atkmax_hp6A(8H, ? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@(= def_penetrate ?atk max_hp~A(8H- ? skchr_bena_1 奋力修剪生命上限<@ba.vdown>{max_hp:0%},攻击力<@ba.vup>+{atk:0%},无视攻击目标<@ba.vup>{def_penetrate:0%}的防御力@( = def_penetrate@?atkTmax_hp skchr_bena_1T sktok_wulfen_2 D D6(,<P(?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$8@durationTdefh @ atk_scale?cnt(,<P(L?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$@durationdef$@ atk_scale@?cnt(,<P(?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$@durationdef33@ atk_scale?cntj(,<P(?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$l@durationdef @ atk_scale?cnt&(,<P(?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$(@durationDLdefX@ atk_scalet?cnt(,<P(<?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$@durationLdef33? atk_scale0?cnt(,<P(?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$@durationdefff? atk_scale?cntZ(,<P(?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$\@durationxdef? atk_scale?cnt(,<P(p?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$@duration4defH? atk_scaled?cnt(,<P(,?x-5sktok_wulfen_2“顽石专用”引爆时对范围内所有目标造成<@ba.vup>两次相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\<$@durationdef? atk_scale ?cntsktok_wulfen_minesktok_wulfen_2`skchr_wulfen_2 l d \*$4Hh?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$@durationdef @ atk_scale?cntf,$4H?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$@durationdef0@ atk_scaleL?cnt.$4H?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$T@durationpdef33@ atk_scale?cnt1$4Hd?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$@durationdef @ atk_scale?cntb3$4H ?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$ @duration Ldef, @ atk_scaleH ?cnt5$4H ?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$P @durationl Ldef 33? atk_scale ?cnt 8$4H`?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$@durationdefff? atk_scale?cnt^:$4H?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$@durationdef(? atk_scaleD?cnt<$4H?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$L@durationhdef|? atk_scale?cnt?$4H\?skchr_wulfen_2“顽石专用”z被动效果:矿石“杀手”攻击范围扩大,引爆时将同时引爆所有已准备就绪的矿石“杀手”,对范围内的所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其防御力<@ba.vup>-{-def:0%}(不叠加),持续<@ba.vup>{duration}秒\n主动效果:立即获得一个矿石“杀手”\<$@durationdef? atk_scale?cntskchr_wulfen_2  sktok_wulfen_1 d  D$dA$4H ?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ @@stun @ atk_scale?cnt&C$4H|?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@  @stun33@ atk_scale?cntD$4H?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ < @stunT @ atk_scalep?cntE$4H4?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@  @stunff@ atk_scale?cnt:G$4H?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ @stun ff@ atk_scale(?cntH$4H?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ P@stunh@ atk_scale?cntI$4HH ?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@  @stun ? atk_scale ?cntNK$4H!?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ "@stun "33? atk_scale<"?cntL$4H#?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ d#@stun|#? atk_scale#?cntN$4H\$?sktok_wulfen_1“驱兽专用”引爆时对范围内所有目标造成相当于钼铅攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ $@stun$ff? atk_scale$?cntsktok_wulfen_minesktok_wulfen_14%p*skchr_wulfen_1 x ( TO$4H\<&?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ '@@stun,' @ atk_scaleH'?cntQ$4H\ (?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ ( @stun(33@ atk_scale)?cntS$4H\)?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ * @stun* @ atk_scale*?cntVU$4H\+?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ , @stun,ff@ atk_scale,?cnt&W$4H\|-?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ T.@stunl.ff@ atk_scale.?cntX$4H\L/?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ $0@stun<0@ atk_scaleX0?cntZ$4H\1?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ 1@stun 2? atk_scale(2?cnt\$4H\2?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ 3@stun333? atk_scale3?cntf^$4H\4?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ 5@stun5? atk_scale5?cnt6`$4H\6?skchr_wulfen_1“驱兽专用”被动效果:每个矿石“杀手”准备就绪后可以遥控引爆,对范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个矿石“杀手”@ d7@stun|7ff? atk_scale7?cntskchr_wulfen_17 8=sktok_rfrost_2 d  4P8 0@?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$9? constraint09@ atk_scaleL9?cnt": 0@?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$\:? constraintx:ff? atk_scale:?cntj; 0@ ?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$;? constraint;? atk_scale;?cnt< 0@\ ?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$<? constraint=? atk_scale$=?cnt= 0@ ?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$4>? constraintP>? atk_scalel>?cntB? 0@ ?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$|?? constraint?33? atk_scale??cnt@ 0@4?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$@? constraint@ff? atk_scale@?cntA 0@|?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$ B? constraint(B? atk_scaleDB?cntC 0@?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$TC? constraintpČ? atk_scaleC?cntbD 0@ ?sktok_rfrost_2 击倒猎物触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$D? constraintD? atk_scaleD?cntsktok_rfrost_2D0tJskchr_rfrost_2 p<  l8F$4D|F ?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(G@trap_atk_scale G@@times8G? constraintTGff? atk_scalepG?cntFH$4D|0H?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(0Iff?trap_atk_scalePI@@timeshI? constraintI? atk_scaleI?cntvJ$4D|`J?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(`K?trap_atk_scaleK@@timesK? constraintK? atk_scaleK?cntL$4D|L?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(M?trap_atk_scaleM@@timesM? constraintM? atk_scaleN?cntN$4D|N?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(O?trap_atk_scaleO@@timesO? constraintP? atk_scale0P?cntQ$4D|P?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(Q33?trap_atk_scaleR@@times(R? constraintDR33? atk_scale`R?cnt6S$4D| S?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD( Tff?trap_atk_scale@T@@timesXT? constrainttT̬? atk_scaleT?cntfU$4D|PU?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(PV?trap_atk_scalepV@@timesV? constraintVff? atk_scaleV?cntW$4D|W?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(X̌?trap_atk_scaleX@@timesX? constraintX? atk_scaleX?cntY$4D|Y?skchr_rfrost_2 击倒猎物5被动效果:迎宾踏垫触发时造成<@ba.vup>{trap_atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒;若其在攻击范围内,则立即对其进行攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>{times}次攻击;主动效果:立即获得一个迎宾踏垫dD(Z?trap_atk_scaleZ@@timesZ? constraint[? atk_scale [?cntskchr_rfrost_2H[ `sktok_rfrost_1 D  DDb\ 0@ *?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ \?stun\`@ atk_scale\?cnt] 0@H+?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ ]?stun]L@ atk_scale^?cnt^ 0@,?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@  _?stun$_@@ atk_scale@_?cnt` 0@-?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ H`?stun``333@ atk_scale|`?cntRa 0@.?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ a?stunaff&@ atk_scalea?cntb 0@80?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ b?stunb @ atk_scaleb?cntc 0@t1?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ c?stund@ atk_scale0d?cnte 0@2?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ 8e?stunPe @ atk_scalele?cntBf 0@3?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ tf?stunfff@ atk_scalef?cnt~g 0@(5?sktok_rfrost_1 陷阱部署触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒@ g?stung@ atk_scaleg?cntsktok_rfrost_1 hmskchr_rfrost_1  d D$&i$4Di ?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ i?stuni`@ atk_scalei?cntj$4Dj?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ 4k?stunLkL@ atk_scalehk?cnt>l$4D(l?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ l?stunl@@ atk_scalel?cntm$4Dm?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ Ln?stundn333@ atk_scalen?cntVo$4D@o?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ o?stunoff&@ atk_scale p?cntp$4Dp?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ dq?stun|q @ atk_scaleq?cntnr$4DXr?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ r?stuns@ atk_scale$s?cnts$4Ds?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ |t?stunt @ atk_scalet?cntu$4Dpu?skchr_rfrost_1 陷阱部署被动效果:迎宾踏垫触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ v?stun vff@ atk_scale{atk_scale:0%}的物理伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\n主动效果:立即获得一个迎宾踏垫@ w?stunw@ atk_scalew?cntskchr_rfrost_1wT h} sktok_robin_2 `,D y 0DF? sktok_robin_2弹射“夹子”陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>较大力地推动@ {atk_scale:0%}的物理伤害,并将其<@ba.vup>中等力度地推动@ tz?forcez`@ atk_scalez?cnt~{ 0D(I? sktok_robin_2弹射“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>中等力度地推动@ {?force{33S@ atk_scale{?cnt| 0D`J? sktok_robin_2弹射“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>中等力度地推动@ |?force|ffF@ atk_scale}?cnt} 0DK? sktok_robin_2弹射“夹子”}触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动<force,~9@ atk_scaleH~?cnt 0DL? sktok_robin_2弹射“夹子”}触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动<force\333@ atk_scalex?cntN 0DM? sktok_robin_2弹射“夹子”}触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动<force,@ atk_scale?cnt~ 0D(O? sktok_robin_2弹射“夹子”}触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动<>force @ atk_scale؁?cnt 0DXP? sktok_robin_2弹射“夹子”}触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动<nforce@ atk_scale?cntރ 0DQ? sktok_robin_2弹射“夹子”}触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动<force33@ atk_scale8?cnt sktok_robin_2`؉ skchr_robin_2 D \ tz$4Hd ? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>较大力地推动\n主动效果:立即获得一个陷阱@ @force33s@ atk_scale?cnt$4H ܆? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>中等力度地推动\n主动效果:立即获得一个陷阱@ d?force|`@ atk_scale?cntn$4H X? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>中等力度地推动\n主动效果:立即获得一个陷阱@ ?force33S@ atk_scale?cnt$4H ԉ? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>中等力度地推动\n主动效果:立即获得一个陷阱@ \?forcetffF@ atk_scale?cntf$4HP? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动\n主动效果:立即获得一个陷阱<f"force9@ atk_scale?cnt֌$4H? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动\n主动效果:立即获得一个陷阱<#forceT333@ atk_scalep?cntF$4H0? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动\n主动效果:立即获得一个陷阱<F%forceĎ,@ atk_scale?cnt$4H? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动\n主动效果:立即获得一个陷阱<&force4 @ atk_scaleP?cnt&$4H? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动\n主动效果:立即获得一个陷阱<&(force@ atk_scale?cnt$4H? skchr_robin_2弹射“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并将其<@ba.vup>小力地推动\n主动效果:立即获得一个陷阱<)force33@ atk_scale0?cnt skchr_robin_2XH И sktok_robin_1 4 DTr 0Db? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$@@ constraint̔`@ atk_scale?cnt 0Dhc? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$ @ constraintL@ atk_scale4?cnt  0Dd? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$H @ constraintd@@ atk_scale?cntV 0Df? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$@ constraint333@ atk_scale̘?cnt 0DLg? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$? constraintff&@ atk_scale?cnt 0Dh? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$,? constraintH @ atk_scaled?cnt: 0Di? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$x? constraint@ atk_scale?cnt 0D0k? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$ĝ? constraint @ atk_scale?cntҞ 0D|l? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$? constraint,ff@ atk_scaleH?cnt 0Dm? sktok_robin_1束缚“夹子”触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒D$\? constraintx@ atk_scale?cnt sktok_robin_14 skchr_robin_1  d D$֡$4H ? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$T@@ constraintp`@ atk_scale?cntb$4HL? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$ @ constraintL@ atk_scale?cnt$4Hؤ? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$l @ constraint@@ atk_scale?cntz$4Hd? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$@ constraint333@ atk_scale0?cnt$4H? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$? constraintff&@ atk_scale?cnt$4H|? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$? constraint, @ atk_scaleH?cnt$4H? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$? constraint@ atk_scaleԫ?cnt$4H? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$(? constraintD @ atk_scale`?cnt6$4H ? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$? constraintЮff@ atk_scale?cnt¯$4H? skchr_robin_1束缚“夹子”被动效果:陷阱触发时对目标造成相当于攻击力的<@ba.vup>{atk_scale:0%}的物理伤害,并使其<$ba.root>束缚<@ba.vup>{constraint}秒\n主动效果:立即获得一个陷阱D$@? constraint\@ atk_scalex?cnt skchr_robin_1skchr_forcer_2 ,<L `xRu(,<L?2-2skchr_forcer_2 惊爆射击<立即将范围内所有敌人往身前方向<@ba.vup>大力地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,>projectile_range @forcer_s_2[hit_directly].stun @forcer_s_2[brush].stun8@stunP@@forcew(,<L?2-2skchr_forcer_2 惊爆射击?立即将范围内所有敌人往身前方向<@ba.vup>较大力地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,,>projectile_rangeP@forcer_s_2[hit_directly].stun@forcer_s_2[brush].stun33s@stun@force2z(,<L?2-2skchr_forcer_2 惊爆射击?立即将范围内所有敌人往身前方向<@ba.vup>较大力地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,>projectile_range33@forcer_s_2[hit_directly].stun33@forcer_s_2[brush].stunfff@stun0@force|(,<L?2-2skchr_forcer_2 惊爆射击?立即将范围内所有敌人往身前方向<@ba.vup>较大力地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`, >projectile_range0 @forcer_s_2[hit_directly].stun` @forcer_s_2[brush].stunY@stun@force(,<Ll?2-2skchr_forcer_2 惊爆射击B立即将范围内所有敌人往身前方向<@ba.vup>中等力度地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,>projectile_rangeff@forcer_s_2[hit_directly].stunԼff@forcer_s_2[brush].stunL@stun?force(,<L?2-2skchr_forcer_2 惊爆射击B立即将范围内所有敌人往身前方向<@ba.vup>中等力度地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,>projectile_range@forcer_s_2[hit_directly].stunH@forcer_s_2[brush].stunpffF@stun?force(,<LT?2-2skchr_forcer_2 惊爆射击B立即将范围内所有敌人往身前方向<@ba.vup>中等力度地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,h>projectile_range33?forcer_s_2[hit_directly].stun33?forcer_s_2[brush].stun@@stun?forcen(,<L?2-2skchr_forcer_2 惊爆射击B立即将范围内所有敌人往身前方向<@ba.vup>中等力度地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,>projectile_rangeff?forcer_s_2[hit_directly].stun0ff?forcer_s_2[brush].stunX9@stunp?force(,<L<?2-2skchr_forcer_2 惊爆射击B立即将范围内所有敌人往身前方向<@ba.vup>中等力度地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,P>projectile_ranget?forcer_s_2[hit_directly].stun?forcer_s_2[brush].stun333@stun?forceV(,<L?2-2skchr_forcer_2 惊爆射击B立即将范围内所有敌人往身前方向<@ba.vup>中等力度地推开并<$ba.stun>晕眩<@ba.vup>{forcer_s_2[hit_directly].stun}秒(撞到高台时<$ba.stun>晕眩时间延长为<@ba.vup>{stun}秒)。若目标碰撞其他敌人,使其<$ba.stun>晕眩<@ba.vup>{forcer_s_2[brush].stun}秒。`,>projectile_range?forcer_s_2[hit_directly].stun?forcer_s_2[brush].stun@,@stunX?forceskchr_forcer_2 skchr_forcer_1 \ 8 \06$4D?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>较大力地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 @stun@force^$4D?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 33?stun?force$4D?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 $ff?stun<?force$4D?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 L?stund?force$4D,?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 t?stun?force$4DT?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 ?stun?force&$4D|?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 33?stun?forceN$4D?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>小力地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 33?stuniforcen$4D?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>小力地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 ff?stunjforce$4D?skchr_forcer_1 护身射击下次攻击会把目标往攻击方向<@ba.vup>小力地推开,目标撞到高台时<$ba.stun>晕眩<@ba.vup>{stun}秒。 (?stunkforceskchr_forcer_1h skchr_panda_2 tdT D 4((,<Hht?4-1 skchr_panda_2 崩拳式立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>大力地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$\@durationx@@force move_speed @ atk_scale"(,<Hh|?4-1 skchr_panda_2 崩拳式立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>较大力地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$d@duration@forceq= move_speed33@ atk_scale*(,<Hh?4-1 skchr_panda_2 崩拳式立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>较大力地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$l@duration@forceu move_speedff@ atk_scale2(,<Hh?4-1 skchr_panda_2 崩拳式立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>较大力地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$t@duration@force= W move_speed33? atk_scale:(,<Hl?4-1 skchr_panda_2 崩拳式"立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>中等力度地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$@duration?forceL move_speed? atk_scaleF(,<Hl?4-1 skchr_panda_2 崩拳式"立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>中等力度地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$@duration?force\B move_speedff? atk_scaleR(,<Hl?4-1 skchr_panda_2 崩拳式"立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>中等力度地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$@duration?forceQ8 move_speed? atk_scale^(,<Hl?4-1 skchr_panda_2 崩拳式"立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>中等力度地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$@@duration?force{. move_speed? atk_scalej(,<Hl?4-1 skchr_panda_2 崩拳式"立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>中等力度地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$@@duration?force # move_speed33? atk_scalev(,<Hl?4-1 skchr_panda_2 崩拳式"立即往前方突进,寻找前方直线内的最近目标,<@ba.vup>中等力度地击退该目标周围的所有敌军,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,在<@ba.vup>{duration}秒内所有命中目标的移动速度<@ba.vup>-{-move_speed:0%}`@$@@duration?force move_speed ? atk_scale skchr_panda_2<  skchr_panda_1 x  \0h$4DD? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>较大力地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}@ @force move_speed@durationN$4D? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>中等力度地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}@ ?forceq= move_speed8@duration$4D? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>中等力度地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}@ d?force|u move_speed@duration$4Dd? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>中等力度地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}@ ?force= W move_speed@durationn$4D? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>中等力度地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}@ $?force中等力度地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}@ ?force\B move_speed@duration.$4D? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>中等力度地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}@ ?forceQ8 move_speed@duration$4D? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>小力地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}<֋forceT{. move_speedp@@duration$4D<? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>小力地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}<.force # move_speed@@duration>!$4D? skchr_panda_1 铁意六合下次攻击会把目标往攻击方向<@ba.vup>小力地推动,<@ba.vup>{duration}秒内命中目标的移动速度<@ba.vup>-{-move_speed:0%}<force move_speed @@duration skchr_panda_1Pskchr_tmoris_2  #pA(8HD(?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD( @ talent_scale<?fearT?attack@intervalt?attack@atk_scale$pA(8HD)?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD( ff@ talent_scale,?fearD?attack@intervald33s?attack@atk_scale&pA(8HD|)?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD(ff@ talent_scale?fear4?attack@intervalTk?attack@atk_scale(pA(8HDl*?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD(@ talent_scale ?fear$?attack@intervalDGa?attack@atk_scale*pA(8HD\,?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD(ff? talent_scale?fear?attack@interval4Y?attack@atk_scale,pA(8HDL-?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD(? talent_scale?fear?attack@interval$Q?attack@atk_scale.pA(8HD<.?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD(? talent_scale?fear?attack@intervalG?attack@atk_scale0pA(8HD, /?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD(? talent_scale?fear?attack@interval@?attack@atk_scale2pA(8HD 0?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD( ? talent_scale ?fear ?attack@interval H:?attack@atk_scaler4pA(8HD 2?skchr_tmoris_2 无存之所立即使攻击范围内的敌人<$ba.fear>恐惧1.5秒,每秒对攻击范围内的敌人造成攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,第一天赋造成<$ba.sluggish>停顿的概率提升至<@ba.vup>{talent_scale}倍hD( ? talent_scale ?fear ?attack@interval 333?attack@atk_scaleskchr_tmoris_2 skchr_tmoris_1 d `\6ff@$4DL$ ?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次  @times333? atk_scalev8ff@$4DL?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 @times{.? atk_scale:ff@$4DLt?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 8@timesP+? atk_scale;ff@$4DL?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 @timesff&? atk_scalen=ff@$4DL?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 @timesG!? atk_scale?ff@$4DLl?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 0@timesHR? atk_scale@ff@$4DL?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 @times(? atk_scalefBff@$4DL?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 @times? atk_scaleDff@$4DLd?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 (@times@? atk_scaleEff@$4DL ?skchr_tmoris_1 颤栗之弦发动一次<@ba.vup>{times}连击,对攻击范围内的地面敌人每次造成相当于<@ba.vup>{atk_scale:0%}攻击力的法术伤害。\n<@ba.rem>其他<$ba.mujica>Ave Mujica成员开启技能时,额外释放一次\n<@ba.rem>可充能2次 @times ? atk_scaleskchr_tmoris_1"skchr_kirara_2 L \ lxGA(8Hd  ?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(?attack@duration?attack@atk_scale@@ talent_scaleBIA(8H!?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(?attack@duration fff?attack@atk_scale@ 9@ talent_scaleJA(8HT#?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(t!?attack@duration!L?attack@atk_scale!333@ talent_scale2LA(8H$?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P("?attack@duration #@?attack@atk_scale0#,@ talent_scaleMA$4D$?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(`$?attack@duration$333?attack@atk_scale$ff&@ talent_scaleOA$4Dt%?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(%?attack@duration%ff&?attack@atk_scale& @ talent_scalePA$4D&?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(H'?attack@durationh'?attack@atk_scale'@ talent_scaleRA$4D\(?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P((?attack@duration( ?attack@atk_scale)33@ talent_scalezSA$4D)?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(0*?attack@durationP*?attack@atk_scalet* @ talent_scaleTA$4DD+?skchr_kirara_2 锚点捕捉天赋效果提升至<@ba.vup>{talent_scale}倍,对攻击范围内的敌人造成每秒相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害P(+?attack@duration+ff>attack@atk_scale+ff@ 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.?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害$.ff?kirara_s_1.atk_scale/$4<.?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害/?kirara_s_1.atk_scale/$4</?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害/̌?kirara_s_1.atk_scale0$4<0?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害0?kirara_s_1.atk_scale1$4<1?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害133s?kirara_s_1.atk_scale2$4<2?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害2fff?kirara_s_1.atk_scale3$4<3?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害3Y?kirara_s_1.atk_scale4$4<4?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害4L?kirara_s_1.atk_scale5$4<l5?skchr_kirara_1锚击d下次攻击额外造成一次相当于攻击力<@ba.vup>{kirara_s_1.atk_scale:0%}的法术伤害5@?kirara_s_1.atk_scaleskchr_kirara_15 8;skchr_mantic_2 t  T0hr` B(8H 9 ?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$$7? attack@stun@7fff?atkT7?base_attack_timeaB(8Hl:?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$8fff? attack@stun8L?atk8?base_attack_time2cB(8H;?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$9L? attack@stun:333?atk:?base_attack_timedB(8H,=?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$D;333? attack@stun`;?atkt;?base_attack_timeeB$4DH<?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$<? attack@stun< ?atk增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$=? attack@stun>?atk,>?base_attack_timehB$4D??skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$X?? attack@stunt?ff>atk??base_attack_timejB$4D\@?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$@? attack@stun@>atk@?base_attack_timebkB$4DA?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$B? attack@stun,B33>atk@B?base_attack_timelA$4DC?skchr_mantic_2蓄力毒尾击攻击前摇和攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒<$lC? attack@stunC>atkC?base_attack_timeskchr_mantic_2C LIskchr_mantic_1 (0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$D@durationE move_speedv(0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$E@durationEff move_speedj(0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$F@durationF̾ move_speed^(0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$G@durationG33 move_speedR(0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$H`@durationH move_speedF(0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$I`@durationIR move_speed:(0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$J`@durationJz move_speed.(0skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$K@@durationKq= move_speed"(0~skchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$L@@durationL move_speed (0rskchr_mantic_1蝎毒f每次攻击会在<@ba.vup>{duration}秒内令命中目标移动速度<@ba.vup>-{-move_speed:0%}$|M@@durationMk move_speedskchr_mantic_1MT@S skchr_bobb_2 H`x zx0A(8LDQ ? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4O0Aattack@projectile_life_timeOL>attack@ep_damage_ratioO33?attack@atk_scalebz0A(8LDR ? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4xQ0Aattack@projectile_life_timeQ\B>attack@ep_damage_ratioQ?attack@atk_scaleJ|0A(8LDT ? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4`S0Aattack@projectile_life_timeSQ8>attack@ep_damage_ratioŠ?attack@atk_scale2~0A(8LDV ? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4HU0Aattack@projectile_life_timetU{.>attack@ep_damage_ratioU?attack@atk_scale0A(8LDX? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`40W0Aattack@projectile_life_time\W>attack@ep_damage_ratioWfff?attack@atk_scale0A(8LDZ? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4Y0Aattack@projectile_life_timeDY)\>attack@ep_damage_ratiolYL?attack@atk_scale0A(8LD\? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4[0Aattack@projectile_life_time,[>attack@ep_damage_ratioT[@?attack@atk_scale҅0A$4H@(\ ? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4\0Aattack@projectile_life_time]=attack@ep_damage_ratio8]333?attack@atk_scale0A$4H@ ^!? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4^0Aattack@projectile_life_time^G=attack@ep_damage_ratio_ff&?attack@atk_scale0A$4H@_#? skchr_bobb_2“此路不通”停止攻击,对一个敌人所在位置释放灼烧地段,处于其中的地面敌人每秒受到攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害和攻击力<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤`4`0Aattack@projectile_life_time`=attack@ep_damage_ratioa?attack@atk_scale skchr_bobb_28ahf skchr_bobb_1  d $D$4D @b ? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@b?cntb?ep_damage_ratioc@ atk_scale$4D c ? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@xd?cntd33?ep_damage_ratiodff? atk_scale"$4D xe ? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@f?cnt(f̌?ep_damage_ratioHf? atk_scale$4D g ? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@g?cntg?ep_damage_ratiog? atk_scaleZ$4D h? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@Li?cnt`ifff?ep_damage_ratioi? atk_scale$4D Lj? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@j?cntjY?ep_damage_ratiok33? atk_scale$4D k? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@l?cntlL?ep_damage_ratiolff? atk_scale.$4D m? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@ n?cnt4n333?ep_damage_ratioTn? atk_scaleʘ$4D  o? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@o?cntoff&?ep_damage_ratioǒ? atk_scalef$4D p? skchr_bobb_1非和平劝说下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.burning2>灼燃损伤,优先攻击未处于损伤爆发期间的敌人@Xq?cntlq?ep_damage_ratioq? atk_scale skchr_bobb_1q4wskchr_threye_2  4TtnA(8Lu?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤08s33>attack@ep_damage_ratio`sHB attack_speedڝA(8Ltv ?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0t>attack@ep_damage_ratiot4B attack_speedFA(8Lw!?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0v>attack@ep_damage_ratio8v B attack_speedA(8LLy"?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0|w>attack@ep_damage_ratiow B attack_speedA(8Lz% ?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0xL>attack@ep_damage_ratioyA attack_speedA(8L$|% ?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0TzL>attack@ep_damage_ratio|zA attack_speedA(8L}% ?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0{L>attack@ep_damage_ratio{A attack_speedbA(8L~(?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0,}>attack@ep_damage_ratioT}A attack_speedΧA(8Lh(?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0~>attack@ep_damage_ratio~`A attack_speed:A(8Lԁ(?skchr_threye_2我见枯朽之后攻击速度<@ba.vup>+{attack_speed},额外攻击一名目标,每次攻击附带<@ba.vup>{attack@ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤0>attack@ep_damage_ratio, A attack_speedskchr_threye_2`؅skchr_threye_1  d D$$4Hh?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@@cntL?ep_damage_ratio(ff? atk_scale$4H?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@@cnt333?ep_damage_ratio? atk_scale*$4H ?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@ @cnt ?ep_damage_ratio@̌? atk_scale$4H  ?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@@cnt?ep_damage_ratiŏ? atk_scaleB$4H ?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@$@cnt8>ep_damage_ratioXfff? atk_scaleβ$4H$ ?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@@cntĉ>ep_damage_ratioL? atk_scaleZ$4H?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@<@cntP>ep_damage_ratiop333? atk_scale$4H<?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@Ȍ?cnt܌>ep_damage_ratio? atk_scaler$4Hȍ?skchr_threye_1我见崩毁之前下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤\n<@ba.rem>可充能{cnt}次@T?cnth>ep_damage_ratio? 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attack_speedA(8HN7?skchr_xingzh_2 食不厌精攻击速度<@ba.vup>+{attack_speed},额外治疗<@ba.vup>1名目标,且每秒恢复天赋生效目标相当于行箸攻击力<@ba.vup>{attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio:0%}的生命LQ8>0attack@xingzh_s_2[heal].atk_to_hp_recovery_ratioD? attack@xingzh_s_2[heal].intervalx@attack@max_target,B attack_speedA(8HP6?skchr_xingzh_2 食不厌精攻击速度<@ba.vup>+{attack_speed},额外治疗<@ba.vup>1名目标,且每秒恢复天赋生效目标相当于行箸攻击力<@ba.vup>{attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio:0%}的生命L>0attack@xingzh_s_2[heal].atk_to_hp_recovery_ratioL? attack@xingzh_s_2[heal].interval@attack@max_targetB attack_speedA(8HP4?skchr_xingzh_2 食不厌精攻击速度<@ba.vup>+{attack_speed},额外治疗<@ba.vup>1名目标,且每秒恢复天赋生效目标相当于行箸攻击力<@ba.vup>{attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio:0%}的生命L>0attack@xingzh_s_2[heal].atk_to_hp_recovery_ratioT? attack@xingzh_s_2[heal].interval@attack@max_target B attack_speed&A(8HP2?skchr_xingzh_2 食不厌精攻击速度<@ba.vup>+{attack_speed},额外治疗<@ba.vup>1名目标,且每秒恢复天赋生效目标相当于行箸攻击力<@ba.vup>{attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio:0%}的生命L>0attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio\? attack@xingzh_s_2[heal].interval@attack@max_targetB attack_speed.A(8HȡP1?skchr_xingzh_2 食不厌精攻击速度<@ba.vup>+{attack_speed},额外治疗<@ba.vup>1名目标,且每秒恢复天赋生效目标相当于行箸攻击力<@ba.vup>{attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio:0%}的生命L >0attack@xingzh_s_2[heal].atk_to_hp_recovery_ratiod? attack@xingzh_s_2[heal].interval@attack@max_targetA attack_speed6A(8HУP/?skchr_xingzh_2 食不厌精攻击速度<@ba.vup>+{attack_speed},额外治疗<@ba.vup>1名目标,且每秒恢复天赋生效目标相当于行箸攻击力<@ba.vup>{attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio:0%}的生命L(>0attack@xingzh_s_2[heal].atk_to_hp_recovery_ratiol? attack@xingzh_s_2[heal].interval@attack@max_targetĢA attack_speed>A(8HإP-?skchr_xingzh_2 食不厌精攻击速度<@ba.vup>+{attack_speed},额外治疗<@ba.vup>1名目标,且每秒恢复天赋生效目标相当于行箸攻击力<@ba.vup>{attack@xingzh_s_2[heal].atk_to_hp_recovery_ratio:0%}的生命L0>0attack@xingzh_s_2[heal].atk_to_hp_recovery_ratiot? attack@xingzh_s_2[heal].interval@attack@max_target̤A attack_speedskchr_xingzh_2P xskchr_xingzh_1 ( $  (8HL ?skchr_xingzh_1 盈帙满笥u立即对攻击范围内的所有目标进行一次治疗,回复量为行箸攻击力的<@ba.vup>{heal_scale:0%}<33S@ heal_scale(8HL ?skchr_xingzh_1 盈帙满笥u立即对攻击范围内的所有目标进行一次治疗,回复量为行箸攻击力的<@ba.vup>{heal_scale:0%}{heal_scale:0%}<@@ heal_scale(8HL ?skchr_xingzh_1 盈帙满笥u立即对攻击范围内的所有目标进行一次治疗,回复量为行箸攻击力的<@ba.vup>{heal_scale:0%}<9@ heal_scale(8HL ?skchr_xingzh_1 盈帙满笥u立即对攻击范围内的所有目标进行一次治疗,回复量为行箸攻击力的<@ba.vup>{heal_scale:0%}{heal_scale:0%}< @ heal_scale(8HL ?skchr_xingzh_1 盈帙满笥u立即对攻击范围内的所有目标进行一次治疗,回复量为行箸攻击力的<@ba.vup>{heal_scale:0%}<@ heal_scale(8HL ?skchr_xingzh_1 盈帙满笥u立即对攻击范围内的所有目标进行一次治疗,回复量为行箸攻击力的<@ba.vup>{heal_scale:0%}< @ heal_scale(8HL ?skchr_xingzh_1 盈帙满笥u立即对攻击范围内的所有目标进行一次治疗,回复量为行箸攻击力的<@ba.vup>{heal_scale:0%}{heal_scale:0%}<@ 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?skchr_quercu_2生灵的回响a攻击速度<@ba.vup>+{attack_speed},并在治疗目标时为其恢复<@ba.vup>1点技力?spA attack_speedskchr_quercu_2(skchr_quercu_1 $Dd$4D0(?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能H>atk$4D *?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能$Q>atk$4D,?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能>atkn$4DĽ.?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能ܽ>atkJ$4D0?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能>atk&$4D|1?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能k>atk$4DX2?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能pL>atk$4D44?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能L #>atk$4D5?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能(>atk$4D6?skchr_quercu_1大地的慈悲\攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能持续时间无限,可主动关闭技能=atkskchr_quercu_1,(skchr_ncdeer_2   A(8Hx(?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D 333?prob?talent@hp_ratioHB attack_speedZA(8H(?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D $?prob<?talent@hp_ratio\4B attack_speedA(8Hp(?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D ?prob?talent@hp_ratio B attack_speedRpA(8H(?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D >prob4?talent@hp_ratioT B attack_speed A(8Hh-?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D >prob?talent@hp_ratioA attack_speedJ A(8H-?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D >prob,?talent@hp_ratioLA attack_speed A(8H`-?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D >prob?talent@hp_ratioA attack_speedB@(8H2?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D  >prob$?talent@hp_ratioDA attack_speed@(8HX2?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D >prob?talent@hp_ratio`A attack_speed:@(8H2?skchr_ncdeer_2 仙山去远攻击速度<@ba.vup>+{attack_speed},自身获得<@ba.vup>{prob:0%}的远程物理抵挡,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命时触发D >prob?talent@hp_ratio< A attack_speedskchr_ncdeer_2pskchr_ncdeer_1 $8L"A(8Hh ?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}T?atkA(8Hh\ ?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}?atkbA(8Hh ?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}ff>atkA(8Hh ?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}4>atkA(8Hh<# ?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}33>atkBA(8Hh# ?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}t>atkA(8Hh|# ?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}>atkpA(8Hh(?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}L>atk"pA(8Hh(?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}T>atkpA(8Hh\(?skchr_ncdeer_1 人间降吉攻击力<@ba.vup>+{atk:0%}=atkskchr_ncdeer_1`skchr_tknogi_2 Pdx A(8@Lh0?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8=attack@atk_to_hp_recovery_ratio33@ talent_scale<?talent@hp_ratioA(8@LP1?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8=attack@atk_to_hp_recovery_ratio @ talent_scale$ ?talent@hp_ratioA(8@L82?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8=attack@atk_to_hp_recovery_ratioff@ talent_scale ?talent@hp_ratio A(8@L 3?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8=attack@atk_to_hp_recovery_ratio@ talent_scale ?talent@hp_ration A(8@L4?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8 ף=attack@atk_to_hp_recovery_ratio33? talent_scale?talent@hp_ratioV A(8@L5?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8t ף=attack@atk_to_hp_recovery_ratioff? talent_scale?talent@hp_ratio>A(8@L6?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8\ ף=attack@atk_to_hp_recovery_ratio? talent_scale?talent@hp_ratio&pA(8@L7 ?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8Du=attack@atk_to_hp_recovery_ratiot? talent_scale?talent@hp_ratiopA(8@L8 ?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8,u=attack@atk_to_hp_recovery_ratio\? talent_scale|?talent@hp_ratiopA(8@L9 ?skchr_tknogi_2森廻 停止攻击,天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命且<$ba.protect>庇护效果提升至<@ba.vup>{talent_scale}倍,每秒恢复攻击范围内友军相当于月禾攻击力<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}的生命\8u=attack@atk_to_hp_recovery_ratioD33? talent_scaled?talent@hp_ratioskchr_tknogi_2 skchr_tknogi_1 |hT@,J B(8@2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效33> attack@probZB(8@2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效> attack@probjB(8@2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效 ף> attack@probzA(8@2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效R> attack@probA(8@$2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效$)\> attack@probA(8@42?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效4)\> attack@probA(8@D2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效D)\> attack@probA(8@T2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效T> attack@probA(8@d2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效d> attack@prob A(8@t2?skchr_tknogi_1迹无攻击范围内的友军获得<@ba.vup>{attack@prob:0%}的物理闪避与法术闪避,并使敌人的<$ba.invisible>隐匿效果失效t> attack@probskchr_tknogi_1skchr_dolris_2 4 TtV"@A(8H?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,>attack@heal_scale ?attack@atk_scale0>intervalL? attack@atk$@A(8H\?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,T>attack@heal_scalexfff?attack@atk_scale>intervalfff? attack@atk.'@A(8H!?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,L>attack@heal_scaleY?attack@atk_scale>interval$fff? attack@atk)@A(8H4"?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,,L>attack@heal_scalePL?attack@atk_scalet>intervalfff? attack@atk,@A(8H#?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,>attack@heal_scale333?attack@atk_scale>intervalL? attack@atkr.@A(8H $ ?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,>attack@heal_scale(333?attack@atk_scaleL>intervalhL? attack@atk0@A(8Hx % ?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,p>attack@heal_scale333?attack@atk_scale>intervalL? attack@atkJ3@A(8H & ?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT, =attack@heal_scale ?attack@atk_scale$ >interval@ 333? attack@atk5@A(8HP' ?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,H =attack@heal_scalel ?attack@atk_scale >interval 333? attack@atk"8@A(8H(?skchr_dolris_2 我悲悯的p技能期间特性不再恢复生命,每{interval}秒对攻击范围内随机一名敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害并为一名友方治疗相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命;攻击范围内所有其他友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力的鼓舞效果tT,=attack@heal_scale?attack@atk_scale>interval333? attack@atkskchr_dolris_2Hskchr_dolris_1 $@ \ x A,0@PP#?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0 Battack@heal_value_s1H ? attack@defd ? attack@atkA,0@PPx$?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0Battack@heal_value_s1(? attack@defD? attack@atkA,0@PPX&?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0Battack@heal_value_s1ff> attack@def$ff> attack@atkA,0@PP8(?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0Battack@heal_value_s1> attack@def> attack@atkzA,0@PP)?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0Battack@heal_value_s1p> attack@defp> attack@atkZA,0@PP+?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0Battack@heal_value_s1> attack@def> attack@atk:A,0@PP-?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0`Battack@heal_value_s1> attack@def> attack@atkA,0@PP .?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0@pBattack@heal_value_s1hq=> attack@defq=> attack@atkA,0@PP"0?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0 !\Battack@heal_value_s1H!k> attack@defd!k> attack@atkA,0@PPx$2?x-2skchr_dolris_1 我思念的攻击范围扩大,攻击范围内所有友方单位获得相当于三角初华<@ba.vup>{attack@atk:0%}攻击力与防御力的<$ba.inspire>鼓舞效果,目标受到伤害时三角初华会为其治疗<@ba.vup>{attack@heal_value_s1}点生命P0#HBattack@heal_value_s1(#L> attack@defD#L> attack@atkskchr_dolris_1t#P( skchr_heidi_2 ($    &NA(8PX&? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T%>attack@atk_to_hp_recovery_ratio%>max_hp%333?def%? block_cnt&PA(8PX(? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T')\>attack@atk_to_hp_recovery_ratio'>max_hp'?def'? block_cnt&RA(8PX*? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T)>attack@atk_to_hp_recovery_ratio)k>max_hp) ?def)? block_cnt&TA(8PX,? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T+k>attack@atk_to_hp_recovery_ratio+L>max_hp+?def+? block_cnt&VA(8PX.? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T-Ga>attack@atk_to_hp_recovery_ratio-Q8>max_hp->def-? block_cnt&XA(8PX0 ? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T/= W>attack@atk_to_hp_recovery_ratio/{.>max_hp/33>def/? block_cnt&ZA(8PX2 ? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T1L>attack@atk_to_hp_recovery_ratio1 #>max_hp1>def1? block_cnt&\pA(8PX4 ? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T3Q8>attack@atk_to_hp_recovery_ratio3>max_hp3>def3? block_cnt&^pA(8PX6 ? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T5 #>attack@atk_to_hp_recovery_ratio5=max_hp5L>def5? block_cnt&`pA(8PX8? skchr_heidi_2虚构故事·锈城攻击范围内所有友方单位阻挡数<@ba.vup>+1,并获得相当于海蒂<@ba.vup>{def:0%}防御力和<@ba.vup>{max_hp:0%}生命值上限的<$ba.inspire>鼓舞效果,自身特性效果提高至<@ba.vup>{attack@atk_to_hp_recovery_ratio:0%}lT8T7>attack@atk_to_hp_recovery_ratio7G=max_hp7>def7? block_cnt skchr_heidi_27X= skchr_heidi_1  4Ttb A(8P,; ? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8D9=attack@atk_to_hp_recovery_ratiot9@ block_cnt9̌?atkc A(8P< ? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8:=attack@atk_to_hp_recovery_ratio:@ block_cnt:ff?atkje A(8P> ? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8<=attack@atk_to_hp_recovery_ratioL<@ block_cnth<?atkf A(8Pp? ? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8==attack@atk_to_hp_recovery_ratio=@ block_cnt=fff?atkBh A(8P@ ? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8>=attack@atk_to_hp_recovery_ratio$?@ block_cnt@?L?atki A(8PHB? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8`@=attack@atk_to_hp_recovery_ratio@@ block_cnt@@?atkk A(8PC? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8A=attack@atk_to_hp_recovery_ratioA@ block_cntB333?atkl A(8P E? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X88C=attack@atk_to_hp_recovery_ratiohC@ block_cntC?atkm A(8PF? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8D=attack@atk_to_hp_recovery_ratioD@ block_cntD ?atk^o A(8PG? skchr_heidi_1虚构故事·怒士攻击范围内所有友方单位阻挡数<@ba.vdown>-3,获得相当于海蒂<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果X8F=attack@atk_to_hp_recovery_ratio@F@ block_cnt\F?atk skchr_heidi_1F K skchr_sora_2 6qA(8HI-? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果G?atk.rA(8HJ-? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果Hfff?atk&sA(8HK-? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果Ifff?atktA(8HL-? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果Jfff?atkuA(8HM-? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果KL?atkvA(8HN-? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果LL?atkwpA(8HO-? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果ML?atkw@A(8HP- ? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果N333?atkx0A(8HQ- ? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果O333?atky A(8HR- ? skchr_sora_2 战斗之歌u攻击范围内所有其他友方单位获得相当于空<@ba.vup>{atk:0%}攻击力的<$ba.inspire>鼓舞效果xP333?atk skchr_sora_2P V skchr_sora_1  l d \R@,0@PS<-?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}R?attack@atk_to_hp_recovery_ratio@,0@PDU<*?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}pSfff?attack@atk_to_hp_recovery_ratio@,0@PV<)?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}TL?attack@atk_to_hp_recovery_ratioN@,0@PW<(?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}V333?attack@atk_to_hp_recovery_ratio@,0@P@Y<#?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}lWff&?attack@atk_to_hp_recovery_ratio@,0@PZ<#?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}X?attack@atk_to_hp_recovery_ratioJ@,0@P[<#?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}Z ?attack@atk_to_hp_recovery_ratio@,0@P<]<?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}h[?attack@atk_to_hp_recovery_ratio@,0@P^<?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}\ff>attack@atk_to_hp_recovery_ratioF!@,0@P_<?x-2 skchr_sora_1 睡眠之歌攻击范围<@ba.vup>扩大,攻击范围内所有敌人全部进入<$ba.sleep>沉睡,同时特性效果<@ba.vup>提高至{attack@atk_to_hp_recovery_ratio:0%}^ff>attack@atk_to_hp_recovery_ratio skchr_sora_1T^cskchr_alanna_2 8  | T,pA(8Ha?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8_?cnt_,@multi`HB attack_speed(`?atkpA(8H0c?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8la?cnta @multia4B attack_speedaff>atk&pA(8Hd?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8b?cntc33@multi(c(B attack_speedHc= >atkpA(8HPf ?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8d?cntd @multidB attack_speedd\>atkFPA(8Hg ?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8f?cnt0fff@multiHf B attack_speedhf33>atk֐PA(8Hpi ?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8g?cntg@multigB attack_speedg ף>atkfPA(8Hk ?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8atk0A(8Hl ?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8j?cntj?multijA attack_speedk>atk0A(8H n ?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8\l?cntpl?multilA attack_speedlGa>atk0A(8Ho ?skchr_alanna_2“万斤顶”自身攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},且天赋效果提升至<@ba.vup>{multi}倍,技能结束后获得<@ba.vup>{cnt}个支援装置\8m?cntn33?multinA attack_speed8nL>atkskchr_alanna_2`nh sskchr_alanna_1 $  dD$ 0@ =?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$oA extend_timeoA attack_speed 0@<>?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$pA extend_timepA attack_speed: 0@X??skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$qA extend_timeqA attack_speedV 0@t@?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$rA extend_timesA attack_speedr 0@A?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$tA extend_time$tA attack_speed 0@B?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$$uA extend_time@upA attack_speed 0@C?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$@vA extend_time\vPA attack_speed 0@D?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$\wA extend_timexw@A attack_speed 0@F?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$xx`A extend_timex0A attack_speed 0@G?skchr_alanna_1 气动增压}拥有支援装置的干员攻击速度<@ba.vup>+{attack_speed},且支援装置持续时间<@ba.vup>+{extend_time}秒$y@A extend_timey A attack_speedskchr_alanna_1y- $sktok_cathy_catsld_2.4DH?sktok_cathy_catsld_2 战火淬炼sktok_cathy_wrenchsktok_cathy_catsld_2z( skchr_cathy_2 $ D d bA(8HD}? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$||?interval|u=overwrite_ratio|>def|333?max_hp>A(8HD ? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$X~?intervalt~u=overwrite_ratio~>def~ff&?max_hpA(8HD ? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$4?intervalPu=overwrite_ratiopL>def?max_hpA(8HD ? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$?interval,u=overwrite_ratioL>def` ?max_hpҬA(8HDl#? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$?intervalu=overwrite_ratio(=def<?max_hpA(8HDH#? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$ȅ?intervalu=overwrite_ratio=defff>max_hpA(8HD$#? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$?intervalu=overwrite_ratio=def>max_hpfA(8HD(? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$?intervalu=overwrite_ratio=defЉ33>max_hpBA(8HD܌(? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$\?intervalxu=overwrite_ratio=def>max_hpA(8HD(? skchr_cathy_2 战火淬炼停止攻击,生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},装置效果改为使目标干员每秒获得相当于凯瑟琳生命上限<@ba.vup>{overwrite_ratio:0%}的<$ba.barrier>屏障(不会超过天赋上限)`H$8?intervalTu=overwrite_ratiot=def>max_hp skchr_cathy_2A $sktok_cathy_catsld_1 4Dp\?sktok_cathy_catsld_1 岁月锻打sktok_cathy_wrenchsktok_cathy_catsld_1  skchr_cathy_1 |hT@,:  0@X]? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} Џ>s1_def>s1_atkJ 0@h^? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} >s1_def>s1_atkZ 0@x_? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} =s1_def=s1_atkj 0@`? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} G=s1_defG=s1_atkz 0@a? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} =s1_def(=s1_atk 0@b? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%}  Q=s1_def8Q=s1_atk 0@c? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} 0 ף=s1_defH ף=s1_atk 0@d? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} @)\=s1_defX)\=s1_atk 0@e? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} Pu=s1_defhu=s1_atk 0@f? skchr_cathy_1 岁月锻打自身和拥有装置<$ba.barrier>屏障的其他干员攻击力<@ba.vup>+{s1_atk:0%},防御力<@ba.vup>+{s1_def:0%} `L=s1_defxL=s1_atk skchr_cathy_1 xM $l sktok_windft_wrench_2 P TXR 8Hph?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0ؚ?windft_s_2_recharge.cnt?base_attack_time$@ talent_scaleD?atk 8Hi?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0(?windft_s_2_recharge.cntP?base_attack_timet33? talent_scale?atk 8Hk?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0x?windft_s_2_recharge.cnt?base_attack_timeĝff? talent_scale33?atkB 8H`l?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0Ȟ?windft_s_2_recharge.cnt?base_attack_time? talent_scale4ff?atk 8Hm?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0?windft_s_2_recharge.cnt@?base_attack_timed? talent_scale?atk 8Ho?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0h?windft_s_2_recharge.cnt?base_attack_time? talent_scaleԡ̌?atk2  8HPp?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0?windft_s_2_recharge.cnt?base_attack_time33? talent_scale$?atk! 8Hq?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0?windft_s_2_recharge.cnt0?base_attack_timeTff? talent_scaletfff?atk" 8Hr?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0X?windft_s_2_recharge.cnt?base_attack_time? talent_scaleĥL?atk"$ 8H@t?sktok_windft_wrench_2 可靠电池_掠风技能持续期间,天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍|X0?windft_s_2_recharge.cntЦ?base_attack_timě? talent_scale333?atksktok_windft_wrenchsktok_windft_wrench_2\ 0[ $ sktok_windft_wrench_1 t & 8H(v?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$t? attack@sp @ atk_scale& 8Hw?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$`? attack@sp|33@ atk_scale' 8Hx?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$L? attack@sphff@ atk_scale( 8Hx?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$8? attack@spT33? atk_scale) 8Hy?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$$? attack@sp@? atk_scale* 8Hz?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$? attack@sp,ff? atk_scale+ 8H{?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$? attack@sp? atk_scale~, 8H|?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$? attack@sp? atk_scalej- 8H}?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$ԯ? attack@sp33? atk_scaleV. 8Ht~?sktok_windft_wrench_1 可靠电池J掠风释放技能时,使装备者回复<@ba.vup>{attack@sp}点技力$? attack@spܰ? atk_scalesktok_windft_wrenchsktok_windft_wrench_1,skchr_windft_2 4 $ tdpA(8Hx2#?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0?windft_s_2_recharge.cntز?base_attack_time@ talent_scale?atkpA(8H$2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0\?windft_s_2_recharge.cnt?base_attack_time33? talent_scaleȴ?atk6pA(8Hз2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0?windft_s_2_recharge.cnt0?base_attack_timeTff? talent_scalet33?atkpA(8H|2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0?windft_s_2_recharge.cntܷ?base_attack_time? talent_scale ff?atkpA(8H(2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0`?windft_s_2_recharge.cnt?base_attack_time? talent_scale̹?atk:pA(8HԼ2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0 ?windft_s_2_recharge.cnt4?base_attack_timeX? talent_scalex̌?atkpA(8H2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0?windft_s_2_recharge.cnt?base_attack_time33? talent_scale$?atkpA(8H,2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0d?windft_s_2_recharge.cnt?base_attack_timeff? talent_scaleоfff?atk>pA(8H2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0?windft_s_2_recharge.cnt8?base_attack_time\? talent_scale|L?atkpA(8H2?skchr_windft_2 此身为源攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},天赋的攻击力加成效果提升至<@ba.vup>{talent_scale}倍,技能结束后获得一个可靠电池|X0?windft_s_2_recharge.cnt?base_attack_timě? talent_scale(333?atkskchr_windft_2Pskchr_windft_1 $ 8L(,<L(X?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<@@ct? attack@sp, @ atk_scale(,<L(?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<@@ct? attack@sp33@ atk_scaleB(,<L(?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<<@@ctP? attack@splff@ atk_scale(,<L(8?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<@ct? attack@sp 33? atk_scale(,<L(?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<|?ct? attack@sp? atk_scale"(,<L(x?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<?ct0? attack@spLff? atk_scale½(,<L(?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<?ct? attack@sp? atk_scaleb(,<L(?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<\?ctp? attack@sp? atk_scale(,<L(X?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<?ct? attack@sp,33? atk_scale(,<L(?x-4skchr_windft_1 此身为筑下次攻击对周围8格内所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并为所有可靠电池的装备者回复<@ba.vup>{attack@sp}点技力\n<@ba.rem>可充能{ct}次<?ct? attack@sp? atk_scaleskchr_windft_1tskchr_grabds_2 , $ tdpA,0@P(L?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(C attack_speed@sleep@@ max_targetZpA,0@P( ?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(XB attack_speedx@sleep@@ max_targetpA,0@P( ?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(B attack_speed$@sleep<@@ max_target`A,0@P(P ?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(B attack_speed@sleep@@ max_target^`A,0@P(?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(\B attack_speed|@sleep@@ max_target `A,0@P(?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(pB attack_speed(@sleep@@@ max_target`A,0@P(T?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(4B attack_speed@sleep@@ max_targetbPA(,<L$?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(\A attack_speed|@@sleep@@ max_target PA(,<L$d?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D(A attack_speed$@@sleep<@@ max_targetPA(,<L$ ?y-2skchr_grabds_2 乡音沉沉停止攻击敌人并使攻击范围内<@ba.vup>{max_target}个敌方单位<$ba.sleep>沉睡<@ba.vup>{sleep}秒,之后攻击速度<@ba.vup>+{attack_speed},且攻击<@ba.vup>{max_target}个敌人D( A attack_speed@@sleep@@ max_targetskchr_grabds_2 skchr_grabds_1 d 8 \0$4D?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次d@@ctxff@ atk_scale$4DD?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次@@ct33? atk_scale$4Dl?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次@ctff? atk_scale>$4D?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次@ct? atk_scalef$4D?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次@ct? atk_scale$4D?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次,@ct@? atk_scale$4D ?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次T@cth33? atk_scale$4D4?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次|?ctff? atk_scale$4D\?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次?ct? atk_scale.$4D?skchr_grabds_1 竹笛飞声下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并额外攻击一个敌人\n<@ba.rem>可充能{ct}次?cť? atk_scaleskchr_grabds_1 skchr_provs_2 4 P l ´ A,0@P8`?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔极大幅度缩短hH,̌base_attack_time Asilence Asluggish,`@ atk_scaleA,0@P4@ ?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔大幅度缩短hH,base_attack_timeAsilenceAsluggishL@ atk_scale~A,0@P4 ?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔大幅度缩短hH,base_attack_timeAsilenceAsluggish@@ atk_scaleZ@,0@P4 ?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔大幅度缩短hH,hbase_attack_time@silence@sluggish333@ atk_scale6@,0@P8?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔较大幅度缩短hH,Hfffbase_attack_timel@silence@sluggish,@ atk_scale@,0@P8?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔较大幅度缩短hH,(fffbase_attack_timeL@silenced@sluggishff&@ atk_scale@,0@P8?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔较大幅度缩短hH,fffbase_attack_time,@silenceD@sluggish` @ atk_scale@(,<L(0?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔缩短hH,Lbase_attack_time@silence@sluggish033@ atk_scale@(,<L(?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔缩短hH,Lbase_attack_time@silence@sluggishff@ atk_scalev@(,<L(?y-2 skchr_provs_2 致胜立论对攻击范围内所有单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害使其<$ba.sluggish>停顿并失去特殊能力,持续<@ba.vup>{sluggish}秒,之后自身攻击间隔缩短hH,xLbase_attack_time@silence@sluggish@ atk_scale skchr_provs_2`x skchr_provs_1 d  Hp-$4D? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<t@@ct?sluggish@@ atk_scale/$4Dp? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<@@ct?sluggish 9@ atk_scale0$4D? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<D@ctX?sluggisht333@ atk_scale1$4D@? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<@ct?sluggish,@ atk_scaleR3$4D ? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次< @ct( ?sluggishD ff&@ atk_scale4$4D ? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<| @ct ?sluggish @ atk_scale"6$4Dx ? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次< @ct ?sluggish 33@ atk_scale7$4D ? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<L?ct`?sluggish| @ atk_scale8$4DH? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<?ct?sluggishff@ atk_scaleZ:$4D? skchr_provs_1 纠纷起诉下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并稍微延长特性的<$ba.sluggish>停顿持续时间\n<@ba.rem>可充能{ct}次<?ct0?sluggishL@ atk_scale skchr_provs_1|Pskchr_glacus_2 ($    .,0@TX?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \@stunt@frozen@atk_scale[normal]Aatk_scale[drone].,0@TX ?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \@stunt@frozenfff@atk_scale[normal]ff@atk_scale[drone].,0@TX!?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \@stunt@frozenY@atk_scale[normal]@atk_scale[drone]. ,0@TX"?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \@stunt@frozenL@atk_scale[normal]@atk_scale[drone]. ,0@TX# ?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \@stunt@frozen@@atk_scale[normal]@atk_scale[drone]. ,0@TX$ ?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \@stunt@frozen333@atk_scale[normal]33@atk_scale[drone].,0@TX % ?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \@stunt@frozenff&@atk_scale[normal]ff@atk_scale[drone].,0@TX"& ?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \!`@stunt!`@frozen!@atk_scale[normal]!@atk_scale[drone].,0@TX$' ?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \#`@stunt#`@frozen# @atk_scale[normal]#̌@atk_scale[drone].,0@TX&( ?x-3skchr_glacus_2反制电磁脉冲向周围发射一道冲击波,击中的所有敌人受到攻击力<@ba.vup>{atk_scale[normal]:0%}的法术伤害并<$ba.root>束缚<@ba.vup>{frozen}秒;如果目标是【无人机】,受到的伤害加倍并将效果改为<$ba.stun>晕眩d< \%`@stunt%`@frozen%@atk_scale[normal]%@atk_scale[drone]skchr_glacus_2% `+skchr_glacus_1 PA(8H4)#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,&@attack@max_target'?atkQA(8H$*#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,'@attack@max_target (>atkzRA(8H+#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,(@attack@max_target((>atkjSA(8H,# ?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,)@attack@max_target)>atkZTA(8H,# ?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,*@attack@max_target*>atkJUA(8H-#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,+@attack@max_target+>atk:VA(8H.#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,,@attack@max_target,>atk*WA(8H/#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,-@attack@max_target-L>atkXA(8H0#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,x.@attack@max_target.L>atk YA$4D`/#?skchr_glacus_1 双线装填E攻击力<@ba.vup>+{atk:0%},额外攻击<@ba.vup>一个目标,d/@attack@max_target/L>atkskchr_glacus_1/d (5skchr_glassb_2 $  dD$bA,0@P32?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>两个目标,0@@attack@max_target1@?atk~A,0@P42?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>两个目标,2@@attack@max_target,2?atkA,0@P852?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>两个目标,$3@@attack@max_targetH3ff>atkA,0@PT62?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>两个目标,@4@@attack@max_targetd4>atkA,0@Pp72?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>两个目标,\5@@attack@max_target5>atkA,0@P82 ?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>两个目标,x6@@attack@max_target6>atk A,0@P92 ?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>两个目标,7@@attack@max_target7>atk&A,0@P:2?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>一个目标,8@attack@max_target8L>atkBA,0@P;2?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>一个目标,9@attack@max_target9L>atk^A(,<L:2?x-2skchr_glassb_2 文学风暴f攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,额外攻击<@ba.vup>一个目标,:@attack@max_target;L>atkskchr_glassb_20;x@skchr_glassb_1 8x<eA(8Ht|>(?skchr_glassb_1 专心致志*攻击间隔<@ba.vup>极大幅度缩短 <̌base_attack_timefA(8Hp8?*?skchr_glassb_1 专心致志'攻击间隔<@ba.vup>大幅度缩短<base_attack_timeVgA(8Hp?+?skchr_glassb_1 专心致志'攻击间隔<@ba.vup>大幅度缩短=base_attack_timehA(8Hp@,?skchr_glassb_1 专心致志'攻击间隔<@ba.vup>大幅度缩短H>base_attack_timehA(8Ht`A-?skchr_glassb_1 专心致志*攻击间隔<@ba.vup>较大幅度缩短?fffbase_attack_timeiA(8HtB.?skchr_glassb_1 专心致志*攻击间隔<@ba.vup>较大幅度缩短?fffbase_attack_time>jA(8HtB/?skchr_glassb_1 专心致志*攻击间隔<@ba.vup>较大幅度缩短|@fffbase_attack_timejA(8HhC0?skchr_glassb_1 专心致志攻击间隔<@ba.vup>缩短,ALbase_attack_timekA(8HhDD1?skchr_glassb_1 专心致志攻击间隔<@ba.vup>缩短ALbase_attack_timeZlA(8HhD2?skchr_glassb_1 专心致志攻击间隔<@ba.vup>缩短BLbase_attack_timeskchr_glassb_1B+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,D@attack@max_targetD@@attack@max_talent_upE?attack@talent_up@Eattack@move_speeddE?atkoA(8LlH$? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,,G@attack@max_targetPG@@attack@max_talent_upxG?attack@talent_upG attack@move_speedG>atk.rA(8LJ%? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,I@attack@max_targetI@@attack@max_talent_upI?attack@talent_upI attack@move_speedJ(>atktA(8L$M&? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,K@attack@max_targetL@@attack@max_talent_up0L?attack@talent_upTLattack@move_speedxL>atkvA(8LO'? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,@N@attack@max_targetdNff&@attack@max_talent_upN>attack@talent_upNattack@move_speedNQ>atkByA(8LQ'? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,P@attack@max_targetPff&@attack@max_talent_upP>attack@talent_up Q(ܾattack@move_speed0Q>atk{A(8L8T'? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,R@attack@max_targetSff&@attack@max_talent_upDS>attack@talent_uphS̾attack@move_speedS>atk}A(8LV(? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,TU@attack@max_targetxU @attack@max_talent_upU>attack@talent_upUQattack@move_speedU>atkVA(8LX(? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X,W@attack@max_targetW @attack@max_talent_upW>attack@talent_up Xattack@move_speedDXk>atkA(8LL[(? skchr_haini_2阻滞性显色剂3攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,攻击范围内的非精英和领袖敌人移动速度<@ba.vup>{attack@move_speed:0%},且被击倒时使天赋效果提升<@ba.vup>{attack@talent_up:0.0}倍,最多提升至<@ba.vup>{attack@max_talent_up:0.0}倍,持续至技能结束X, Z@attack@max_target0Z @attack@max_talent_upXZ>attack@talent_up|Zattack@move_speedZL>atk skchr_haini_2Z @` skchr_haini_1 |dL4[$4H[? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$[@ max_target\@ atk_scale\$4H\? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$]@ max_target,]ff? atk_scale ^$4H]? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$$^@ max_target@^? atk_scale_$4H_? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$8_@ max_targetT_? atk_scale2`$4H`? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$L`@ max_targeth`̬? atk_scaleFa$4H0a? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$`a@ max_target|aff? atk_scaleZb$4HDb? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$tb@ max_targetb? atk_scalenc$4HXc? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$c@ max_targetc? atk_scaled$4Hld? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$d@ max_targetd33? atk_scalee$4He? skchr_haini_1迷惑性洋流图n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并同时攻击<@ba.vup>{max_target}个敌人$e@ max_targetě? atk_scale skchr_haini_1e$tksktok_vodfox_token 0d4h9pA,<| sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}fdef gatkv:pA,<|sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}gffdefgffatk>;pA,<|sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}h̾defh̾atk<pA,<|bsktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}Pidefdiatk<pA,<|*sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}jdef,jatk=pA,<|sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}jdefjatk^>pA,<|sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}kdefkatk&?pA,<|sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}plLdeflLatk?pA,<|Jsktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}8mLdefLmLatk@pA,<|sktok_vodfox_token 诅咒娃娃=范围内的敌人攻击力和防御力<@ba.vup>-{-atk:0%}nLdefnLatksktok_vodfox_token@n sskchr_vodfox_2 l0|@(8Hq ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁odefoatk*(8Hr" ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁pffdefpffatkb(8Hs$ ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁r̾def,r̾atk(8H4u& ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁Psdefdsatkҝ(8Hlv( ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁tdeftatk (8Hw* ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁udefuatkB(8Hx, ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁vdef watkz(8Hz. ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁0xLdefDxLatk(8HL{0 ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁hyLdef|yLatk(8H|2 ?skchr_vodfox_2 诅咒娃娃获得一个诅咒娃娃(最多可库存1个)\n<@ba.rem>诅咒娃娃周围敌人的攻击力和防御力<@ba.vup>-{-atk:0%},15秒后自动销毁zLdefzLatkskchr_vodfox_2z Tskchr_vodfox_1 T$d4$4D{F?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限(|?atk<|ff?scale_delta_to_one$4D}J?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限T}?atkh}?scale_delta_to_one$4D<~L?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限~ff>atk~?scale_delta_to_one$4DhN?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限>atk?scale_delta_to_one>$4DP?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限؀>atk33?scale_delta_to_onej$4DR?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限>atk33?scale_delta_to_one$4DT?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限0>atkD33?scale_delta_to_one­$4DV?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限\L>atkpff?scale_delta_to_one$4DDX?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限L>atkff?scale_delta_to_one$4DpZ?skchr_vodfox_1 病入膏肓攻击力<@ba.vup>+{atk:0%},天赋的伤害加成提升至<@ba.vup>{scale_delta_to_one:0.0}倍\n<@ba.rem>持续时间无限L>atkȆff?scale_delta_to_oneskchr_vodfox_1@ xskchr_slbell_2 tX< A(8HL(?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},8magic_resistance\defʲA(8Hd(?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},Pmagic_resistancet defA(8H|(?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},hmagic_resistancedefA(8H(?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},magic_resistanceffdefA(8H(?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},kmagic_resistance̾def*pA(8Hď(?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},kmagic_resistanceԍ̾defB`A(8Hܐ( ?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},Ȏkmagic_resistance̾defZ@A(8H( ?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},Lmagic_resistance33defr0A(8H ( ?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},Lmagic_resistance33def A(8H$( ?skchr_slbell_2 自然震慑l攻击范围内所有敌人防御力<@ba.vup>-{-def:0%},法术抗性<@ba.vup>-{-magic_resistance:0%},Lmagic_resistance433defskchr_slbell_2\0 ԗskchr_slbell_1 p<l8A(8H(?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},@attack@max_targetēp attack_speed>A(8Hؖ(?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},Д@attack@max_target` attack_speednA(8H(?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},@attack@max_target$T attack_speedA(8H8(?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},0@attack@max_targetTH attack_speedpA(8Hh(?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},`@attack@max_target  attack_speed`A(8H(?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},@attack@max_target  attack_speed.PA(8HȜ(?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},@attack@max_target  attack_speed^@A(8H( ?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},@attack@max_target attack_speed0A(8H(( ?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed}, @attack@max_targetD attack_speed A(8HX( ?skchr_slbell_1 传音回响z同时攻击<@ba.vup>{attack@max_target}个目标,攻击范围内所有敌人攻击速度<@ba.vup>-{-attack_speed},P@attack@max_targett attack_speedskchr_slbell_1 skchr_almond_2  Z@(8HT?skchr_almond_2 强力牵引立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>较大力地拖拽至面前,持续至技能结束hL(@ hit_duration? hit_intervalĠ@forceܠff? atk_scaleR@(8HT ?skchr_almond_2 强力牵引 立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>中等力度地拖拽至面前,持续至技能结束hL(|@ hit_duration? hit_interval?forceԢ? atk_scaleJ@(8HT ?skchr_almond_2 强力牵引 立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>中等力度地拖拽至面前,持续至技能结束hL(t@ hit_duration? hit_interval?force̤? atk_scaleB@(8HTܧ ?skchr_almond_2 强力牵引 立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>中等力度地拖拽至面前,持续至技能结束hL(l@ hit_duration? hit_interval?forceĦ? atk_scale:@(8HTԩ ?skchr_almond_2 强力牵引 立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>中等力度地拖拽至面前,持续至技能结束hL(d@ hit_duration? hit_interval?force? atk_scale2@(8HT̫ ?skchr_almond_2 强力牵引 立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>中等力度地拖拽至面前,持续至技能结束hL(\@ hit_duration|? hit_interval?force33? atk_scale*@(8HTĭ ?skchr_almond_2 强力牵引 立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>中等力度地拖拽至面前,持续至技能结束hL(T@ hit_durationt? hit_interval?forceff? atk_scale"@(8HP!?skchr_almond_2 强力牵引立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>小力地拖拽至面前,持续至技能结束dL(H@ hit_durationh? hit_intervalEforceff? atk_scale@(8HP"?skchr_almond_2 强力牵引立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>小力地拖拽至面前,持续至技能结束dL(8@ hit_durationX? hit_intervalGforce? atk_scale@(8HP#?skchr_almond_2 强力牵引立即发射一个牵引钩爪对目标造成<$ba.root><@ba.vup>束缚效果,之后每1.5秒对目标造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害并将其<@ba.vup>小力地拖拽至面前,持续至技能结束dL((@ hit_durationH? hit_intervalHforce|̌? atk_scaleskchr_almond_2$skchr_almond_1  4 Tl|Ƴ(8H?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次80@@cntD?force\? atk_scale:(8Hh?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次8@@cnt?forceе? atk_scale(8Hܸ?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次8@cnt,?forceD? atk_scale"(8HP?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次8@cnt?force33? atk_scale(8HĻ?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次4@cntPforce$̬? atk_scale(8H0?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次4h@cntRforceff? atk_scalen(8H?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次4Լ@cnt~Sforce? atk_scaleڽ(8H?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次4@?cntTforceh? atk_scaleF$4D0?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次4?cntRVforceп33? atk_scale$4D?skchr_almond_1 磁力抓取下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>物理伤害\n<@ba.rem>可充能{cnt}次4?cntWforce8̌? atk_scaleskchr_almond_1hskchr_snsant_2  ( L p,0@TX ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>较大力地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$D`@sluggish`@forcex@ atk_scale,0@T\ ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$ffF@sluggish8?forcePff? atk_scaleƶ,0@T\` ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$333@sluggish?force(? atk_scale,0@T\8 ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$ @sluggish?force? atk_scalev,0@T\ ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$33@sluggish?forceff? atk_scaleN,0@T\ ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$|33@sluggish?force? atk_scale&,0@T\ ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>中等力度地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$T33@sluggishp?force? atk_scale,0@TT ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>小力地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒<$$ff@sluggishfforceT33? atk_scale,0@TTd ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>小力地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒<$ff@sluggishhforce ̬? atk_scale,0@TT0 ?3-2skchr_snsant_2伸缩式电捕网向前方发射一个捕网,捕网会把目标地点周围的敌人全部<@ba.vup>小力地拖拽至面前,对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒<$ff@sluggishnjforceff? atk_scaleskchr_snsant_2xskchr_snsant_1 T H 06$4D  ?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>较大力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$?sluggish@force? atk_scale$4D?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$033?sluggishL?forced? atk_scaleB$4D,?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$?sluggish?force? atk_scale$4D?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$@?sluggish\?forcet33? atk_scaleR$4D<?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$?sluggish?force̬? atk_scale$4D?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$P?sluggishl?forceff? atk_scaleb$4DL?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒@$?sluggish?force ? atk_scale$4D?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒<$X?sluggish wforce? atk_scalef$4DP?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒<$?sluggishxforce33? atk_scale$4D?skchr_snsant_1 倒刺钩爪下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并使其<$ba.sluggish>停顿<@ba.vup>{sluggish}秒<$P?sluggishzforcě? atk_scaleskchr_snsant_1H(skchr_slchan_2 @\x b,4DPP ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>较大力地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\@ @force@@ max_target@@stun@ atk_scaleJ,4DPP ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>中等力度地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\@ p?force@@ max_target @stun33? atk_scale2,4DPP ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>中等力度地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\@ X?forcep@@ max_target@stunff? atk_scale,4DPP ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>中等力度地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\@ @?forceX@ max_targett?stun? atk_scale,4DPP ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>中等力度地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\@ (?force@@ max_target\?stunt? atk_scale,4DPP ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>中等力度地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\@ ?force(@ max_targetD?stun\ff? atk_scale,4DPPl ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>中等力度地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒\@ ?force@ max_target,?stunD? atk_scale,4DPLT ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>小力地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒X<rforce@ max_target ?stun$33? atk_scale,4DPL4 ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>小力地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒X<Rforce@ max_target?stun̬? atk_scalez,4DPL ?3-14skchr_slchan_2 束缚链立即将前方大范围内至多<@ba.vup>{max_target}个目标<@ba.vup>小力地拖拽至面前,对其造成相当于自己攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>真实的伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒X<2force@ max_target?stunff? atk_scaleskchr_slchan_2h skchr_slchan_1  l0|@.$4D?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>较大力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害 p@forceff? atk_scalef$4DP?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害 ?force33? atk_scale$4D?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害 ?force? atk_scale$4D?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害 ?force0̬? atk_scale$4D?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害 P?forcehff? atk_scaleF$4D0?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害 ?force ף? atk_scale~$4Dh?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害 ?force? atk_scale$4D?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害force? atk_scale$4D?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害force8= ? atk_scale$4D?skchr_slchan_1 锁链勾爪下次攻击会将目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.vup>法术伤害forceh33? atk_scaleskchr_slchan_1 skchr_spuria_2 | h T@,J.A(8Lx(?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@ L>probff? stun_time B attack_speed>atkZ0A(8Lx*?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@ >probff? stun_time B attack_speed>atkj2A(8Lx ,?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@  >prob @ stun_time B attack_speed L>atkz4A(8Lx .?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@  >prob @ stun_time A attack_speed L>atk6A(8Lx$/?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@  >prob @ stun_time A attack_speed,>atk8A(8Lx40?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@ >prob @ stun_timeA attack_speed<>atk:A(8LxD1?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@ >prob @ stun_time,A attack_speedL>atk<A(8LxT2?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@ 33>prob @@ stun_time<A attack_speed\=atk>A(8Lxd3?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@ 33>prob0@@ stun_timeLA attack_speedl=atk@A(8Lxt4?skchr_spuria_2临场铳械改装)使自身和前方最近(优先选取正前方)的一名<@ba.rem>狙击干员的攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身和该<@ba.rem>狙击干员攻击时有<@ba.vup>{prob:0%}的概率<@ba.vdown>陷入{stun_time:0.0}秒<$ba.stun>晕眩d@ (33>prob@@@ stun_time\A attack_speed|=atkskchr_spuria_2skchr_spuria_1 4$tdRA(8lskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}B attack_speedA(8lZskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}4B attack_speedA(8lskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}B attack_speedVA(8lskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}B attack_speedA(8l^skchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}8B attack_speedA(8l skchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}pB attack_speedZA(8lskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}\B attack_speedA(8lbskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}<HB attack_speedA(8lskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed}4B attack_speed^A(8lskchr_spuria_1 见机行事0部署后攻击速度<@ba.vup>+{attack_speed} B attack_speedskchr_spuria_1x@%skchr_brigid_2 LD<4 , $ zJA(8H#?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,X!?attack@cut_scale|!?attack@projectile_delay_time!?attack@sluggish!?attack@cut_duration!>attack@interval"?atk~LA(8H%?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,\#?attack@cut_scale#?attack@projectile_delay_time#?attack@sluggish#?attack@cut_duration#>attack@interval$ff>atkNA(8H'?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,`%?attack@cut_scale%?attack@projectile_delay_time%?attack@sluggish%?attack@cut_duration%>attack@interval&>atkPA(8H )?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,d'?attack@cut_scale'?attack@projectile_delay_time'?attack@sluggish'?attack@cut_duration'>attack@interval(33>atkRA(8H$+ ?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,h)?attack@cut_scale)?attack@projectile_delay_time)?attack@sluggish)?attack@cut_duration*>attack@interval *>atkTA(8H(- ?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,l+?attack@cut_scale+?attack@projectile_delay_time+?attack@sluggish+?attack@cut_duration,>attack@interval$,>atkVA(8H,/ ?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,p-?attack@cut_scale-?attack@projectile_delay_time-?attack@sluggish-?attack@cut_duration.>attack@interval(.L>atkXA(8H01 ?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,t/?attack@cut_scale/?attack@projectile_delay_time/?attack@sluggish/?attack@cut_duration 0>attack@interval,0>atkZA(8H43!?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,x1?attack@cut_scale1?attack@projectile_delay_time1?attack@sluggish1?attack@cut_duration2>attack@interval02=atk\A(8H85"?skchr_brigid_2 可驯服的攻击力<@ba.vup>+{atk:0%},回旋投射物命中后会继续附着目标,造成<@ba.vup>{attack@sluggish}秒的<$ba.sluggish>停顿并额外斩击目标<@ba.vup>4次`,|3?attack@cut_scale3?attack@projectile_delay_time3?attack@sluggish3?attack@cut_duration4>attack@interval44L=atkskchr_brigid_2\4H 9skchr_brigid_1 4 DT_$4Dd5?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) 5@@times5ff? atk_scaleZ`$4D6?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) 7@@times07? atk_scalea$4D7?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) d8@@times|8? atk_scaleb$4DH9?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) 9@@times933? atk_scale>d$4D:?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) :@@times;33? atk_scalee$4D;?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) H<@@times`<̌? atk_scalef$4D,=?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) =@times=̌? atk_scale"h$4Dx>?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) >@times>̌? atk_scaleni$4D??skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) ,@@timesD@ff? atk_scalej$4DA?skchr_brigid_1 所熟知的下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并且回旋投射物可以在敌人间重复弹射(最多弹跳<@ba.vup>{times}次) xA@timesAff? atk_scaleskchr_brigid_1A8Gskchr_snhunt_2  0 H`xB(8HE ?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<D@ctD@ atk_scale_2D@ atk_scale_1E(8HG ?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<F@ct0F @ atk_scale_2LF33? atk_scale_1*G(8HXI?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<G@ctGff@ atk_scale_2Gff? atk_scale_1H(8HJ?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<H?ctI@ atk_scale_2,I? atk_scale_1 J(8H8L?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<lJ?ctJ33? atk_scale_2J33? atk_scale_1zK(8HM?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<K?ctK? atk_scale_2 L? atk_scale_1L(8HO?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<LM?ct`Mff? atk_scale_2|M33? atk_scale_1ZN(8HP?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<N?ctN? atk_scale_2Nff? atk_scale_1O(8HQ?skchr_snhunt_2 风雪连弩立即使用特殊子弹发动相当于攻击力<@ba.vup>{atk_scale_1:0%}的两连击(对非移动敌人提升至<@ba.vup>{atk_scale_2:0%})\n<@ba.rem>可充能{ct}次<,P?ct@P? atk_scale_2\P? atk_scale_1skchr_snhunt_2P` skchr_snhunt_1 $`PQ$4HQ?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}Q33@ atk_scalejR$4HTR?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}LR @ atk_scale*S$4HS?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} Sff@ atk_scaleS$4HS?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}S@ atk_scaleT$4HT?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}T? atk_scalejU$4HTU?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}LU33? atk_scale*V$4HV?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} V? atk_scaleV$4HV?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}Vff? atk_scaleW$4HW?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}W? atk_scalejX$4HTX?skchr_snhunt_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}LX? atk_scaleskcom_powerstrike[2]skchr_snhunt_1X ^skchr_coldst_2  l d \J B(8H[(?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(Y?attack@sluggishZL?reload_interval0Z33?atk B(8H8](?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(D[?attack@sluggishd[L?reload_interval[?atk B(8H^(?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(\?attack@sluggish\L?reload_interval\33?atkF B(8H_(?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(]?attack@sluggish ^L?reload_interval,^?atkB(8H4a(?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(@_?attack@sluggish`_L?reload_interval_fff?atkB(8Hb(?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(`?attack@sluggish`L?reload_interval`L?atkBA(8Hc(?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(a?attack@sluggishbL?reload_interval(b333?atkA(8H0e( ?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(d?attack@sluggishdL?reload_intervald?atk>A(8Hg( ?skchr_coldst_2 酣醉之夜装填间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},攻击使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒L(e?attack@sluggishfL?reload_interval$f>atkskchr_coldst_2LfPkskchr_greyy2_2 $   $4DTg?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ |h>probh?sluggishh?intervalh@cth@Aprojectile_delay_timeiff? atk_scale~$4Di?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ j>probk?sluggish0k?intervalLk@ct`k Aprojectile_delay_timek? atk_scale$4DTl?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ |m>probm33?sluggishm?intervalm@ctm Aprojectile_delay_timen? atk_scale~$4Dn?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ o>probp33?sluggish0p?intervalLp@ct`p Aprojectile_delay_timep̌? atk_scale$4DTq?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ |r>probr33?sluggishr?intervalr@ctrAprojectile_delay_timesff? atk_scale~$4Ds?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ t>probu33?sluggish0u?intervalLu@ct`uAprojectile_delay_timeu? atk_scale$4DTv?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ |w>probw33?sluggishw?intervalw@ctwAprojectile_delay_timex33s? atk_scale~$4Dx?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ y>probz33?sluggish0z?intervalLz@ct`z@projectile_delay_timezfff? atk_scale$4DT{?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ ||>prob|33?sluggish|?interval|@ct|@projectile_delay_time}Y? atk_scale~$4D}?skchr_greyy2_2 晨曦信标[朝目标所在的位置发射一个雷电球,雷电球每<@ba.vup>{interval}秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并有<@ba.vup>{prob:0%}的概率造成<@ba.vup>{sluggish}秒的<$ba.sluggish>停顿,持续<@ba.vup>{projectile_delay_time}秒\n<@ba.rem>可充能{ct}次x`@ ~>prob33?sluggish0?intervalL@ct`@projectile_delay_timeL? atk_scaleskchr_greyy2_2h 0 skchr_erato_2 $  dD$jA(8H? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(HB attack_speed?atkA(8H ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标( B attack_speed4ff>atkA(8H< ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(0 B attack_speedP>atkA(8HX ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(L B attack_speedl\>atkڮA(8Ht ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(hA attack_speed33>atkA(8H ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(A attack_speed>atkA(8H  ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(A attack_speedR>atk.A(8HȊ! ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(A attack_speed܈z>atkJA(8H" ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(؉A attack_speedq=>atkfA(8H# ? skchr_erato_2 英雄赞歌t攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先攻击<$ba.sleep>沉睡的目标(A attack_speed>atk skchr_erato_2<  skchr_erato_1 T$d4V$4D@ ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleep@ atk_scale$4Dl ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleepЍ33@ atk_scale$4D ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleep @ atk_scaleڏ$4Dď ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleep( @ atk_scale$4D ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 <@sleepTff@ atk_scale2$4D ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 h@sleep33@ atk_scale^$4DH ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleep@ atk_scale$4Dt ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleepؔ? atk_scale$4D ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleep33? atk_scale$4D̖ ? skchr_erato_1 安眠旋律下一次攻击使敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @sleep0? atk_scale skchr_erato_1`؜ skchr_toddi_2 $`  Pr(8H(? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<?#attack@splash_projectile_delay_time Aattack@trigger_timeL?attack@splash_atk_scale0@attack@atk_scaleT>base_attack_timet(8Hl*? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<p?#attack@splash_projectile_delay_time Aattack@trigger_timeȜ333?attack@splash_atk_scale33@attack@atk_scale>base_attack_timew(8H,+? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<0?#attack@splash_projectile_delay_timed Aattack@trigger_time333?attack@splash_atk_scale @attack@atk_scaleԟ>base_attack_timeBz(8H,? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<?#attack@splash_projectile_delay_time$ Aattack@trigger_timeH333?attack@splash_atk_scalepff@attack@atk_scale>base_attack_time}(8H-? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<?#attack@splash_projectile_delay_time Aattack@trigger_timeff&?attack@splash_atk_scale0@attack@atk_scaleT>base_attack_time(8Hl.? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<p?#attack@splash_projectile_delay_time Aattack@trigger_timeȧff&?attack@splash_atk_scale33?attack@atk_scale>base_attack_time(8H,/? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<0?#attack@splash_projectile_delay_timed Aattack@trigger_timeff&?attack@splash_atk_scaleff?attack@atk_scaleԪ>base_attack_timeB(8H0? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<?#attack@splash_projectile_delay_time$ Aattack@trigger_timeH?attack@splash_atk_scalep?attack@atk_scale>base_attack_time(8H1? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<?#attack@splash_projectile_delay_time Aattack@trigger_time?attack@splash_atk_scale0?attack@atk_scaleT>base_attack_timeŠ(8Hl2? skchr_toddi_2便携破城矢z攻击间隔稍微延长,发射龙矢对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,击中目标后稍微延迟爆炸,对目标以及周围敌人造成相当于攻击力<@ba.vup>{attack@splash_atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后技能结束(期间可随时停止技能)d<p?#attack@splash_projectile_delay_time Aattack@trigger_timeȲ?attack@splash_atk_scale?attack@atk_scale>base_attack_time skchr_toddi_2LXĸ skchr_toddi_1 | T ,tA(8D4? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$? taunt_level def4ff?attack@atk_scaleA(8D4L? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$? taunt_levelԶdef?attack@atk_scalefA(8D4 ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$l? taunt_leveldef?attack@atk_scaleA(8D4 ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$ ? taunt_level<defP?attack@atk_scaleA(8D4h ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$Ի? taunt_levelLdef?attack@atk_scaleA(8D4 ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$? taunt_levelLdef33?attack@atk_scale6A(8D4  ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$<? taunt_levelXLdefl̬?attack@atk_scaleA(8D4! ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$? taunt_level Ldef ff?attack@atk_scaleA(8D48" ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$? taunt_levelLdef?attack@atk_scaleRA(8D4# ? skchr_toddi_1 信号矢立即标记一个敌方单位(优先重量较重的萨卡兹种族敌人)使其更容易受到我方的攻击且防御力<@ba.vup>{def:0%}。每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。<$X? taunt_leveltLdef?attack@atk_scale skchr_toddi_188skchr_lunacu_2 ,D\ t rA(8H, 2?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xDpA(lunacu_s_2[start_cam].start_cam_durationAlunacu_s_2[cam].cam_duration C attack_speedVA(8H,4?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xDT@(lunacu_s_2[start_cam].start_cam_duration@lunacu_s_2[cam].cam_durationC attack_speed:A(8H,5?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xD8@(lunacu_s_2[start_cam].start_cam_durationt@lunacu_s_2[cam].cam_durationB attack_speedA(8H,6?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xD@(lunacu_s_2[start_cam].start_cam_durationX@lunacu_s_2[cam].cam_durationB attack_speedA(8H,7?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xD@(lunacu_s_2[start_cam].start_cam_duration<@lunacu_s_2[cam].cam_durationlB attack_speedA(8H,8?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xD@(lunacu_s_2[start_cam].start_cam_duration @lunacu_s_2[cam].cam_durationPB attack_speedA(8H,d9?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xD@(lunacu_s_2[start_cam].start_cam_duration@lunacu_s_2[cam].cam_duration4B attack_speedA(8H,H:?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xD@@(lunacu_s_2[start_cam].start_cam_duration@lunacu_s_2[cam].cam_durationB attack_speedA(8H,,; ?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xD@@(lunacu_s_2[start_cam].start_cam_duration@lunacu_s_2[cam].cam_durationB attack_speedvA(8H,< ?skchr_lunacu_2 伏击之影攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>{lunacu_s_2[start_cam].start_cam_duration}秒<$ba.camou>迷彩,技能期间击倒敌人后获得<@ba.vup>{lunacu_s_2[cam].cam_duration}秒<$ba.camou>迷彩xDt@@(lunacu_s_2[start_cam].start_cam_duration@lunacu_s_2[cam].cam_durationB attack_speedskchr_lunacu_2skchr_lunacu_1 $8LA(8Hh` ?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}?atkfA(8Hh ?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}fff?atkA(8Hh?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}8@?atkA(8Hh@?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}?atkFA(8Hh?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}x ?atkA(8Hh?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}?atkA(8Hh ?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}ff>atk&A(8Hh?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}X>atkA(8Hh`?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}33>atkfA(8Hh?skchr_lunacu_1 狩猎时刻攻击力<@ba.vup>+{atk:0%}>atkskchr_lunacu_18skchr_cuttle_2 d `\r A(8L$ ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(h@attack@duration̾attack@move_speed@atk A(8L$ ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(@attack@duration033attack@move_speedT @atk A(8L$\! ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(@attack@duration33attack@move_speed33@atkjA(8L$" ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(`@attack@durationattack@move_speed33?atkA(8L$# ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(@@attack@duration(Lattack@move_speedLff?atkA(8L$T$ ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(@@attack@durationLattack@move_speed?atkbA(8L$% ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(X@@attack@durationxLattack@move_speed?atk A(8L$& ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(@@attack@duration Lattack@move_speedD?atkA(8L$L' ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(@@attack@durationLattack@move_speed33?atkZA(8L$( ?skchr_cuttle_2阻滞射击战术攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值低于<@ba.vup>50%的敌人为目标,被击中的目标在<@ba.vup>{attack@duration}秒内移动速度<@ba.vup>-{-attack@move_speed:0%}P(P@@attack@durationpLattack@move_speedff?atkskchr_cuttle_2(4 skchr_milu_2   (8H$2? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$\@@ atk_scalex@@max_cntR(8H$2? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$333@ atk_scale@@max_cnt(8H$2? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$Tff&@ atk_scalep@@max_cntJ(8H$x2? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$@ atk_scale@max_cnt(8H$2? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$L33@ atk_scaleh@max_cntB(8H$p2? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$ @ atk_scale@max_cnt(8H$2? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$Dff@ atk_scale`@max_cnt:(8H$h2 ? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$@ atk_scale@max_cnt(8H$2 ? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$<33? atk_scaleX@max_cnt2(8H$`2 ? skchr_milu_2 战术电台立即对攻击范围内随机投下<@ba.vup>{max_cnt}枚炸弹进行轰炸(优先选择有敌人的位置),每颗炸弹对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害。$ff? atk_scale@max_cnt skchr_milu_2x skchr_milu_1 D|$\)HB$4D? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态333?atkv*4B$4D? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态?atk:+ B$4D? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态?atk+ B$4DT? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态T>atk,B$4D? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态Q>atk-A$4D? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态{>atkJ.A$4D? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态 ף>atk/A$4Dd? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态d)\>atk/A$4D(? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态(>atk0A$4D? skchr_milu_1 环境伪装E攻击力<@ba.vup>+{atk:0%},进入<$ba.invisible>隐匿状态u>atk skchr_milu_14 skchr_melnte_2 D t <l,0@P` ?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能2次 ff?scale@ atk_scale*,0@P ?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能2次  ff?scale @ atk_scale,0@P( ?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能2次 d ff?scale| ̔@ atk_scale,0@P?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能2次  ff?scale @ atk_scaleV,0@P?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能1次 ,33?scaleD@ atk_scale,0@PT?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能1次 33?scalē@ atk_scale,0@P?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能1次 33?scale @ atk_scale,0@P?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能1次 X?scalep33s@ atk_scale,0@P?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能1次 ?scalefff@ atk_scaleJ(,<L?4-1skchr_melnte_2 临界爆发向正前方射击穿透弹,对沿途敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;伤害随距离衰减至最低<@ba.vup>{scale:0%}\n<@ba.rem>可充能1次 ?scale4Y@ atk_scaleskchr_melnte_2d| skchr_melnte_1 l@A(8H(?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},pL?base_attack_timeff?atkAA(8H(?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},\L?base_attack_time?atkAA(8H(?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},HL?base_attack_timel?atkBA(8Ht(?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},4L?base_attack_timeX?atkCA(8H`2 ?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%}, L?base_attack_timeD?atkDA(8HL2 ?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%}, L?base_attack_time0?atkEA(8H82 ?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},L?base_attack_time33?atkFA$4D<?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},L?base_attack_timeff?atkrGA$4D<?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},L?base_attack_time?atkZHA$4D<?skchr_melnte_1 饱和脉冲A攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},L?base_attack_time?atkskchr_melnte_1 t$ skchr_prove_2 tI B$4D ? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标, @atkJB$4D ? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标!@atkKA$4D!? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标"ff?atkrLA$4D"? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标"?atk^MA$4D#? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标#ff?atkJNA$4D$? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标$?atk6OA$4D%? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标%?atk"PA$4Dx&? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标&33?atkQA$4Dd'? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标'̬?atkQA$4DP(? skchr_prove_2 杀戮嗅觉n攻击力<@ba.vup>+{atk:0%},但普通攻击不再以生命值高于<@ba.vdown>80%的敌人作为目标x(ff?atk skchr_prove_2( . skchr_prove_1 |hT@,B(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}()> atk_scale_up)L> hp_ratio_dropR(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(*Ga> atk_scale_up*L> hp_ratio_dropb(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(+\B> atk_scale_up,L> hp_ratio_dropr(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(, #> atk_scale_up-L> hp_ratio_drop(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(.)\> atk_scale_up(.L> hp_ratio_drop(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(/> atk_scale_up8/L> hp_ratio_drop(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}((0= atk_scale_upH0L> hp_ratio_drop(0 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(81= atk_scale_upX1L> hp_ratio_drop¯(0& skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(H2Q= atk_scale_uph2L> hp_ratio_dropҰ(06 skchr_prove_1狼眼~目标敌人的生命<@ba.vup>每降低{hp_ratio_drop:0%},对其造成伤害时的攻击力<@ba.vup>+{atk_scale_up:0%}(X3 ף= atk_scale_upx3L> hp_ratio_drop skchr_prove_13 $9 skchr_cairn_2 0d4 h^,0@P6?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(,6fff?shield_hp_ratioL6=ep_damage_ratiol6L? atk_scale6fff?shield_max_hp_ratio6 A buff_duration&,0@P9 ?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(8fff?shield_hp_ratio9=ep_damage_ratio49333? atk_scaleP9fff?shield_max_hp_ratiot9 A buff_duration,0@P< ?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(;fff?shield_hp_ratio;=ep_damage_ratio;? atk_scale{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(>fff?shield_hp_ratio>=ep_damage_ratio>? atk_scale>fff?shield_max_hp_ratio? A buff_duration~,0@PB ?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(LAL?shield_hp_ratiolA)\=ep_damage_ratioA? atk_scaleAL?shield_max_hp_ratioA A buff_durationF,0@PD?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(D333?shield_hp_ratio4D)\=ep_damage_ratioTD? atk_scalepD333?shield_max_hp_ratioD A buff_duration ,0@PG?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(F?shield_hp_ratioF)\=ep_damage_ratioG> atk_scale8G?shield_max_hp_ratio\G A buff_duration ,0@PtJ?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(I?shield_hp_ratioIL=ep_damage_ratioI> atk_scaleJ?shield_max_hp_ratio$J A buff_duration,0@P{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(lL>shield_hp_ratioLL=ep_damage_ratioL> atk_scaleL>shield_max_hp_ratioL A buff_durationf,0@PP?x-4 skchr_cairn_2震撼型指路立即获得<@ba.vup>{shield_hp_ratio:0%}最大生命值的<$ba.barrier>屏障(屏障持续<@ba.vup>{buff_duration}秒,最多不超过生命上限<@ba.vup>{shield_max_hp_ratio:0%}),并使自身周围地面敌人<@ba.vup>{buff_duration}秒内每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害和攻击力<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤lL(4O>shield_hp_ratioTOL=ep_damage_ratiotOL> atk_scaleO>shield_max_hp_ratioO A buff_duration skchr_cairn_2O`U skchr_cairn_1 4$tdzA(8Hp4S? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}Pff?max_hpF{A(8HpS? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}Q?max_hp{A(8HpT!? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%},Ř?max_hp|A(8Hp8U#? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}R?max_hpJ}A(8HpU$? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}Sfff?max_hp}A(8HpV& ? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}0TL?max_hp~A(8Hp+{max_hp:0%}T333?max_hpNA(8HpW* ? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}U?max_hpA(8HpX+? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}4V?max_hpA(8Hp@Y-? skchr_cairn_1覆盖式休整$生命上限<@ba.vup>+{max_hp:0%}V>max_hp skchr_cairn_1 W\skchr_philae_2 0H `x B(8HXZ-?skchr_philae_2 冥河诅咒r停止攻击,生命上限<@ba.vup>+{max_hp:0%},受到攻击时对周围的地面敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(每<@ba.vup>{aoe_cd}秒最多触发一次);若技能期间受到元素损伤则攻击力<@ba.vup>+{atk:0%}至技能结束xT< TY?max_hplY@aoe_cdY?atkY>ep_damage_ratioY@ atk_scale. 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冥河诅咒r停止攻击,生命上限<@ba.vup>+{max_hp:0%},受到攻击时对周围的地面敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(每<@ba.vup>{aoe_cd}秒最多触发一次);若技能期间受到元素损伤则攻击力<@ba.vup>+{atk:0%}至技能结束xT< c>max_hp,c@aoe_cdDc333?atkXc>ep_damage_ratioxcff? atk_scale B(8Hf5?skchr_philae_2 冥河诅咒r停止攻击,生命上限<@ba.vup>+{max_hp:0%},受到攻击时对周围的地面敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(每<@ba.vup>{aoe_cd}秒最多触发一次);若技能期间受到元素损伤则攻击力<@ba.vup>+{atk:0%}至技能结束xT< e(>max_hpe@aoe_cde333?atke>ep_damage_ratioe? atk_scale^ B(8Hh7 ?skchr_philae_2 冥河诅咒r停止攻击,生命上限<@ba.vup>+{max_hp:0%},受到攻击时对周围的地面敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并附带<@ba.vup>{ep_damage_ratio:0%}攻击力的<$ba.dt.apoptosis2>凋亡损伤(每<@ba.vup>{aoe_cd}秒最多触发一次);若技能期间受到元素损伤则攻击力<@ba.vup>+{atk:0%}至技能结束xT< g>max_hp h@aoe_cd$h333?atk8h>ep_damage_ratioXȟ? atk_scaleΒ B(8Hhk9 ?skchr_philae_2 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灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(@qD shield_value`qfff?max_hpқpA(8Hlt ?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(rD shield_valuerL?max_hppA(8Hu ?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(sD shield_values333?max_hpbpA(8Hv?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(uD shield_value8u?max_hppA(8HDx?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(`vD shield_valuev ?max_hppA(8Hy?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(wzD shield_valuew?max_hp:pA(8Hz?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(xaD shield_valueyff>max_hppA$4Dy?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(4zHD shield_valueTz>max_hpƤpA$4D{?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(x{/D shield_value{33>max_hp pA$4D`|?skchr_philae_1 灵河护佑生命上限<@ba.vup>+{max_hp:0%},立刻清除自身的<$ba.dt.element>元素损伤并获得<@ba.vup>{shield_value}点<$ba.epbarrier>损伤屏障(|D shield_value|>max_hpskchr_philae_1} skchr_cement_2  l d \pB(8HT(?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(l~ A finish_effect~Acnt~= W>defpB(8H*?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(A finish_effectAcnt\B>defbpB(8H,?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(A finish_effect4AcntHQ8>defpB(8HP.?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(hA finish_effectAcnt{.>def pB(8H1?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(@ finish_effect܃pAcnt>def^pB(8H3?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(@ finish_effect0pAcntD)\>defpB(8HL5 ?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(d@ finish_effectpAcnt>defpB(8H8 ?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(@ finish_effect؇PAcnt=defZpB(8H: ?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@( @ finish_effect,PAcnt@=defpB(8HH< ?skchr_cement_2 结构加固获得<@ba.vup>{cnt}层可叠加的防御力<@ba.vup>{def:0%}的增益(每受到一次伤害消耗一层)\n<@ba.rem>可主动关闭技能@(`@ finish_effectPAcnt=defskchr_cement_2` 4skchr_cement_1  dD$n(8H?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次@cnt333@ atk_scale(8H$?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次@cnt0ff&@ atk_scale(8H@?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次8@cntL @ atk_scale¸(8H\?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次T@cnth@ atk_scale޹(8Hx?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次p?cnt @ atk_scale(8H?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次?cntff@ atk_scale(8H?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次?cnt@ atk_scale2(8H̕ ?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次ē?cntؓ? atk_scaleN$4D ?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次ܔ?cnt? atk_scalef$4D ?skchr_cement_1 突破矿层x对攻击范围内所有敌人造成相当于<@ba.vup>{atk_scale:0%}攻击力的伤害\n<@ba.rem>可充能{cnt}次?cnt? atk_scaleskchr_cement_18skchr_aurora_2 l d \p(8H ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$t33S@ atk_scale @ attack@cold>base_attack_timeИ@?atk.s(8H؛ ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$ȚL@ atk_scale @ attack@cold>base_attack_time$333?atku(8H, ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$ffF@ atk_scale8 @ attack@coldT>base_attack_timexff&?atkw(8H ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$p@@ atk_scale @ attack@cold>base_attack_time̟?atk*z(8HԢ ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$ġ @ atk_scale @ attack@cold>base_attack_time ?atk~|(8H( ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$ @ atk_scale4 @ attack@coldP>base_attack_timet?atk~(8H| ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$l @ atk_scale @ attack@cold>base_attack_timeȦff>atk&(8HЩ?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$@ atk_scaleܨ @ attack@cold>base_attack_time>atkz(8H$?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$@ atk_scale0 @ attack@coldL>base_attack_timep33>atk΅(8Hx?skchr_aurora_2 人工降雪h攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},攻击对目标造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷,若目标已经处于<$ba.frozen>冻结状态,则改为使本次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}\n<@ba.rem>攻击装有9发子弹,打完后技能结束(期间可随时停止技能)lD$h@ atk_scale @ attack@cold>base_attack_timeĭ>atkskchr_aurora_2dskchr_aurora_1 8  | T,A(8H8 ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4`one_minus_status_resistance@stun@ block_cntff@def.A(8HȲ ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4one_minus_status_resistance@stun4@ block_cntP@defA(8HX ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4one_minus_status_resistance@stunIJ@ block_cnt33?defNA(8H ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4one_minus_status_resistance<@stunT@ block_cntpff?defA(8Hx ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4one_minus_status_resistance̵@stun@ block_cnt?defnA(8H ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP40one_minus_status_resistance\@stunt@ block_cnt33?defA(8H ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4one_minus_status_resistance@stun@ block_cnt ?defA(8H( ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4Pone_minus_status_resistance|@stun@ block_cnt?defA(8H ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4one_minus_status_resistance @stun$@ block_cnt@L?defA(8HH ?skchr_aurora_1 固守家园阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗\n<@ba.rem>技能结束后自身<$ba.stun>晕眩{stun}秒pP4pone_minus_status_resistance@stun@ block_cntн?defskchr_aurora_1(pskchr_firwhl_2   A(8@,D(?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0Y?attack@burn.atk_scaleԿ@attack@projectile_delay_timeY?burn.atk_scale$@projectile_life_timeA(8@,@)?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0L?attack@burn.atk_scale@attack@projectile_delay_timeL?burn.atk_scale @projectile_life_timeA(8@,<*?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0@?attack@burn.atk_scale@attack@projectile_delay_time@?burn.atk_scale@projectile_life_timeA(8@,8+?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0ff&?attack@burn.atk_scale@attack@projectile_delay_timeff&?burn.atk_scale@projectile_life_timeA(8@,4,?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0?attack@burn.atk_scale@attack@projectile_delay_time?burn.atk_scale@projectile_life_timeA(8@,0-?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0?attack@burn.atk_scale@attack@projectile_delay_time?burn.atk_scale@projectile_life_timeA(8@,,.?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0ff>attack@burn.atk_scale@attack@projectile_delay_timeff>burn.atk_scale @projectile_life_timeA(8@,(/?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0>attack@burn.atk_scale@@attack@projectile_delay_time>burn.atk_scale@@projectile_life_timeA(8@,$0?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d033>attack@burn.atk_scale@@attack@projectile_delay_time33>burn.atk_scale@@projectile_life_timeA(8@, 2 ?skchr_firwhl_2焦土每次攻击会在目标周围四格地面产生一个持续<@ba.vup>{projectile_life_time}秒的燃烧区域;燃烧区域中的地面敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害d0>attack@burn.atk_scale@@attack@projectile_delay_time>burn.atk_scale@@projectile_life_timeskchr_firwhl_2<skchr_firwhl_1 D| $\$4<<D?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$? atk_scale?burn.atk_scale8@ burn_duration$4<<?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$? atk_scale>burn.atk_scale@ burn_durationv$4<<?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$? atk_scale>burn.atk_scale@ burn_duration:$4<<?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$H? atk_scaled>burn.atk_scale@ burn_duration$4<<T ?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$ ? atk_scale(>burn.atk_scaleH@@ burn_duration$4<< ?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$̬? atk_scale>burn.atk_scale @@ burn_duration$4<< ?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$? atk_scale>burn.atk_scale@@ burn_durationJ $4<< ?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$X? atk_scalet>burn.atk_scale@@ burn_duration $4<<d ?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$̌? atk_scale8>burn.atk_scaleX@@ burn_duration $4<<( ?skchr_firwhl_1野火下次攻击时造成<@ba.vup>{atk_scale:0%}攻击力的物理伤害,并引燃受到伤害的敌人;被引燃的敌人每秒受到一次相当于火哨<@ba.vup>{burn.atk_scale:0%}攻击力的法术伤害,持续<@ba.vup>{burn_duration}秒H$? atk_scale>burn.atk_scale@@ burn_durationskchr_firwhl_1PP skchr_ashlok_2  lT<$ A(8H ?skchr_ashlok_2 专注轰击p阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>大幅缩短,攻击力<@ba.vup>+{atk:0%},ff&base_attack_time ?atk A(8H ?skchr_ashlok_2 专注轰击j阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},base_attack_time?atk2 A(8H ?skchr_ashlok_2 专注轰击j阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},base_attack_timeff>atkF A(8H ?skchr_ashlok_2 专注轰击j阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},base_attack_time>atkZ A(8H?skchr_ashlok_2 专注轰击v阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>一定程度缩短,攻击力<@ba.vup>+{atk:0%},̾base_attack_time 33>atkz A(8H?skchr_ashlok_2 专注轰击v阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>一定程度缩短,攻击力<@ba.vup>+{atk:0%},̾base_attack_time,>atk A(8H4?skchr_ashlok_2 专注轰击v阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>一定程度缩短,攻击力<@ba.vup>+{atk:0%},(̾base_attack_timeL>atk A$4D?skchr_ashlok_2 专注轰击p阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>略微缩短,攻击力<@ba.vup>+{atk:0%},@base_attack_timedL>atk A$4D(?skchr_ashlok_2 专注轰击p阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>略微缩短,攻击力<@ba.vup>+{atk:0%},Xbase_attack_time|>atk A$4D@?skchr_ashlok_2 专注轰击p阻挡数变为0,只进行远程攻击,攻击间隔<@ba.vup>略微缩短,攻击力<@ba.vup>+{atk:0%},pbase_attack_time=atkskchr_ashlok_2 4 skchr_zebra_2 d  4PnA,0@P (?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩0 ?defD ?max_hpA,0@PT,?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩x?def?max_hpA,0@P.?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩ff>defff>max_hpFA,0@P0?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩>def>max_hpA,0@P,2?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩PQ>defdQ>max_hpֺA,0@Pt4?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩>def>max_hpA,0@P6?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩>def>max_hpfpA,0@P8?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩(>def<>max_hppA,0@PL:?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩pk>defk>max_hppA,0@P<?x-5 skchr_zebra_2 群体迷彩停止攻击敌人;防御力<@ba.vup>+{def:0%},生命上限<@ba.vup>+{max_hp:0%},使自身和周围4格内的友方干员获得<$ba.camou>迷彩L>defL>max_hp skchr_zebra_2p skchr_zebra_1 $` P@(,<L\?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次@cntBhp_recovery_per_secj@(,<L\?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次@cntpBhp_recovery_per_sec*@(,<L\?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次X@cntl\Bhp_recovery_per_sec@(,<L\D?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次?cnt,HBhp_recovery_per_sec@(,<L\?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次?cnt8Bhp_recovery_per_secj@(,<L\?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次?cnt,Bhp_recovery_per_sec*@(,<L\?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次X ?cntl Bhp_recovery_per_sec@(,<L\D ?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次 ?cnt, Bhp_recovery_per_sec@(,<L\ ?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次 ?cnt Bhp_recovery_per_secj@(,<L\ ?x-4 skchr_zebra_1 应急迷彩下一次攻击会使周围血量不足一半的一名友方干员获得<$ba.camou>迷彩并每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,持续<@ba.vup>{duration}秒(不会对已有该技能效果的干员重复释放)\n<@ba.rem>可充能{cnt}次?cntAhp_recovery_per_sec skchr_zebra_1\ skchr_blitz_2 $@ \ x 9@(8H<0#? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(? talent_scaleHC attack_speed@stun@ atk_scalev;@(8H<&? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(? talent_scaleHC attack_speed@stun33? atk_scaleV=@(8H<(? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(h? talent_scaleHC attack_speed@stunff? atk_scale6?@(8H<(? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(H33? talent_scalehHC attack_speed@stun? atk_scaleA@(8H<* ? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL((ff? talent_scaleHHC attack_speedh@stun? atk_scaleB@(8H<* ? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(ff? talent_scale(HC attack_speedH@stun`? atk_scaleD@(8H<p* ? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(ff? talent_scaleHC attack_speed(@stun@33? atk_scaleF@(8H<P- ? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(? talent_scaleHC attack_speed@stun ̬? atk_scaleH@(8H<0!- ? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(? talent_scaleHC attack_speed@stun ff? atk_scalevJ@(8H<#- ? skchr_blitz_2 突破防线对所有阻挡单位造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒。自身攻击速度<@ba.vup>+{attack_speed},第一天赋效果提升至<@ba.vup>{talent_scale}倍hL(!? talent_scale!HC attack_speed!@stun!? atk_scale skchr_blitz_2" ' skchr_blitz_1 D  DD,0@P\%?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 t#@silence#@stun,0@P& ?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 $33@silence$33@stun:,0@P' ?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 %33s@silence&33s@stunv,0@P) ?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 ('`@silence@'`@stun,0@PL*?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 d(@@silence|(@@stun,0@P+?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 )@@silence)@@stun*,0@P,?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 *@@silence*@@stunf,0@P.?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 , @silence0, @stun,0@P晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 T- @silencel- @stun,0@Px0?2-5 skchr_blitz_1 闪光护盾前方范围内所有敌人<$ba.stun>晕眩且特殊能力失效,持续<@ba.vup>{stun}秒;<@ba.rem>每次部署后可发动4次技能 . @silence. @stun skchr_blitz_1.4L4skchr_pianst_2 xH t <YA(8Hh 2 ?skchr_pianst_2 曲惊四座生命上限<@ba.vup>+{max_hp:0%},自身更容易受到敌人攻击,每次受到攻击使自身攻击力提升<@ba.vup>+{atk:0%}(最多<@ba.vup>{max_stack_cnt}层),技能结束时对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害pD$0? taunt_level0̔Ainterval 1@pianst_s_2_fxbound_241@@pianst_s_2_fxbound_1\1 @ atk_scalex1 A max_stack_cnt1>atk1?max_hp\A(8Hh4  ?skchr_pianst_2 曲惊四座生命上限<@ba.vup>+{max_hp:0%},自身更容易受到敌人攻击,每次受到攻击使自身攻击力提升<@ba.vup>+{atk:0%}(最多<@ba.vup>{max_stack_cnt}层),技能结束时对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害pD$l3? taunt_level3̔Ainterval3@pianst_s_2_fxbound_23@@pianst_s_2_fxbound_1333@ atk_scale4 A max_stack_cnt04)\>atkD4fff?max_hp^A(8HhP7!?skchr_pianst_2 曲惊四座生命上限<@ba.vup>+{max_hp:0%},自身更容易受到敌人攻击,每次受到攻击使自身攻击力提升<@ba.vup>+{atk:0%}(最多<@ba.vup>{max_stack_cnt}层),技能结束时对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害pD$6? taunt_level 6̔Ainterval<6@pianst_s_2_fxbound_2d6@@pianst_s_2_fxbound_16ff@ atk_scale6 A max_stack_cnt6>atk6L?max_hpNaA(8Hh9"?skchr_pianst_2 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taunt_levelatkH>max_hpskchr_pianst_2$I Nskchr_pianst_1 s B(8HpL#?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},4Kfff?magic_resistanceXK333?atkuA(8H`N(?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},,LY?magic_resistancePL?atkvA(8HXO* ?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},$ML?magic_resistanceHM?atkwA(8HPP, ?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},N@?magic_resistance@Nff>atkxA(8HHQ-?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},O333?magic_resistance8O>atkyA(8H@R.?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%}, Pff&?magic_resistance0P33>atkzA(8H8S0?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},Q?magic_resistance(Q>atk{A(8H0T1?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},Q ?magic_resistance R>atk|A$4DR2?skchr_pianst_1 纷飞十指O攻击力<@ba.vup>+{atk:0%},法术抗性<@ba.vup>+{magic_resistance:0%},R?magic_resistanceSL>atkskchr_pianst_1{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$TL=hp_ratioU@ attack@times UL?attack@atk_scaleA(,<L U?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$VL=hp_ratioV@ attack@timesV@?attack@atk_scaleNA(,<L W?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$DXL=hp_ratio`X@ attack@timesX333?attack@atk_scaleA(,<L XY?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$YL=hp_ratioZ@ attack@times0Zff&?attack@atk_scaleA(,<L [?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$[L=hp_ratio[@ attack@times[ff&?attack@atk_scale^ A(,<L \?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$T]L=hp_ratiop]@ attack@times]G!?attack@atk_scale"A(,<L h^?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$_L=hp_ratio _@ attack@times@_?attack@atk_scale#A(,<L `?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$`L=hp_ratio`@ attack@times`?attack@atk_scalen%A(,<L a?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$dbL=hp_ratiob@ attack@timesb?attack@atk_scale'A(,<L xc ?2-5skchr_aprot2_2 燃命狂欢每秒流失<@ba.vdown>{hp_ratio:0%}生命,攻击范围<@ba.vup>扩大,每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标H$dL=hp_ratio0d@ attack@timesPd ?attack@atk_scaleskchr_aprot2_2dp jskchr_aprot2_1 , dH,:A(8Hg?skchr_aprot2_1 速战速决u攻击间隔<@ba.vup>较大幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 e?max_hpeffbase_attack_time^A(8Hh ?skchr_aprot2_1 速战速决i攻击间隔<@ba.vup>缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 f?max_hpf33base_attack_timevA(8Hj" ?skchr_aprot2_1 速战速决i攻击间隔<@ba.vup>缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 g>max_hph33base_attack_timeA(8H(k$ ?skchr_aprot2_1 速战速决i攻击间隔<@ba.vup>缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 i>max_hp(i33base_attack_timeA(8H@l$ ?skchr_aprot2_1 速战速决r攻击间隔<@ba.vup>小幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 0j>max_hpHjbase_attack_timeƔA(8H`m& ?skchr_aprot2_1 速战速决r攻击间隔<@ba.vup>小幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 Pk>max_hphkbase_attack_timeA(8Hn( ?skchr_aprot2_1 速战速决r攻击间隔<@ba.vup>小幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 plL>max_hplbase_attack_timeA(8Ho( ?skchr_aprot2_1 速战速决o攻击间隔<@ba.vup>略微缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 mL>max_hpmbase_attack_time"A(8Hp* ?skchr_aprot2_1 速战速决o攻击间隔<@ba.vup>略微缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 n>max_hpnbase_attack_time>A(8Hq, ?skchr_aprot2_1 速战速决o攻击间隔<@ba.vup>略微缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 o=max_hpobase_attack_timeskchr_aprot2_1pp u skchr_aprot_1 , dH,ƚA(8H`s? skchr_aprot_1 速战速决u攻击间隔<@ba.vup>较大幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 Tq?max_hplqffbase_attack_timeA(8Ht ? skchr_aprot_1 速战速决i攻击间隔<@ba.vup>缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 lr?max_hpr33base_attack_timeA(8Hu" ? skchr_aprot_1 速战速决i攻击间隔<@ba.vup>缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 s>max_hps33base_attack_timeA(8Hv$ ? skchr_aprot_1 速战速决i攻击间隔<@ba.vup>缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 t>max_hpt33base_attack_time2A(8Hw$ ? skchr_aprot_1 速战速决r攻击间隔<@ba.vup>小幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 u>max_hpubase_attack_timeRA(8Hx& ? skchr_aprot_1 速战速决r攻击间隔<@ba.vup>小幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 v>max_hpvbase_attack_timerA(8H z( ? skchr_aprot_1 速战速决r攻击间隔<@ba.vup>小幅度缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 wL>max_hpxbase_attack_timeA(8H,{( ? skchr_aprot_1 速战速决o攻击间隔<@ba.vup>略微缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 yL>max_hp0ybase_attack_timeA(8HH|* ? skchr_aprot_1 速战速决o攻击间隔<@ba.vup>略微缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 4z>max_hpLzbase_attack_timeʤA(8Hd}, ? skchr_aprot_1 速战速决o攻击间隔<@ba.vup>略微缩短,生命上限<@ba.vup>+{max_hp:0%},同时攻击所有阻挡的敌人 P{=max_hph{base_attack_time skchr_aprot_1{skchr_asbest_2  8 XxR@HB,4DT~2?3-13skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>更加扩大,攻击变为群体攻击D,$}>base_attack_timeH}?def\}fff?atkA@B,4DTh4?3-13skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>更加扩大,攻击变为群体攻击D,~>base_attack_time~ ?def~L?atkBC增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>更加扩大,攻击变为群体攻击D,>base_attack_time8?defL333?atkD8B,0@PX6?2-5skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>扩大,攻击变为群体攻击D,>base_attack_timeff>def?atk&F4B,0@PĄ7?2-5skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>扩大,攻击变为群体攻击D,>base_attack_time33>def$ ?atkG0B,0@P08?2-5skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>扩大,攻击变为群体攻击D,X>base_attack_time|33>def?atkH,B,0@P9?2-5skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>扩大,攻击变为群体攻击D,ą>base_attack_time33>defff>atkjJ(B,0@P:?2-5skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>扩大,攻击变为群体攻击D,0>base_attack_timeT>defh>atkK$B,0@Pt; ?2-5skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>扩大,攻击变为群体攻击D,>base_attack_time>defԈ33>atkBM B,0@P< ?2-5skchr_asbest_2 火电模式攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击范围<@ba.vup>扩大,攻击变为群体攻击D,>base_attack_time,>def@>atkskchr_asbest_2h skchr_asbest_1 d 8 \0A$4Dp?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} >fakeȋ333? damage_scaleBA$4D?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} ،>fakep=? damage_scalejA$4D?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} k>fakeE? damage_scaleA$4D?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} (L>fake@L? damage_scaleA$4D?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} P>fakehY? damage_scaleA$4D8?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} x>fakeY? damage_scale A$4D`?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} >fakeY? damage_scale2A$4D?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} ȓ=fakefff? damage_scaleZA$4D?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} =fakefff? damage_scaleA$4Dؕ?skchr_asbest_1 固守模式抵消下一次受到的<@ba.vup>法术伤害,且技能持续时间内受到的<@ba.vup>法术伤害<@ba.vup>-{fake:0%} =fake0fff? damage_scaleskchr_asbest_1dܛskchr_branch_2 | d D$[pA,0@P?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<?def@ not_combat4?atk\pA,0@P@?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<?def@ not_combat33?atk.^pA,0@P̜?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<?def0@ not_combatLff?atk_pA,0@PX?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<>def@ not_combat؜?atkFapA,0@P?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<4>defH@ not_combatď?atkbpA,0@Pp?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<>defԟ@ not_combatff?atk^dpA(,<L?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<H>def\@ not_combatx?atkepA(,<L@?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<Т>def@ not_combatfff?atkngpA(,<Lȣ?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<X>defl@ not_combatY?atkhpA(,<LP?x-4skchr_branch_2 生存决心技能开启时使自身周围的地面敌人<$ba.tremble>战栗<@ba.vup>{not_combat}秒;攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},同时攻击阻挡的所有敌人<>def@ not_combatL?atkskchr_branch_28 skchr_branch_1 @A(8H ?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4@one_minus_status_resistancel?def@A(8Ht?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗40one_minus_status_resistance\̌?def@A(8Hd?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4 one_minus_status_resistanceL?def@A(8HT?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4one_minus_status_resistance+{def:0%},获得<$ba.buffres>抵抗4one_minus_status_resistance,Y?def@A(8H4?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4one_minus_status_resistanceL?def@A(8H$?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4one_minus_status_resistance @?defz@A(8H?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4Эone_minus_status_resistance333?defj@A(8H?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4one_minus_status_resistanceff&?defZ@A(8H?skchr_branch_1 绝境抵抗=防御力<@ba.vup>+{def:0%},获得<$ba.buffres>抵抗4one_minus_status_resistanceܯ?defskchr_branch_1| skchr_hpsts_2  ( l 8|A(8HP2(? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$ block_cnt=hp_ratioܱ>base_attack_time?atknA(8H2%? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$\ block_cntxQ=hp_ratio>base_attack_time̬?atk&A(8H2!? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$ block_cnt0 ף=hp_ratioL>base_attack_timep?atkA(8Hx2? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$̶ block_cnt)\=hp_ratio>base_attack_time(ff?atkA(8H02? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$ block_cntu=hp_ratio>base_attack_time33s?atkNA(8H2? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$< block_cntXu=hp_ratiot>base_attack_timefff?atkA(8H2? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$ block_cntu=hp_ratio,>base_attack_timePY?atkA(8HX2? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$ block_cntȽL=hp_ratio>base_attack_time@?atkvA(8H2? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$d block_cntL=hp_ratio>base_attack_time333?atk.A(8H2? skchr_hpsts_2 武力模式阻挡数<@ba.vdown>-1,攻击间隔略微<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击恢复自身最大生命值的<@ba.vup>{hp_ratio:0%},同时攻击阻挡的所有敌人lD$ block_cnt8L=hp_ratioT>base_attack_timexff&?atk skchr_hpsts_2 skchr_hpsts_1  4TtRA(8H2(? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<L=#hp_recovery_per_sec_by_max_hp_ratio4? block_cntP?defA(8HX2%? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<l #=#hp_recovery_per_sec_by_max_hp_ratio? block_cnť?def*A(8H2!? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< #=#hp_recovery_per_sec_by_max_hp_ratio ? block_cnt(?defA(8H02? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<D #=#hp_recovery_per_sec_by_max_hp_ratiox? block_cntfff?defA(8H2? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<<#hp_recovery_per_sec_by_max_hp_ratio? block_cntY?defnA(8H2? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<<#hp_recovery_per_sec_by_max_hp_ratioP? block_cntlL?defA(8Ht2? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<<#hp_recovery_per_sec_by_max_hp_ratio? block_cnt@?defFA(8H2? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< ף<#hp_recovery_per_sec_by_max_hp_ratio(? block_cntD333?defA(8HL2? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<` ף<#hp_recovery_per_sec_by_max_hp_ratio? block_cntff&?defA(8H2? skchr_hpsts_1 坚守模式阻挡数<@ba.vup>+1,防御力<@ba.vup>+{def:0%},每秒额外恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< ף<#hp_recovery_per_sec_by_max_hp_ratio? block_cnt?def skchr_hpsts_1D0 skchr_bison_2 X <  l B,0@P 2?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4?bison_s_2[self].taunt_level>bison_s_2[ally].def(?bison_s_2[self].def B,0@P D4?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4?bison_s_2[self].taunt_level>bison_s_2[ally].def?bison_s_2[self].defV B,0@P 5?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\48?bison_s_2[self].taunt_leveld>bison_s_2[ally].deffff?bison_s_2[self].def B,0@P 6?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4?bison_s_2[self].taunt_level>bison_s_2[ally].def8L?bison_s_2[self].def B,0@P T7 ?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4?bison_s_2[self].taunt_levelL>bison_s_2[ally].def@?bison_s_2[self].deff B,0@P 8 ?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4H?bison_s_2[self].taunt_leveltL>bison_s_2[ally].def333?bison_s_2[self].def B,0@P 9 ?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4?bison_s_2[self].taunt_level$L>bison_s_2[ally].defHff&?bison_s_2[self].defƠ B,0@P d: ?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4?bison_s_2[self].taunt_level>bison_s_2[ally].def?bison_s_2[self].defv B,0@P ; ?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4X?bison_s_2[self].taunt_level>bison_s_2[ally].def ?bison_s_2[self].def& B,0@P < ?x-5 skchr_bison_2 深化阵线停止攻击敌人;防御力<@ba.vup>+{bison_s_2[self].def:0%},周围4格内的其余友方单位防御力<@ba.vup>+{bison_s_2[ally].def:0%},自身更容易受到敌人攻击\4?bison_s_2[self].taunt_level4>bison_s_2[ally].defX?bison_s_2[self].def skchr_bison_2 skchr_moeshd_2 X,dB(,<H?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>大力地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ @stun@ atk_scale,@@force(,<H?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>较大力地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ X`@stunp̌@ atk_scale@force(,<HT?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>较大力地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ `@stun@ atk_scale@force^(,<H?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>较大力地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ `@stun0fff@ atk_scaleL@force(,<H?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>中等力度地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ x@@stunY@ atk_scale?force(,<Ht?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>中等力度地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ @@stunL@ atk_scale ?force~(,<H?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>中等力度地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ 8@@stunP@@ atk_scalel?force(,<H4?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>中等力度地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@  @stun333@ atk_scale?force>(,<H?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>中等力度地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@  @stunff&@ atk_scale,?force(,<H?x-5skchr_moeshd_2 磁爆锤将周围敌人<@ba.vup>中等力度地弹开并<$ba.stun>晕眩<@ba.vup>{stun}秒,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ X @stunp@ atk_scale?forceskchr_moeshd_24 0skchr_moeshd_1 tX< jA(8H ?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(@ talent_scale333?defA(8H?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启( 33? talent_scale,?defA(8H4?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启($ff? talent_scaleD?defA(8HL?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(defA(8Hd?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(T? talent_scalet>defA(8H|?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(l? talent_scale>def A(8H?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(33? talent_scale>def"A$4Dh?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(ff? talent_scaleL>def&#A$4D|?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(? talent_scaleL>def:$A$4D?skchr_moeshd_1 自动防御s防御力<@ba.vup>+{def:0%},天赋效果<@ba.vup>提升至{talent_scale:0%}\n<@ba.rem>技能自动开启(̌? talent_scaleL>defskchr_moeshd_10skchr_udflow_2 p<  l8pA,0@ThX ?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,@attack@max_target$HB attack_speedD?attack@sluggishd?mode|?atkpA,0@Th"?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,0@@attack@max_targetT,B attack_speedt?attack@sluggish?mode>atkpA,0@Th#?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,`@@attack@max_targetB attack_speed?attack@sluggish?mode(>atkJpA,0@Th$?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,@@attack@max_targetA attack_speed?attack@sluggish?mode >atkzpA,0@Th%?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,@@attack@max_targetA attack_speed?attack@sluggish$?mode<Q>atkpA,0@ThH &?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,@@attack@max_targetA attack_speed4?attack@sluggishT?model>atkpA,0@Thx '?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP, @@attack@max_targetD A attack_speedd ?attack@sluggish ?mode >atk pA,0@Th (?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,P @@attack@max_targett A attack_speed ?attack@sluggish ?mode >atk:pA,0@Th)?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,@@attack@max_targetA attack_speed?attack@sluggish?modek>atkjpA,0@Th*?3-2skchr_udflow_2行动能力剥夺攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},攻击变为向正前方发射的毒性鳍刺,能穿过<@ba.vup>{attack@max_target}个目标且造成<@ba.vup>{attack@sluggish}秒<$ba.sluggish>停顿。tP,@@attack@max_targetA attack_speed?attack@sluggish?mode,L>atkskchr_udflow_2Tskchr_udflow_1 $Dd<A(8L?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}`?deft?atk<A(8L|! ?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<ff>defPff>atk=A(8LX" ?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}= >def,= >atk>A(8L4# ?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>def>atkv?A(8L%?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}Q>defQ>atkR@A(8L%?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}{>def{>atk.AA(8L%?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%} ף>def ף>atk BA$4H`(?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}`z>deftz>atkBA$4H8(?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}8q=>defLq=>atkCA$4H(?skchr_udflow_1侵袭破坏应对?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>def$>atkskchr_udflow_1Lxskchr_liskam_2 D4 $ DA$4DT"?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,t@attack@max_target@stun? attack@stun>attack@buff_prob333?base_attack_time@atkGA$4D$?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,@@attack@max_target@stun4? attack@stunPL>attack@buff_probt333?base_attack_time?atkJA$4D\ %?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,|!@@attack@max_target!@stun!? attack@stun!L>attack@buff_prob!333?base_attack_time"?atkLA$4D"&?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,$@@attack@max_target$$@stun<$? attack@stunX$L>attack@buff_prob|$333?base_attack_time$?atkOA$4Dd%'?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,&@@attack@max_target&@stun&? attack@stun&>attack@buff_prob'333?base_attack_time$'33?atkQA$4D'(?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,)@@attack@max_target,)@stunD)? attack@stun`)>attack@buff_prob)333?base_attack_time)̌?atkTA$4Dl*)?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,+@@attack@max_target+@stun+? attack@stun+>attack@buff_prob,333?base_attack_time,,ff?atkVA$4D,*?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,.@@attack@max_target4.@stunL.? attack@stunh.=attack@buff_prob.333?base_attack_time.33s?atkYA$4Dt/+?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,0@@attack@max_target0@stun0? attack@stun0=attack@buff_prob1333?base_attack_time41fff?atk[A$4D1,?skchr_liskam_2 反击电弧R攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},每次攻击对最多<@ba.vup>{attack@max_target}个敌人造成<@ba.vup>法术伤害,并有<@ba.vup>{attack@buff_prob:0%}概率使命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>持续时间结束后雷蛇<$ba.stun>晕眩{stun}秒hH,3@@attack@max_target<3@stunT3? attack@stunp3=attack@buff_prob3333?base_attack_time3Y?atkskchr_liskam_23 X9skchr_liskam_1 |dL4^$4D4?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$5Aduration85?def_$4D5?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$06AdurationL6fff?def`$4D7?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$D7Aduration`7Y?defa$4D$8?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$X8Adurationt8L?defb$4D89?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$l9Aduration9333?defc$4DL:?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$:Aduration:ff&?def e$4D`;?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$;Aduration;?deff$4Dt<?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$<Aduration<?def2g$4D=?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$=Aduration=ff>defFh$4D>?skchr_liskam_1 充能防御u抵挡下一次伤害,在<@ba.vup>{duration}秒内防御力<@ba.vup>+{def:0%}\n<@ba.rem>技能自动开启$>Aduration>>defskchr_liskam_1?@D skchr_kafka_2  H t<$4D8"3-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$@pAduration@@ atk_scale$4D83-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$dB`AdurationBfff@ atk_scale2$4D8R3-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$CPAdurationD33S@ atk_scale$4D83-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$E@AdurationE@@ atk_scaleb$4D83-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$,G0AdurationHG,@ atk_scale$4D83-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$H0AdurationHff&@ atk_scale$4D83-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$\J0AdurationxJ @ atk_scale*$4D8J3-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$K AdurationL @ atk_scale$4D83-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$M AdurationMff@ atk_scaleZ$4D8z3-16 skchr_kafka_2 诡异剪刀部署后立即对前方<@ba.rem>目标格内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并在之后<@ba.vup>{duration}秒内对<@ba.rem>目标格持续进行地面单体<@ba.vup>法术攻击$$O Aduration@O@ atk_scale skchr_kafka_2pOT skchr_kafka_1 D 4 $^ 0@$~x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$Q@duration0Q@ atk_scale 0@$x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$R@durationR33@ atk_scalef 0@$x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$T@duration8T33s@ atk_scale 0@$ x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$U@durationU`@ atk_scalen 0@$x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$$W@duration@WL@ atk_scale 0@$x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$X@durationXffF@ atk_scalev 0@$x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$,Z@durationHZ@@ atk_scale 0@$x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$[@duration[,@ atk_scale~ 0@$x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$4]@durationP]ff&@ atk_scale   0@$6x-5 skchr_kafka_1 怪异魔方部署后<@ba.vup>{duration}秒内停止攻击,立即使周围地面敌人全部陷入<$ba.sleep>沉睡,并在技能结束时对周围所有地面敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$^@duration^ @ atk_scale skchr_kafka_1_ dskchr_waaifu_2 h $ XHt 0@"x-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 |`Asilence`9@ atk_scaleu 0@bx-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 a@silencea,@ atk_scale:w 0@x-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 b@silencec33#@ atk_scalezx 0@x-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 {atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 |e@silencee33@ atk_scalez 0@bx-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 f@silencef @ atk_scale:| 0@x-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 g@silencehff@ atk_scalez} 0@x-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 {atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 |j@silencej33? atk_scale 0@bx-4skchr_waaifu_2七武掠阵踢部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标失去特殊能力<@ba.vup>{silence}秒 k@silencekff? atk_scaleskchr_waaifu_2l|qskchr_waaifu_1 d `\? A(0skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<xm@@"attack@waaifu_s_1[debuff].durationm̾attack@waaifu_s_1[debuff].atkm333?waaifu_s_1[self].atkZA A(0skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p< o@@"attack@waaifu_s_1[debuff].durationToQattack@waaifu_s_1[debuff].atkoff&?waaifu_s_1[self].atkC A(0^skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<p@@"attack@waaifu_s_1[debuff].durationpattack@waaifu_s_1[debuff].atk,q?waaifu_s_1[self].atkD A(0skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<pr@@"attack@waaifu_s_1[debuff].durationrattack@waaifu_s_1[debuff].atkr ?waaifu_s_1[self].atkRF A(0 skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<t@"attack@waaifu_s_1[debuff].durationLtattack@waaifu_s_1[debuff].atk|t?waaifu_s_1[self].atkG A(0V skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<u@"attack@waaifu_s_1[debuff].durationuattack@waaifu_s_1[debuff].atk$vff>waaifu_s_1[self].atkI A(0 skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<hw@"attack@waaifu_s_1[debuff].durationwattack@waaifu_s_1[debuff].atkw>waaifu_s_1[self].atkJK A(0skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<y@"attack@waaifu_s_1[debuff].durationDyLattack@waaifu_s_1[debuff].atkty33>waaifu_s_1[self].atkL A(0Nskchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<z@"attack@waaifu_s_1[debuff].durationzLattack@waaifu_s_1[debuff].atk{>waaifu_s_1[self].atkN A(0skchr_waaifu_1寸劲部署后攻击力<@ba.vup>+{waaifu_s_1[self].atk:0%},并使被攻击目标在<@ba.vup>{attack@waaifu_s_1[debuff].duration}秒内攻击力<@ba.vup>-{-attack@waaifu_s_1[debuff].atk:0%}p<`|@"attack@waaifu_s_1[debuff].duration|Lattack@waaifu_s_1[debuff].atk|>waaifu_s_1[self].atkskchr_waaifu_1}, x skchr_red_2 p<l8 ,4x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 P~@@stunh~ @ atk_scaleΓ ,46x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 ff&@stun33@ atk_scale ,4fx-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 33@stunȀff@ atk_scale. ,4x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 @stun@ atk_scale^ ,4x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stun(33? atk_scale ,4x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 @?stunXff? atk_scale ,4&x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 p?stun? atk_scale ,4Vx-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stun? atk_scale ,4x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 Ї?stun? atk_scaleN ,4x-5 skchr_red_2狼群部署后立即对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stun33? atk_scale skchr_red_2D4  skchr_red_1 ,D\t\ A$4J  skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 P?probhL?atk] A$4.! skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 4>probL@?atk^ A$4" skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 >prob0333?atk_ A$4" skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 >probff&?atk~` A$4# skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 >prob?atkba A$4$ skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 Ď>prob܎ ?atkFb A$4% skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 >prob?atk*c A$4& skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 L>probff>atkd A$4j' skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 pL>prob>atkd A$4N( skchr_red_1 处决模式]部署后攻击力<@ba.vup>+{atk:0%},并获得<@ba.vup>{prob:0%}物理和法术闪避 TL>probl33>atk skchr_red_1 skchr_sensi_2 lD |T,BW A,0@T ?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$ Amagic_spДff? heal_scaleff>tick_heal_scalefY A,0@T ?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$ؖ Amagic_sp? heal_scale= >tick_heal_scale[ A,0@T( ?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$ Amagic_sp? heal_scale4>tick_heal_scale] A,0@TL?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$ Amagic_sp<? heal_scaleX\>tick_heal_scale_ A,0@Tp?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$DAmagic_sp`33? heal_scale|Q>tick_heal_scalea A,0@T?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$hAmagic_sp̬? heal_scale{>tick_heal_scaled A,0@T?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$Amagic_spff? heal_scaleġ ף>tick_heal_scale>f A,0@Tܤ ?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$@magic_sp̣? heal_scale>tick_heal_scalebh A,0@T ?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$ԥ@magic_sp33? heal_scale )\>tick_heal_scalej A,0@T$#?x-4 skchr_sensi_2团体魔物大餐F开始烹饪,10秒内停止攻击,期间使周围的友方角色每秒恢复相当于森西攻击力<@ba.vup>{tick_heal_scale:0%}的生命,之后对附近一定范围内所有友方角色进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,并回复<@ba.vup>{magic_sp:0}点<$ba.magicpoint>魔力D$@magic_sp̌? heal_scale0>tick_heal_scale skchr_sensi_2dܭ skchr_sensi_1 $\ 0hm@@(,<Lp?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$A up_duration>max_hp̪A attack_speedL>atk333@ heal_scalevo@@(,<LЫ?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$A up_durationu>max_hp,A attack_speedL\B>atk`,@ heal_scaleq@@(,<L0?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$XA up_durationtk>max_hpA attack_speedQ8>atkff&@ heal_scale6t@@(,<L?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$A up_durationԱGa>max_hpA attack_speed {.>atk @ heal_scalev@@(,<L?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$@ up_duration4= W>max_hpLA attack_speedl #>atk@ heal_scalex@@(,<LP?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$x@ up_durationL>max_hppA attack_speed̶>atk33@ heal_scaleV{@@(,<L?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$ظ@ up_duration\B>max_hp `A attack_speed,)\>atk@ @ heal_scale}@@(,<L ?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$8@ up_durationTQ8>max_hplPA attack_speed>atkff@ heal_scale@@(,<Lp ?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$@ up_duration{.>max_hp̽@A attack_speed=atk@ heal_scalev@@(,<Lо ?x-4 skchr_sensi_1单人份料理V开始烹饪,3秒内停止攻击,烹饪完成后治疗周围一名友方角色,使其恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,且随机获得下列一项增益:攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed:0},生命上限<@ba.vup>+{max_hp:0%},持续<@ba.vup>{up_duration:0}秒|d@$@ up_duration #>max_hp,0A attack_speedLG=atk`33? heal_scale skchr_sensi_1Hskchr_baslin_2 T  DtBpB,0@PD<5?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(\? attack@scale|ff?base_attack_timeL?atkpB,0@PD<4?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P((? attack@scaleHff?base_attack_timel333?atkڈpB,0@PDx<3?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(? attack@scaleff?base_attack_time8?atkpB,0@PDD<2?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(? attack@scaleff?base_attack_time?atkrpB,0@PDA-?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(> attack@scaleff?base_attack_timeff>atk>pB,0@PDA-?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(X> attack@scalexff?base_attack_time>atk pB,0@PDA-?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P($> attack@scaleDff?base_attack_timeh33>atk֑pB,0@PDtF(?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(> attack@scaleff?base_attack_time4>atkpB,0@PD@F(?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(> attack@scaleff?base_attack_time>atknpB,0@PD F(?x-4skchr_baslin_2 沉音宁神攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,每次治疗使目标获得一个<$ba.barrier>屏障,屏障能吸收相当于深律攻击力<@ba.vup>{attack@scale:0%}的<@ba.vup>法术伤害P(> attack@scaleff?base_attack_timeL>atkskchr_baslin_2 lskchr_baslin_1 D  DD(,<D?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次X@@ctlff? heal_scale(,<D8?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次@ct? heal_scale(,<Dt?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次@ct? heal_scaleZ(,<D?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次 @ct ? heal_scale(,<D?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次H?ct\33? heal_scale(,<D(?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?ct̬? heal_scale(,<Dd?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?ctff? heal_scaleJ(,<D?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?ct? heal_scale(,<D?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次8?ctL33? heal_scale(,<D?x-4skchr_baslin_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次t?cť? heal_scaleskchr_baslin_1P0 skchr_hmau_2 $   jA,0@T?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D0?spDff?base_attack_timehL?def|L?atkA,0@T?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D?spff?base_attack_time333?def333?atkjA,0@T?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D0?spDff?base_attack_timehff&?def|ff&?atkA,0@T ?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D?spff?base_attack_time?def?atkjA,0@T ?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D0?spDff?base_attack_timeh ?def| ?atkA,0@T ?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D?spff?base_attack_time?def?atkjA,0@T ?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D0?spDff?base_attack_timehff>def|ff>atkA,0@T ?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D?spff?base_attack_time>def>atkjA,0@T ?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D0?spDff?base_attack_timeh33>def|33>atkA,0@T ?x-4 skchr_hmau_2反制医疗模式攻击力和防御力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方单位进行治疗,并在治疗时为其恢复<@ba.vup>1点技力\D?spff?base_attack_time>def>atk skchr_hmau_2$D  skchr_hmau_1   ,0@Pp?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命`? heal_scale,0@Pp?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命`? heal_scale,0@Pp?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命`? heal_scale,0@Pp?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命`33? heal_scale,0@Pp?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命`ff? heal_scale,0@Pp?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命`? heal_scale,0@Pp?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命`? heal_scale(,<L,?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\̌? heal_scale(,<L(?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命Xff? heal_scale(,<L$?x-4 skchr_hmau_1 反制治疗l下一次攻击改为周围的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命T? heal_scale skchr_hmau_1  skchr_nearl_2 tdTD4$6 B,0@P(?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_timeL?atkB B,0@P-?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time333?atkN B,0@P2?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time?atkZ B,0@P4?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time?atkf B,0@P5?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_timeff>atkr B,0@P6?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time>atk~ B,0@P7?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time33>atk B,0@P(:?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time(>atk B,0@P4;?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time4>atk B,0@P@<?x-4 skchr_nearl_2 急救模式W攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围友方角色进行治疗,ff?base_attack_time@L>atk skchr_nearl_2h  skchr_nearl_1 D  DD(,<Dp?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次@@ctff? heal_scaleV(,<D?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次@ct? heal_scale(,<D?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次D@ctX? heal_scale(,<D$ ?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次 @ct ? heal_scale (,<D` ?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次 ?ct 33? heal_scaleF(,<D ?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次 ?ct ̬? heal_scale(,<D ?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次4 ?ctH ff? heal_scale(,<D?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次p?ct? heal_scale(,<DP?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?ct33? heal_scale6(,<D?x-4 skchr_nearl_1急救下一次攻击会为周围血量不足一半的一名友方单位恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次?cť? heal_scale skchr_nearl_1, skchr_sqrrel_2 | < l$L(,<L4?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>较大力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @force@@ atk_scale"(,<Lx?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>较大力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @force333@ atk_scalef(,<L?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>较大力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 @force4ff&@ atk_scale(,<L?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>较大力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 `@forcex@ atk_scale(,<LD?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 ?force33@ atk_scale2 (,<L?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 ?force @ atk_scalev (,<L?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 ,?forceDff@ atk_scale (,<L?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>小力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害force@ atk_scale (,<LL?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>小力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害>force33? atk_scale2(,<L?2-2skchr_sqrrel_2 高压水炮立即将前方两格内所有敌人往攻击方向<@ba.vup>小力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害zforceff? atk_scaleskchr_sqrrel_2( #skchr_sqrrel_1 | T$d4B$4D,?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>较大力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 x@force? atk_scalen $4DX ?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害  ?force ? atk_scale!$4D!?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 !?force!33? atk_scale"$4D"?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 "?force#̬? atk_scale#$4D#?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 ($?force@$ff? atk_scale%$4D%?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 T%?forcel%\? atk_scaleJ&$4D4&?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>中等力度地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 &?force&R? atk_scalev'$4D`'?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>小力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害>force'33? atk_scale($4D(?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>小力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害bforce(̌? atk_scale)$4D)?skchr_sqrrel_1 水蒸气泵下次攻击会把目标往攻击方向<@ba.vup>小力地推开,并造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害force*ff? atk_scaleskchr_sqrrel_14*x / skchr_ethan_2 L D<4,$ TA$4D<+? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(\+@@ talent_scale|+333?atkUA$4D@,? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(`, @ talent_scale,?atkVA$4DD-? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(d- @ talent_scale- ?atkWA$4DH.? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(h. @ talent_scale.?atkXA$4DL/? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(l/@ talent_scale/ff>atkYA$4DP0? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(p0@ talent_scale0>atkZA$4DT1? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(t1@ talent_scale133>atk\A$4DX2? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(x2? talent_scale2>atk]A$4D\3? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(|3? talent_scale3>atk ^A$4D`4? skchr_ethan_2 十字悬挂`攻击力<@ba.vup>+{atk:0%},天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍(4? talent_scale4L>atk skchr_ethan_24 @: skchr_ethan_1 T$d4j(8 skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(6@attack@duration$6Battack@poison_damage(8 skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(07@attack@durationP7Battack@poison_damageµ(8& skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(\8@attack@duration|8Battack@poison_damage(8R skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(9@attack@duration9Battack@poison_damage(8~ skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(:@@attack@duration:Battack@poison_damageF(8 skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(;@@attack@duration<pBattack@poison_damager(8 skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒( =@@attack@duration,=\Battack@poison_damage(8 skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(8>@attack@durationX>HBattack@poison_damageʼ(8. skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(d?@attack@duration?4Battack@poison_damage(8Z skchr_ethan_1 花式回旋普通攻击时对击中目标额外造成每秒<@ba.vup>{attack@poison_damage}的法术伤害,持续<@ba.vup>{attack@duration}秒(@@attack@duration@ Battack@poison_damage skchr_ethan_1@ dFskchr_pithst_1 |hT@,kA(8P8D ?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,B@attack@max_target4BB attack_speedlA(8PHE ?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标, C@attack@max_targetDCB attack_speedmA(8PXF ?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,0D@attack@max_targetTDB attack_speednA(8PhG ?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,@E@attack@max_targetdEB attack_speedoA(8PxH ?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,PF@attack@max_targettFB attack_speedpA(8PI ?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,`G@attack@max_targetGB attack_speedqA(8PJ ?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,pH@attack@max_targetHB attack_speedsA(8PK?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,I@attack@max_targetIpB attack_speedtA(8PL?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,J@attack@max_targetJpB attack_speed.uA(8PM?skchr_pithst_1战术咏唱·双型R攻击速度<@ba.vup>+{attack_speed},同时攻击{attack@max_target}个目标,K@attack@max_targetKpB attack_speedskchr_pithst_1KxpQ sktok_robrta  $全自动造型仪 sktok_robrtaLd Rskchr_robrta_2 P TX>wA(8LO ?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4M?robrta_s_2[recharge].cntNL?defN? block_cntxA(8L(Q# ?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4(O?robrta_s_2[recharge].cntTO333?defhO? block_cntyA(8LxR# ?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4xP?robrta_s_2[recharge].cntP?defP? block_cnt.{A(8LS# ?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4Q?robrta_s_2[recharge].cntQ?defR? block_cnt~|A(8LU(?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4S?robrta_s_2[recharge].cntDSff>defXS? block_cnt}A(8LhV(?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4hT?robrta_s_2[recharge].cntT>defT? block_cntA(8LW(?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4U?robrta_s_2[recharge].cntU33>defU? block_cntnA$4HV-?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4W?robrta_s_2[recharge].cnt0W>defDW? block_cntA$4HX-?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4PX?robrta_s_2[recharge].cnt|X>defX? block_cntA$4H\Y-?skchr_robrta_2全自动造型仪x停止攻击,阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},技能结束时获得一个造型仪L4Y?robrta_s_2[recharge].cntYL>defY? block_cntskchr_robrta_2 Z_skchr_robrta_1 $Dd B(8LX]?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}[?def,[?atk B(8L4^?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}[ff>def\ff>atkv B(8L_?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\>def\>atkRA(8L_?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}]33>def]33>atk.A(8L`# ?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}^>def^>atk A(8La# ?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}d_>defx_>atkA(8Lb# ?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}@`Ga>defT`Ga>atkŠA(8L\c(?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}aQ8>def0aQ8>atkA(8L8d(?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}a)\>def b)\>atkzA(8Le(?skchr_robrta_1叙拉古式上妆?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}b=defb=atkskchr_robrta_1chskchr_podego_2 D D*d(8HTXf ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$dL? atk_scaled@projectile_delay_timee(8HTh ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$f333? atk_scalef@projectile_delay_timeg(8HTi ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$Xhff&? atk_scaleth@projectile_delay_time^i(8HTk ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$j? atk_scale0j@projectile_delay_timek(8HTHm ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$k? atk_scalek@projectile_delay_timel(8HTo ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$m? atk_scalem@projectile_delay_timen(8HTp  ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$Ho? atk_scaledo@projectile_delay_timeNp(8HT|r! ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$q> atk_scale q@projectile_delay_time r(8HT8t" ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$r> atk_scaler@projectile_delay_times(8HTu# ?skchr_podego_2 孢子扩散 立即投掷一个小瓶,碎裂后在周围产生一个持续<@ba.vup>{projectile_delay_time}秒的孢子群\n孢子群范围内所有敌人被<$ba.sluggish>停顿且失去特殊能力,每秒受到相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害$|t> atk_scalet@projectile_delay_timeskchr_podego_2tLzskchr_podego_1 <dA(8H x ?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位u?atkZA(8Hx?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位v?atk.A(8Hy?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位w>atkA(8Hz?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位hx>atk֢A(8Hp{?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位atkA(8HD|?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位zL>atk~A(8H} ?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位zL>atkRA(8H}!?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位{=atk&A(8H~"?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位|=atkA$4DP}#?skchr_podego_1 花香疗法Q攻击力<@ba.vup>+{atk:0%},普通攻击改为<@ba.vup>治疗友方单位\}=atkskchr_podego_1} skchr_skgoat_2 T$d46A(8DЀ(?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$~L?sluggish~33?intervalbA(8D, ?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$L?sluggish?intervalA(8D(. ?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$(L?sluggishDff?intervalA(8DT0 ?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$TL?sluggishp?intervalA(8D2?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$L?sluggish?intervalA(8D4?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$L?sluggishȄ?interval>A(8D؇6?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$؅L?sluggish?intervaljA$4@8?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$L?sluggishff?intervalA$4@:?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$(L?sluggishDff?intervalA$4@<?skchr_skgoat_2 流沙化<@ba.vdown>停止攻击;攻击范围内的敌方单位每<@ba.vup>{interval:0.0}秒受到一次<$ba.sluggish>停顿效果$PL?sluggishlff?intervalskchr_skgoat_2( skchr_deepcl_2  NN\B,0@PP<?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避؊?probJOLB,0@PP8?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避ԋff>probFP扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避Ќ>probBQ,B,0@PP4?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避̍33>prob>R B,0@PܐP2?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避Ȏ>prob:SB,0@PؑP0?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避ď>prob6TB,0@PԒP.?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避>prob2UA,0@PГP,?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避>prob.VA,0@P̔P*?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避>prob*WA,0@PȕP(?3-4skchr_deepcl_2 视觉陷阱i攻击范围<@ba.vup>扩大,攻击范围内的友方单位获得<@ba.vup>{prob:0%}的物理闪避>probskchr_deepcl_2 Xskchr_deepcl_1 T$d4A$4D?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,Bhp_recovery_per_sec<?defP?atkA$4D ?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,DpBhp_recovery_per_sech ?def| ?atkA$4D@!?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,p\Bhp_recovery_per_sec?def?atkA$4Dl"?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,HBhp_recovery_per_secff>defԘff>atkBA$4D#?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,ș Bhp_recovery_per_sec>def>atknA$4DĚ$?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D, Bhp_recovery_per_sec33>def,33>atkA$4D%?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D, Bhp_recovery_per_secD>defX>atkA$4D&?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,LAhp_recovery_per_secp>def>atkA$4DH'?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,xAhp_recovery_per_secL>defL>atkA$4Dt(?skchr_deepcl_1 光影之触o所有触手攻击力和防御力<@ba.vup>+{atk:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec}点生命D,Ahp_recovery_per_secȟ>defܟ>atkskchr_deepcl_1|skchr_papyrs_2 $@ \ x pA(8HPP?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4ء?attack@chain.extra_value?atǩbase_attack_timepA(8HP0 ?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4?attack@chain.extra_valueff>atǩbase_attack_timevpA(8HP!?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4?attack@chain.extra_valueĥ>atkإ̌base_attack_timeVpA(8HP"?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4x?attack@chain.extra_value33>atǩbase_attack_time6pA(8HPЪ#?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4X?attack@chain.extra_value>atǩbase_attack_timepA(8HP$?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L48?attack@chain.extra_valued>atkx̌base_attack_timepA(8HP%?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4?attack@chain.extra_valueDL>atkX̌base_attack_timepA(8HPp&?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4?attack@chain.extra_value$>atk8̌base_attack_timepA(8HPP'?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4ذ?attack@chain.extra_value=atǩbase_attack_timepA(8HP0(?skchr_papyrs_2 临考发挥立刻锁定攻击范围内除自身外生命值上限最高的干员,技能期间莎草仅可以该干员作为治疗主目标,攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},每次治疗跳跃次数<@ba.vup>+{attack@chain.extra_value} L4?attack@chain.extra_valueL=atǩbase_attack_timeskchr_papyrs_20 skchr_papyrs_1 @ ,t`J$4D4?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,@shield_scale_skillĴ@ heal_scale$4D?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,@shield_scale_skill33? heal_scale$4D?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,P@shield_scale_skilltff? heal_scaleR$4D< ?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,@shield_scale_skill̸? heal_scale$4D ?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,@shield_scale_skill$? heal_scale$4D ?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,X@shield_scale_skill|? heal_scaleZ$4DD ?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,?shield_scale_skillԼ? heal_scale$4D ?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,?shield_scale_skill,? heal_scale $4D ?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,`?shield_scale_skill? heal_scaleb$4DL ?skchr_papyrs_1 巧思乍现下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},天赋附加屏障效果提升至<@ba.vup>{shield_scale_skill:0%}\n<@ba.rem>可充能2次,?shield_scale_skill33? heal_scaleskchr_papyrs_1 ( skchr_peper_2   A(8HX? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(L?talent@hp_ratio?attack@chain.extra_value333?atk:A(8H ? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(333?talent@hp_ratio?attack@chain.extra_valueHff&?atkA(8HP!? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(x333?talent@hp_ratio?attack@chain.extra_value?atk2A(8H#? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(333?talent@hp_ratio?attack@chain.extra_value@?atkA(8HH&? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(p?talent@hp_ratio?attack@chain.extra_value>atk*A(8H'? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(?talent@hp_ratio ?attack@chain.extra_value833>atkA(8H@(? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(h?talent@hp_ratio?attack@chain.extra_value>atk"A(8H+? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(?talent@hp_ratio?attack@chain.extra_value0L>atkA(8H8,? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(`?talent@hp_ratio?attack@chain.extra_value>atkA(8H-? skchr_peper_2 同伴意识攻击力<@ba.vup>+{atk:0%},每次治疗的跳跃次数<@ba.vup>+{attack@chain.extra_value},天赋的触发条件变为<@ba.vup>{talent@hp_ratio:0%}生命X(?talent@hp_ratio?attack@chain.extra_value(=atk skchr_peper_2PL%skchr_amiya3_2 t! T, tB(8Ht ?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8Xamiya3_s_2[debuff].move_speedpamiya3_s_2[debuff].attack_speed Aamiya3_s_2[debuff].duration?skill_max_trigger_time @ max_stack_cnt,>atk@@ atk_scaleB(8HtP ?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8 amiya3_s_2[debuff].move_speed<pamiya3_s_2[debuff].attack_speedlAamiya3_s_2[debuff].duration?skill_max_trigger_time@ max_stack_cnt>atk33? atk_scalejB(8Ht ?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8amiya3_s_2[debuff].move_speedpamiya3_s_2[debuff].attack_speed Aamiya3_s_2[debuff].durationL?skill_max_trigger_timet@ max_stack_cnt>atkff? atk_scaleB(8Ht ?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8tamiya3_s_2[debuff].move_speedpamiya3_s_2[debuff].attack_speed@amiya3_s_2[debuff].duration?skill_max_trigger_time(@ max_stack_cntH>atk\? atk_scale B(8Htl?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8(amiya3_s_2[debuff].move_speedXpamiya3_s_2[debuff].attack_speed@amiya3_s_2[debuff].duration?skill_max_trigger_time@ max_stack_cntL>atk33? atk_scale B(8Ht ?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8amiya3_s_2[debuff].move_speed pamiya3_s_2[debuff].attack_speed<@amiya3_s_2[debuff].durationh?skill_max_trigger_time@ max_stack_cntL>atk? atk_scale:B(8Ht?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8amiya3_s_2[debuff].move_speedpamiya3_s_2[debuff].attack_speed@amiya3_s_2[debuff].duration?skill_max_trigger_timeD@ max_stack_cntdL>atkxff? atk_scaleB$4DpD?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8@amiya3_s_2[debuff].move_speedppamiya3_s_2[debuff].attack_speed@amiya3_s_2[debuff].duration?skill_max_trigger_time@ max_stack_cnt>atk(? atk_scaleB$4Dp?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8amiya3_s_2[debuff].move_speed pamiya3_s_2[debuff].attack_speedP@amiya3_s_2[debuff].duration|?skill_max_trigger_time@ max_stack_cnt>atk? atk_scaleNB$4Dp?skchr_amiya3_2 慈悲愿景(立刻对攻击范围内所有敌人造成进行一次攻击力为<@ba.vup>{atk_scale:0%}的攻击并使目标在<@ba.vup>{amiya3_s_2[debuff].duration}秒内攻击速度<@ba.vup>{amiya3_s_2[debuff].attack_speed},移动速度<@ba.vup>{amiya3_s_2[debuff].move_speed:0%},该次攻击每击中一个敌人获得攻击力<@ba.vup>+{atk:0%}(最多叠加<@ba.vup>{max_stack_cnt}次),接下来的伤害类型变为<@ba.vup>真实且可以同时攻击<@ba.vup>2名敌人;<@ba.rem>整场战斗中该技能只能释放一次l8amiya3_s_2[debuff].move_speedpamiya3_s_2[debuff].attack_speed@amiya3_s_2[debuff].duration,?skill_max_trigger_timeT@ max_stack_cntt>atk33? atk_scaleskchr_amiya3_2 0skchr_amiya3_1 d  D$djHB,0@PF(?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$0> heal_scaleLB attack_speedƻHB,0@PdF$?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$L> heal_scaleB attack_speed"HB,0@PF!?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$L> heal_scaleB attack_speed~HB,0@PF?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$DL> heal_scale`pB attack_speedڿHB,0@PxF?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$> heal_scale\B attack_speed6HB,0@PF?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$> heal_scaleHB attack_speedHB,0@P0F?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$X> heal_scalet4B attack_speedHB,0@PF?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$= heal_scale B attack_speedJHB,0@PF?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$= heal_scale, B attack_speedHB,0@PDF?x-1skchr_amiya3_1 哀恸共情攻击速度<@ba.vup>+{attack_speed},每次攻击时额外治疗自身周围一定范围内所有我方相当于攻击力<@ba.vup>{heal_scale:0%}的生命$l= heal_scaleA attack_speedskchr_amiya3_14 skchr_vendla_2 D Dn.pA(8HD?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性<L?atk? taunt_level? atk_scale*0pA(8HD?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性<@L?atkT? taunt_levelp> atk_scale1pA(8HD ?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性<@?atk ? taunt_level, 33> atk_scale3pA(8HD<   ?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性< @?atk ? taunt_level > atk_scale^5pA(8HD " ?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性<t 333?atk ? taunt_level )\> atk_scale7pA(8HD# ?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性<0?atkD? taunt_level`> atk_scale8pA(8HDp$ ?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性< ?atk? taunt_levelL> atk_scale:pA(8HD,%?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性<?atk? taunt_levelQ8> atk_scaleN<pA(8HD&?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性<d>atkx? taunt_level> atk_scale >pA(8HD(?skchr_vendla_2 荆藤庇荫攻击力<@ba.vup>+{atk:0%},使攻击范围内生命上限最高的友方角色更容易受到敌人攻击,且该角色受到攻击时刺玫对目标造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害并仅对该角色触发刺玫特性< >atk4? taunt_levelP= atk_scaleskchr_vendla_2skchr_hbisc2_2 ` h px2@A(8H ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH(A hit_duration@ max_targetff move_speed4? atk_scaleAA(8HD ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH(TA hit_durationt@ max_target̾ move_speed? atk_scale"CA(8H ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH(A hit_duration@ max_target̾ move_speed$? atk_scaleDA(8H4 ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH(DA hit_durationd@ max_target33 move_speed33? atk_scaleFA(8H ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH(A hit_duration@ max_target move_speedff? atk_scaleGA(8H$  ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH(4A hit_durationT@ max_targetp move_speed? atk_scaleIA(8H! ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH(A hit_duration@ max_target move_speed ̌? atk_scalezJA(8H# ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH($!A hit_durationD!@ max_target`! move_speed|!? atk_scaleKA(8H$ ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH("A hit_duration"@ max_target" move_speed"fff? atk_scalejMA(8H& ?skchr_hbisc2_2 抚业之触使范围内两名敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害并移动速度<@ba.vup>{move_speed:0%}hH($A hit_duration4$@ max_targetP$ move_speedl$L? atk_scaleskchr_hbisc2_2$@*skchr_harold_2  H t<NOA(8H4'?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$P& @ trait_scalel&B attack_speedPA(8H4) ?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$'33@ trait_scale(B attack_speed~RA(8H4+"?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$) @ trait_scale)B attack_speedTA(8H4,#?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$+@ trait_scale4+B attack_speedUA(8H4H.% ?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$,33? trait_scale,B attack_speedFWA(8H4/% ?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$H.ff? trait_scaled.pB attack_speedXA(8H4x1% ?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$/? trait_scale/\B attack_speedvZA(8H43( ?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$x133? trait_scale1HB attack_speed\A(8H44( ?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$3ff? trait_scale,34B attack_speed]A(8H4@6( ?skchr_harold_2 重症优先攻击速度<@ba.vup>+{attack_speed},优先治疗<$ba.dt.element>元素损伤最严重的目标。治疗元素损伤累计超过一半的目标时,<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}$4? trait_scale4 B attack_speedskchr_harold_240 p:skchr_glider_2 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安全区域攻击间隔<@ba.vup>较大幅度缩短并优先治疗<$ba.dt.element>元素损伤最严重的目标,攻击范围内所有友方单位受到的<$ba.dt.element>元素损伤降低<@ba.vup>{ep_damage_resistance:0%}0|\k>ep_damage_resistance\>base_attack_time"A(8H,_L2?skchr_mberry_2 安全区域攻击间隔<@ba.vup>较大幅度缩短并优先治疗<$ba.dt.element>元素损伤最严重的目标,攻击范围内所有友方单位受到的<$ba.dt.element>元素损伤降低<@ba.vup>{ep_damage_resistance:0%}0^= W>ep_damage_resistanceD^>base_attack_timeˆA(8H \aN2?skchr_mberry_2 安全区域攻击间隔<@ba.vup>缩短并优先治疗<$ba.dt.element>元素损伤最严重的目标,攻击范围内所有友方单位受到的<$ba.dt.element>元素损伤降低<@ba.vup>{ep_damage_resistance:0%}0_\B>ep_damage_resistance_>base_attack_timeVA(8H bO2?skchr_mberry_2 安全区域攻击间隔<@ba.vup>缩短并优先治疗<$ba.dt.element>元素损伤最严重的目标,攻击范围内所有友方单位受到的<$ba.dt.element>元素损伤降低<@ba.vup>{ep_damage_resistance:0%}0Da{.>ep_damage_resistancela>base_attack_timeA(8H dP2?skchr_mberry_2 安全区域攻击间隔<@ba.vup>缩短并优先治疗<$ba.dt.element>元素损伤最严重的目标,攻击范围内所有友方单位受到的<$ba.dt.element>元素损伤降低<@ba.vup>{ep_damage_resistance:0%}0b>ep_damage_resistancec>base_attack_timeskchr_mberry_28chskchr_mberry_1 d L 4Rd$4D元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@d@cntdfff? ep_heal_ratiodff? heal_scalee$4De?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@Pf@cntdfY? ep_heal_ratiof? heal_scalebg$4DLg?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@g@cntgL? ep_heal_ratio h? heal_scaleh$4Dh?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@`i?cntti@? ep_heal_ratioi? heal_scalerj$4D\j?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@j?cntj9? ep_heal_ratiok? heal_scalek$4Dk?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@pl?cntl333? ep_heal_ratiol33? heal_scalem$4Dlm?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@m?cnt n,? ep_heal_ratio,n̬? heal_scale o$4Dn?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@o?cntoff&? ep_heal_ratiooff? heal_scalep$4D|p?skchr_mberry_1 治愈云雾下次治疗的治疗量和<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@q?cntq ? ep_heal_ratio元素损伤回复量提升至<@ba.vup>{heal_scale:0%},优先治疗<$ba.dt.element>元素损伤最严重的目标\n<@ba.rem>可以充能{cnt}次@r?cntr? ep_heal_ratior? heal_scaleskchr_mberry_1rlxskchr_nowell_2 `hp x(8H`@v ?skchr_nowell_2 生命不息立即为攻击范围内三名友方干员施加一个增益(优先选择处于<$ba.debuff>异常状态中的干员),使其{status_resistance[limit]}秒内每秒受到一次相当于诺威尔攻击力<@ba.vup>{heal_scale:0%}的治疗并获得<$ba.buffres>抵抗l4t?one_minus_status_resistance 'nowell_s_2[immediately_heal].heal_scaleDuff> heal_scale`u?interval|u@Astatus_resistance[limit]u@@ max_target(8H`x 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生命不息立即为攻击范围内两名友方干员施加一个增益(优先选择处于<$ba.debuff>异常状态中的干员),使其{status_resistance[limit]}秒内每秒受到一次相当于诺威尔攻击力<@ba.vup>{heal_scale:0%}的治疗并获得<$ba.buffres>抵抗l4~?one_minus_status_resistance'nowell_s_2[immediately_heal].heal_scale$> heal_scale@?interval\@Astatus_resistance[limit]@ max_target(8H` ?skchr_nowell_2 生命不息立即为攻击范围内两名友方干员施加一个增益(优先选择处于<$ba.debuff>异常状态中的干员),使其{status_resistance[limit]}秒内每秒受到一次相当于诺威尔攻击力<@ba.vup>{heal_scale:0%}的治疗并获得<$ba.buffres>抵抗l4<?one_minus_status_resistance'nowell_s_2[immediately_heal].heal_scale> heal_scale?intervalԁ@Astatus_resistance[limit]@ max_targetv(8H` ?skchr_nowell_2 生命不息立即为攻击范围内两名友方干员施加一个增益(优先选择处于<$ba.debuff>异常状态中的干员),使其{status_resistance[limit]}秒内每秒受到一次相当于诺威尔攻击力<@ba.vup>{heal_scale:0%}的治疗并获得<$ba.buffres>抵抗l4?one_minus_status_resistancev'nowell_s_2[immediately_heal].heal_scale> heal_scale0?intervalL@Astatus_resistance[limit]x@ max_target(8H` ?skchr_nowell_2 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步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员(d B attack_speed>atkA(8H ?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员( B attack_speed33>atk"A(8H ?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员(ď B attack_speed33>atkRA(8H ?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员( B attack_speed>atkA(8H#?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员($A attack_speedD>atkA(8HL#?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员(TA attack_speedt>atkA(8H|#?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员(A attack_speed>atkA(8H(?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员(A attack_speedԕL>atkBA(8Hܘ(?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员(A attack_speedL>atkrA(8H (?skchr_nowell_1 步履不停攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},优先治疗处于<$ba.debuff>异常状态中的友方干员(pA attack_speed4>atkskchr_nowell_1\Pԝskchr_whispr_2 ($    $4D(d7?skchr_whispr_2 痛觉抑制攻击间隔<@ba.vup>缩短,天赋生命回复效果提升至<@ba.vup>{talent_scale:0%},每次治疗使目标获得<@ba.vup>{attack@status_resistance[limit]}秒<$ba.buffres>抵抗\n<@ba.rem>持续时间无限`( @ talent_scale,"attack@one_minus_status_resistance`@attack@status_resistance[limit]Lbase_attack_time$4D(d9?skchr_whispr_2 痛觉抑制攻击间隔<@ba.vup>缩短,天赋生命回复效果提升至<@ba.vup>{talent_scale:0%},每次治疗使目标获得<@ba.vup>{attack@status_resistance[limit]}秒<$ba.buffres>抵抗\n<@ba.rem>持续时间无限`( 33? talent_scale,"attack@one_minus_status_resistance`@@attack@status_resistance[limit]Lbase_attack_time$4D(d:?skchr_whispr_2 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talent_scale,"attack@one_minus_status_resistance`@attack@status_resistance[limit]Lbase_attack_time$4D(d>?skchr_whispr_2 痛觉抑制攻击间隔<@ba.vup>缩短,天赋生命回复效果提升至<@ba.vup>{talent_scale:0%},每次治疗使目标获得<@ba.vup>{attack@status_resistance[limit]}秒<$ba.buffres>抵抗\n<@ba.rem>持续时间无限`( 33? talent_scale,"attack@one_minus_status_resistance`@attack@status_resistance[limit]Lbase_attack_time$4D(d??skchr_whispr_2 痛觉抑制攻击间隔<@ba.vup>缩短,天赋生命回复效果提升至<@ba.vup>{talent_scale:0%},每次治疗使目标获得<@ba.vup>{attack@status_resistance[limit]}秒<$ba.buffres>抵抗\n<@ba.rem>持续时间无限`( ff? talent_scale,"attack@one_minus_status_resistance`?attack@status_resistance[limit]Lbase_attack_time$4D(d@?skchr_whispr_2 痛觉抑制攻击间隔<@ba.vup>缩短,天赋生命回复效果提升至<@ba.vup>{talent_scale:0%},每次治疗使目标获得<@ba.vup>{attack@status_resistance[limit]}秒<$ba.buffres>抵抗\n<@ba.rem>持续时间无限`( ? talent_scale,"attack@one_minus_status_resistance`?attack@status_resistance[limit]Lbase_attack_time$4D(dA?skchr_whispr_2 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定向诊断下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},额外治疗一名单位(优先选择处于异常状态中的单位)并使其获得<$ba.buffres>抵抗,持续<@ba.vup>{status_resistance[limit]}秒d4one_minus_status_resistance@status_resistance[limit]D? heal_scale"$4D4 ?skchr_whispr_1 定向诊断下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},额外治疗一名单位(优先选择处于异常状态中的单位)并使其获得<$ba.buffres>抵抗,持续<@ba.vup>{status_resistance[limit]}秒d4one_minus_status_resistance@status_resistance[limit]33? heal_scale$4D4ܶ?skchr_whispr_1 定向诊断下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},额外治疗一名单位(优先选择处于异常状态中的单位)并使其获得<$ba.buffres>抵抗,持续<@ba.vup>{status_resistance[limit]}秒d4one_minus_status_resistance@@status_resistance[limit]33? heal_scale¸$4D4?skchr_whispr_1 定向诊断下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},额外治疗一名单位(优先选择处于异常状态中的单位)并使其获得<$ba.buffres>抵抗,持续<@ba.vup>{status_resistance[limit]}秒d4\one_minus_status_resistance@@status_resistance[limit]̌? heal_scale$4D4|?skchr_whispr_1 定向诊断下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},额外治疗一名单位(优先选择处于异常状态中的单位)并使其获得<$ba.buffres>抵抗,持续<@ba.vup>{status_resistance[limit]}秒d4,one_minus_status_resistanceX@status_resistance[limit]̌? heal_scaleb$4D4L?skchr_whispr_1 定向诊断下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},额外治疗一名单位(优先选择处于异常状态中的单位)并使其获得<$ba.buffres>抵抗,持续<@ba.vup>{status_resistance[limit]}秒d4one_minus_status_resistance(@status_resistance[limit]Tff? heal_scale2$4D4?skchr_whispr_1 定向诊断下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},额外治疗一名单位(优先选择处于异常状态中的单位)并使其获得<$ba.buffres>抵抗,持续<@ba.vup>{status_resistance[limit]}秒d4̾one_minus_status_resistance?status_resistance[limit]$ff? heal_scaleskchr_whispr_1T skchr_ceylon_2 @ ,t` B(8HP(?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4one_minus_status_resistance?atk@attack@max_target^B(8HP$?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4one_minus_status_resistance$)\?atk8@attack@max_targetB(8HPP"?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4Pone_minus_status_resistance|?atk@attack@max_targetA(8HP ?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4one_minus_status_resistance?atk@attack@max_targetfA(8HP?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4one_minus_status_resistance,>atk@@attack@max_targetA(8HXP?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4Xone_minus_status_resistance>atk@attack@max_targetA(8HP?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4one_minus_status_resistance>atk@attack@max_targetnA(8HP?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4one_minus_status_resistance4>atkH@attack@max_targetA(8H`P?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4`one_minus_status_resistance>atk@attack@max_targetA(8HP?skchr_ceylon_2 水灵庇护~攻击力<@ba.vup>+{atk:0%},治疗目标数+1,持续时间内攻击范围内的友方单位获得<$ba.buffres>抵抗L4one_minus_status_resistance>atk@attack@max_targetskchr_ceylon_200 skchr_ceylon_1 p<l8J$4D4?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次@@cnt@ heal_scalez$4Dd?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次@cnt33? heal_scale$4D?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次@cntff? heal_scale$4D ?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次@cnt,? heal_scale $4D ?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次H?cnt\33? heal_scale:$4D$ ?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次x?cnt? heal_scalej$4DT ?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次?cntff? heal_scale$4D ?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次?cnt? heal_scale$4D ?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次?cnt? heal_scale$4D ?skchr_ceylon_1集中式水疗下次治疗时的治疗量提升至攻击力的<@ba.vup>{heal_scale:0%},并且不会因特性效果而降低\n<@ba.rem>可以充能{cnt}次8?cntL33? heal_scaleskchr_ceylon_1|skchr_reckpr_2 \ , d4.A(8H#?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命HL?atkCattack@fixed_heal_value@ Aattack@buff_durationA(8H\%?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H@?atk Cattack@fixed_heal_value Aattack@buff_durationVA(8H'?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H,333?atk@Cattack@fixed_heal_valueh Aattack@buff_durationA(8H(?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H?atkBattack@fixed_heal_value Aattack@buff_duration~ A(8H(?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命HT ?atkhBattack@fixed_heal_value Aattack@buff_duration A(8H)?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H?atkBattack@fixed_heal_value$ Aattack@buff_duration A(8H@*?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H|ff>atkBattack@fixed_heal_value Aattack@buff_duration:A(8H+?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H>atk$Battack@fixed_heal_valueL Aattack@buff_durationA(8Hh,?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H33>atkpBattack@fixed_heal_value Aattack@buff_durationbA(8H-?skchr_reckpr_2 一点关窍攻击力<@ba.vup>+{atk:0%},治疗干员后为其施加一个增益,使其在{attack@buff_duration}秒内每次受到伤害时恢复<@ba.vup>{attack@fixed_heal_value}点生命H8>atkLHBattack@fixed_heal_valuet Aattack@buff_durationskchr_reckpr_2 (skchr_reckpr_1 D l$L$4D?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<@@cnt@ max_target0ff? heal_scale$4D?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<D@@cntX@ max_targett? heal_scaleR$4D<?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<@@cnt@ max_target̬? heal_scale$4D?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<@@cnt@ max_targetff? heal_scale$4D ?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<@cnt$@ max_target@? heal_scale$4D ?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<T@cnth@ max_target? heal_scaleb$4DL ?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<@cnt@ max_target33? heal_scale$4D ?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<?cnt@ max_target ̌? heal_scale$4D ?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次< ?cnt4@ max_targetPff? heal_scale.$4D ?skchr_reckpr_1 触类旁通下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一个目标\n<@ba.rem>可充能{cnt}次<d?cntx@ max_target? heal_scaleskchr_reckpr_1t<skchr_amedic_1 D 4 $v!A(8H ?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,8@attack@max_target\@ability_range_forward_extend>atk"A(8H ?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,@attack@max_target?ability_range_forward_extend>atk~$A(8H!?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,@@attack@max_targetd?ability_range_forward_extendk>atk&A(8H"?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,@attack@max_target?ability_range_forward_extendL>atk'A(8H #?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,H@attack@max_targetl?ability_range_forward_extend>atk )A(8H$?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,@attack@max_target?ability_range_forward_extend >atk*A(8H(%?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,P@attack@max_targett?ability_range_forward_extend>atk,A(8H&?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,@attack@max_target?ability_range_forward_extend(=atk-A(8H0'?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,X@attack@max_target|?ability_range_forward_extend=atk/A$4Dp(?skchr_amedic_1 宛如天启自身攻击距离<@ba.vup>+{ability_range_forward_extend},每次治疗<@ba.vup>{attack@max_target}个目标,所有医疗干员攻击力<@ba.vup>+{atk:0%}`,@attack@max_target?ability_range_forward_extend,=atkskchr_amedic_1T  skchr_tuye_2  1(8DP 2? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH(,?skill_intervalL@@ heal_scalehL> max_hp_ratio?atk2(8DP 2? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH( ?skill_interval< @@ heal_scaleX L> max_hp_ratiox ?atk4(8DP 2? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH( ?skill_interval, @@ heal_scaleH L> max_hp_ratioh ff>atk6(8DPp2? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH( ?skill_interval@@ heal_scale8L> max_hp_ratioX>atk8(8DP`2 ? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH(?skill_interval @@ heal_scale(L> max_hp_ratioH33>atk:(8DPP2 ? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH(?skill_interval@@ heal_scaleL> max_hp_ratio8>atk<(8DP@2 ? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH(?skill_interval@@ heal_scaleL> max_hp_ratio(>atk>$4@L2? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH(?skill_interval@@ heal_scaleL> max_hp_ratioL>atk@$4@L2? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH(?skill_interval@@ heal_scaleL> max_hp_ratio>atknB$4@L2? skchr_tuye_2 强心剂 攻击力<@ba.vup>+{atk:0%},仅治疗生命低于一半的干员。范围内干员生命低于<@ba.vup>{max_hp_ratio:0%}时立即治疗其相当于攻击力<@ba.vup>{heal_scale:0%}的生命,触发3次后技能立即结束。<@ba.rem>持续时间无限lH(?skill_interval@@ heal_scaleL> max_hp_ratio=atk skchr_tuye_2  skchr_tuye_1 @ ,t`D$4@ ? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$@duration@ atk_scaleF$4@t ? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$@durationff? atk_scalevG$4@ ? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$<@durationX? atk_scaleH$4@$ ? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$@duration? atk_scale&J$4@| ? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$ @@duration!? atk_scale~K$4@!? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$D"@@duration`"? atk_scaleL$4@,#? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$#@@duration#33? atk_scale.N$4@$? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$$@duration%̬? atk_scaleO$4@%? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$L&@durationh&ff? atk_scaleP$4@4'? skchr_tuye_1 水流环立即进行一次治疗并使目标获得一个持续<@ba.vup>{duration}秒的<$ba.barrier>屏障(可以吸收相当于图耶攻击力<@ba.vup>{atk_scale:0%}的伤害)$'@duration'? atk_scale skchr_tuye_1'h-skchr_folnic_2 D DRA(8PL<+(?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,)@attack@atk_scale)?attack@heal_scale^TA(8PL,*?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,x+ff?attack@atk_scale+33?attack@heal_scaleVA(8PL.+?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,4-?attack@atk_scaleX-ff?attack@heal_scaleWA(8PLp0,?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,.?attack@atk_scale/?attack@heal_scaleYA(8PL,2-?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,0?attack@atk_scale0̌?attack@heal_scaleN[A(8PL3.?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,h233?attack@atk_scale2ff?attack@heal_scale ]A(8PL5/ ?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,$4ff?attack@atk_scaleH4?attack@heal_scale^A(8PL`70 ?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,5?attack@atk_scale6fff?attack@heal_scale`A(8PL91 ?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,7̌?attack@atk_scale7Y?attack@heal_scale>bA(8PL:2 ?skchr_folnic_2复合型药物弹片攻击变为射出复合药剂弹片(优先选择敌人),弹片击中时回复周围友方单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命,并对敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,X9?attack@atk_scale|9L?attack@heal_scaleskchr_folnic_29 ,?skchr_folnic_1 |dL4fd B(8L=?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8:@ability_range_forward_extend ;L?atkze B(8L> ?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8;@ability_range_forward_extend <333?atkf B(8L(?!?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8=@ability_range_forward_extend4=?atkg B(8L<@"?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8>?ability_range_forward_extendH>?atkh B(8LPA#?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8,??ability_range_forward_extend\?ff>atki B(8LdB$?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8@@?ability_range_forward_extendp@>atkj B(8LxC% ?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8TA?ability_range_forward_extendA33>atkk B(8LD& ?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8hB?ability_range_forward_extendB>atkm B(8LE' ?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8|C?ability_range_forward_extendC>atkn B(8LF( ?skchr_folnic_1最大剂量输注[攻击范围<@ba.vup>+{ability_range_forward_extend}格,攻击力<@ba.vup>+{atk:0%}8D?ability_range_forward_extendDL>atkskchr_folnic_1D`J skchr_bldsk_2 D LTo(8H 4H<2? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$|FpAdurationF?intervalF<hp_ratioFfff?atk>q(8H I<-? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$ HpAduration+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$IpAdurationI?intervalI<hp_ratioJ333?atkt(8H  M<-? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$hKpAdurationK?intervalK<hp_ratioK?atk*v(8H N<(? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$ MpAduration(M?intervalDM<hp_ratio`M ?atkw(8H hP<(? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$NpAdurationN?intervalN<hp_ratioO?atkry(8H  R<(? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$TPpAdurationpP?intervalP<hp_ratioPff>atk{(8H S<#? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$QpAdurationR?interval0R<hp_ratioLR>atk|(8H TU<#? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$SpAdurationS?intervalS<hp_ratioS33>atk^~(8H V<#? skchr_bldsk_2不稳定血浆自身和攻击范围内随机一名我方单位获得以下状态:\n攻击力<@ba.vup>+{atk:0%},每秒流失<@ba.vdown>{hp_ratio:0%}最大生命值,持续<@ba.vup>{duration}秒dD$@UpAduration\U?intervalxU<hp_ratioU>atk skchr_bldsk_2UX 4[ skchr_bldsk_1 Tt<V$4DV? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次W@ct,W>hp_ratio X$4DW? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次LX@@ct`Xk>hp_ratio>Y$4D(Y? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次Y@@ctY= W>hp_ratiorZ$4D\Z? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次Z@@ctZ\B>hp_ratio[$4D[? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次[@ct[{.>hp_ratio\$4D\? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次]@ct0] #>hp_ratio^$4D]? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次P^@ctd^>hp_ratioB_$4D,_? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次_@ct_>hp_ratiov`$4D``? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次`@ct`=hp_ratioa$4Da? skchr_bldsk_1 紧急包扎下次治疗额外回复目标最大生命值的<@ba.vup>{hp_ratio:0%}\n<@ba.rem>只当目标生命值不满一半时才会触发,可充能{ct}次a@ctbG=hp_ratio skchr_bldsk_10bx gskchr_silent_2 L D<4,$ Jc$4D4c?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁xc?cntNd$4D8d?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁|d?cntRe$4D最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁e?cntVf$4D@f?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁f?cntZg$4DDg?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁g?cnt^h$4DHh?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁h?cntbi$4DLi?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁i?cntfj$4DPj?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁j?cntjk$4DTk?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁k?cntnl$4DXl?skchr_silent_2医疗无人机获得一个医疗无人机\n<@ba.rem>最多可库存1个无人机;无人机投入战场后治疗周围友军,10秒后自动销毁l?cntskchr_silent_2l8 +{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒 n>atk4n?attack@sluggishA 8H<?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒Po\>atkdo?attack@sluggishޙA 8H=?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒pQ>atkp?attack@sluggishA 8H$??sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒q{>atkq?attack@sluggish>A 8HT@?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒r ף>atkr?attack@sluggishnA 8HA?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒t ף>atk$t?attack@sluggishA 8HB?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒@uR>atkTu?attack@sluggishΟpA 8HC?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒pvz>atkv?attack@sluggishpA 8HE?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒w)\>atkw?attack@sluggish.pA 8HDF?sktok_lasher_mcbird_2 权知轻重发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒xq=>atkx?attack@sluggishsktok_lasher_mcbird_2 y8~skchr_lasher_2 D t <lңA(8Hl|(?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4z?cntz>atkz?sluggish6A(8H}*?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4{?cnt|\>atk$|?sluggishA(8H4+?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4`}?cntt}Q>atk}?sluggishA(8H,?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4~?cnt~{>atk~?sluggishbA(8H-?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4(?cnt< ף>atkP?sluggishƪA(8H`.?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4?cnt ף>atk?sluggish*A(8HĄ/?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4?cntR>atk?sluggishpA(8H(0?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4T?cnthz>atk|?sluggishpA(8H1?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4?cnt̅)\>atk?sluggishVpA(8H2?skchr_lasher_2 权知轻重立即获得一个发条羽兽。发条羽兽攻击力<@ba.vup>+{atk:0%},优先攻击重量最重的敌人,发条羽兽的攻击使目标<$ba.sluggish>停顿1秒4?cnt0q=>atkD?sluggishskchr_lasher_2t sktok_lasher_mcbird_1 $`P. A 8H|DV?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}tpB attack_speed A 8H|W?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}4\B attack_speed A 8H|W?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}HB attack_speedn A 8H|X?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}4B attack_speed. A 8H|DY?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}t B attack_speed A 8H|Z?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}4 B attack_speed A 8H|Z?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed} B attack_speedn A 8H|[?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed} B attack_speed. A 8H|D\?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}t B attack_speed A 8H|]?sktok_lasher_mcbird_1 上紧发条3发条羽兽攻击速度<@ba.vup>+{attack_speed}4 B attack_speedsktok_lasher_mcbird_1pdskchr_lasher_1 p(T" A(8H?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed}xpB attack_speed A(8H ?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed}H\B attack_speed» A(8H\!?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed}HB attack_speed A(8H,"?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed}4B attack_speedb A(8H#?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed} B attack_speed2 A(8H̖$?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed} B attack_speed A(8H%?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed}X B attack_speedҿ A$4D(&?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed}$ B attack_speed A$4D'?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed} B attack_speedj A$4D(?skchr_lasher_1 上紧发条B衡沙和所有发条羽兽攻击速度<@ba.vup>+{attack_speed} B attack_speedskchr_lasher_1( hsktok_folivo_2  \ A$(8Lf?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag,@stun] A$(8Lg?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag(@stun^ A$(8Lh?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag$@stun_ A$(8Li?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag @stun` A$(8Lj?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag@stuna A$(8Lk?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag@stunb A$(8Ll?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag@stunc A$(8Lm?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag@stund A$(8Ln?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag @stun~e A$(8Lo?x-2sktok_folivo_2全景过载摄像F<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒,?talent_range_flag@stunsktok_folivo_24skchr_folivo_2 d8 \0A(8LT?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D?cnt,?talent_range_flagP@stunhAmagic_resistanceff?defff?atkA(8LT ?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D@?cntT?talent_range_flagx@stunpAmagic_resistancě?defȦ̌?atk6A(8LTЩ ?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`Dh?cnt|?talent_range_flag@stunpAmagic_resistanceܨ33s?def33s?atk^A(8LT ?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D?cnt?talent_range_flagȪ@stunpAmagic_resistanceL?defL?atkA(8LT ?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D?cnt̬?talent_range_flag@stun Amagic_resistance,@?def@@?atkA(8LTH?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D?cnt?talent_range_flag@stun0 Amagic_resistanceT333?defh333?atkA(8LTp?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D?cnt?talent_range_flag@@stunX Amagic_resistance|ff&?defff&?atkpA(8LT?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D0?cntD?talent_range_flagh@stun Amagic_resistance?def?atk&pA(8LT?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`DX?cntl?talent_range_flag@stun Amagic_resistance̵ ?def ?atkNpA(8LT?skchr_folivo_2全景过载摄像立即获得一个摄影车,所有摄影车的侦查范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance}\n<@ba.rem>技能结束后所有摄影车<$ba.stun>晕眩{stun}秒`D?cnt?talent_range_flag@stunз Amagic_resistance?def?atkskchr_folivo_20 skchr_folivo_1 t$4D8<?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限`?atk$4D$B?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限L?atk$4DE?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限8>atk$4DH?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限$>atk$4DK?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限L>atk~$4DԽN?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限L>atkj$4DQ?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限L>atkV$4DT?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限Կ=atkB$4DW?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限=atk.$4DZ?skchr_folivo_1保护色隐蔽m所有摄影车的攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\n<@ba.rem>持续时间无限=atkskchr_folivo_1(Lsktok_motter_2   $(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 t@stun@ atk_scale$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun@ atk_scale~$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 l?stun@ atk_scale$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun@ atk_scalev$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 d?stun|ff@ atk_scale$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun@ atk_scalen$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 \?stunt33s@ atk_scale$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun`@ atk_scalef$(8H |?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 T?stunlL@ atk_scale$(8H ?x-4sktok_motter_2 爆破回收引爆所有配置的机械水獭,爆炸时对周围敌人造成角色攻击力<@ba.vup>{atk_scale:0%}的法术伤害并<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun@@ atk_scalesktok_motter_2 skchr_otter_2 d `\(,<LL ?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 @stun@ atk_scaler(,<LL ?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun@ atk_scale(,<LLp!?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 4?stunL@ atk_scale(,<LL"?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun@ atk_scalej(,<LL#?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stunff@ atk_scale(,<LLh$?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ,?stunD@ atk_scale(,<LL%?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun33s@ atk_scaleb(,<LL&?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 |?stun`@ atk_scale (,<LL`'?x-4 skchr_otter_2 爆破回收立即引爆所有配置的机械水獭,爆炸时对周围敌人造成相当于梅尔攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 $?stun{atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{stun}秒\n<@ba.rem>被引爆的机械水獭会被回收 ?stun@@ atk_scale skchr_otter_2 sktok_motter_1 (L4 0@yx-5sktok_motter_1 迷惑装置所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避\n机械水獭周围四格的友军也获得同样的效果h33>prob 0@2zx-5sktok_motter_1 迷惑装置所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避\n机械水獭周围四格的友军也获得同样的效果|>prob 0@F{x-5sktok_motter_1 迷惑装置所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避\n机械水獭周围四格的友军也获得同样的效果>prob 0@Z|0-1sktok_motter_1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避h>prob 0@2}0-1sktok_motter_1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避@Ga>prob 0@ ~0-1sktok_motter_1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避L>probz 0@~0-1sktok_motter_1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避Q8>probR 0@0-1sktok_motter_1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避>prob* 0@0-1sktok_motter_1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避>prob  0@~0-1sktok_motter_1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避=probsktok_motter_10 skchr_otter_1 P,x-5 迷惑装置所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避\n机械水獭周围四格的友军也获得同样的效果33>prob,x-5 迷惑装置所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避\n机械水獭周围四格的友军也获得同样的效果>prob,x-5 迷惑装置所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避\n机械水獭周围四格的友军也获得同样的效果>prob,0-1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避>probB,r0-1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避lGa>prob,20-1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避,L>prob,0-1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避Q8>prob,0-1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避>probB,r0-1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避l>prob ,F0-1 迷惑装置]所有机械水獭获得<@ba.vup>{prob:0%}的<@ba.vup>物理和<@ba.vup>法术闪避@=prob skchr_otter_1l skchr_tecno_2  , P tA,0@PX#?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<HB#tecno_s_2[token][mode].attack_speed|B attack_speedA,0@PX$?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成< B#tecno_s_2[token][mode].attack_speedTB attack_speedμA,0@PXl&?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<B#tecno_s_2[token][mode].attack_speed,B attack_speedA,0@PXD(?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<B#tecno_s_2[token][mode].attack_speedB attack_speed~A,0@PX( ?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<B#tecno_s_2[token][mode].attack_speedB attack_speedVA,0@PX) ?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<pB#tecno_s_2[token][mode].attack_speedpB attack_speed.A,0@PX* ?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<X\B#tecno_s_2[token][mode].attack_speed\B attack_speedA,0@PX+ ?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<0HB#tecno_s_2[token][mode].attack_speeddHB attack_speedA,0@PX|, ?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成<4B#tecno_s_2[token][mode].attack_speed<4B attack_speedA,0@PXT- ?3-4 skchr_tecno_2 恣意挥洒攻击范围扩大,自身和木偶舞者的攻击速度<@ba.vup>+{attack_speed},木偶舞者变为远程攻击,可攻击特克诺攻击范围内的敌人\n<@ba.rem>技能结束时所有木偶舞者在距离特克诺最近的可部署地块重新生成< B#tecno_s_2[token][mode].attack_speed B attack_speed skchr_tecno_2H  skchr_tecno_1  0 H`x1A(8H  ? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$? block_cnt?def?max_hp?atkj3A(8H ? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$$ ? block_cnt@ fff?defT >max_hpl >atk4A(8Ht ? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$ ? block_cnt fff?def (>max_hp (>atkJ6A(8H? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$ ? block_cnt fff?def4 >max_hpL >atk7A(8HT? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$t? block_cntL?defQ>max_hpQ>atk*9A(8H? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$? block_cntL?def>max_hp,>atk:A(8H4 ? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$T? block_cntpL?def>max_hp>atk <A(8H!? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$? block_cnt333?def>max_hp >atkz=A(8H"? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$4? block_cntP333?defdk>max_hp|k>atk>A$4D@#? skchr_tecno_1 关节锁定攻击力<@ba.vup>+{atk:0%},木偶舞者的阻挡数<@ba.vup>+{block_cnt},生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%}X<$? block_cnt333?defL>max_hpL>atk skchr_tecno_1@skchr_sntlla_2  tX< pA,0@T`(?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,fff?attack@atk_scale@? attack@cold\base_attack_timepA,0@Tx*?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,4Y?attack@atk_scaleX? attack@coldtbase_attack_timepA,0@T+?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,LL?attack@atk_scalep? attack@coldbase_attack_time pA,0@T,?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,d@?attack@atk_scale? attack@coldbase_attack_time"pA,0@T!-?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,| 5?attack@atk_scale ? attack@cold base_attack_time:pA,0@T#.?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,"{.?attack@atk_scale"? attack@cold"base_attack_timeRpA,0@T%/?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,$ff&?attack@atk_scale$? attack@cold$base_attack_timejpA,0@T(0?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,&(?attack@atk_scale&? attack@cold'base_attack_timepA,0@T *1?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,(z?attack@atk_scale)? attack@cold)base_attack_timepA,0@T8,2?3-3skchr_sntlla_2“女巫之泪”.攻击范围<@ba.vup>扩大,攻击间隔<@ba.vup>超大幅度缩短,攻击变为向攻击范围内的随机地块召唤冰凌,冰凌落地后对周围所有敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷和相当于寒檀攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害L,* ?attack@atk_scale+? attack@cold4+base_attack_timeskchr_sntlla_2l+0 skchr_lava2_2  d D$V B(8H,.F? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$-?interval4-? atk_scaleWB(8H,D0H? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$.?interval.> atk_scale6YB(8H,1I? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$00?intervalL0> atk_scaleZB(8H,\3J? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$1?interval1> atk_scaleN\ B(8H,4K? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$H3?intervald333> atk_scale]B(8H,t6L? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$4?interval433> atk_scalef_B(8H,8M? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$`6?interval|633> atk_scale`B(8H,9N? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$7?interval8> atk_scale~bA(8H,;O? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$x9?interval9> atk_scale dA(8H,<P? skchr_lava2_2 狱火之环停止攻击,立即选择攻击范围内生命值最高的友方单位,使其和自身被火环笼罩,每秒对各自周围8格的所有敌人造成相当于炎狱炎熔攻击力<@ba.vup>{atk_scale:0%}的法术伤害$;?interval ;> atk_scale skchr_lava2_2P;@ skchr_lava2_1  4Ttf B(8H>2 ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,<@attack@max_target<?ability_range_forward_extend=L>atkngB(8H@4 ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,>@attack@max_target<>?ability_range_forward_extendl>Q8>atkhB(8HtA5 ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,?@attack@max_target??ability_range_forward_extend? #>atkFjA(8HB6 ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,@@attack@max_targetA?ability_range_forward_extendDA)\>atkkA(8HLD7 ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,\B@attack@max_targetB?ability_range_forward_extendB=atkmA(8HE8 ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,C@attack@max_targetC?ability_range_forward_extendD=atknA(8H$G9 ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,4E@attack@max_targetXE?ability_range_forward_extendE ף=atkoA(8HH: ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,F@attack@max_targetF?ability_range_forward_extendFu=atkbqA(8HI; ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`, H@attack@max_target0H?ability_range_forward_extend`H #=atkrA(8HhK< ? skchr_lava2_1 焰淬匕首攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标`,xI@attack@max_targetI?ability_range_forward_extendI ף<atk skchr_lava2_1I@lOskchr_lionhd_2  tX< (,<LLK ?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,K?talent_range_flagK@@ctL@duration$Lmagic_resistanceHL33@ atk_scale(,<LLM ?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,M?talent_range_flag N@@ct N@duration扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,P?talent_range_flag$P@@ct8P@durationTPmagic_resistancexPff@ atk_scale(,<LLHQ ?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,R?talent_range_flag扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,0T?talent_range_flagTT@cthT@durationT ףmagic_resistanceT33? atk_scale(,<LLxU?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,HV?talent_range_flaglV@ctV@durationV ףmagic_resistanceVff? atk_scale6(,<LLW?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,`X?talent_range_flagX@ctX@durationX ףmagic_resistanceX? atk_scaleN(,<LLY?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,xZ?talent_range_flagZ?ctZ@durationZLmagic_resistanceZ? atk_scalef(,<LL[?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,\?talent_range_flag\?ct\@duration\Lmagic_resistance]ff? atk_scale~!(,<LL]?3-3skchr_lionhd_2解构与爆破攻击范围<@ba.vup>扩大,立即对攻击范围内的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且使其在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}\n<@ba.rem>可充能{ct}次dD,^?talent_range_flag^?ct^@duration^Lmagic_resistance _? atk_scaleskchr_lionhd_2P_|dskchr_christ_2 4 TtA(8Hb#?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$`a33? atk_scale|a?projectile_rangea?intervala33? atk_scale_epaAprojectile_delay_timeatknA(8He$ ?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$cff? atk_scalec?projectile_range d?interval(d? atk_scale_epHdAprojectile_delay_timeatkڎA(8Htg% ?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$8f33s? atk_scaleTf?projectile_rangexf?intervalfY? atk_scale_epfAprojectile_delay_timeratkFA(8Hi' ?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$hY? atk_scaleh?projectile_rangeh?intervali@? atk_scale_ep iAprojectile_delay_timeatkA(8HLl(?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$k@? atk_scale,k?projectile_rangePk?intervallk? atk_scale_epkAprojectile_delay_timeJatkA(8Hn)?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$|m@? atk_scalem?projectile_rangem?intervalm? atk_scale_epmAprojectile_delay_timeatkA(8H$q*?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$o@? atk_scalep?projectile_range(p?intervalDp? atk_scale_epdpAprojectile_delay_time"atkA$4D|Lq+?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$Prff&? atk_scalelr?projectile_ranger?intervalr? atk_scale_eprAprojectile_delay_time atk^A$4D|s,?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$tff&? atk_scalet?projectile_ranget?intervalu? atk_scale_ep4uAprojectile_delay_time atkƟA$4D|v-?skchr_christ_2 狂饮之宴4停止攻击,向目标所在的位置释放感知灵体,感知灵体每秒对周围所有敌人造成一次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害且对处于<$ba.dt.neural2>神经损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{atk_scale_ep:0%}的元素伤害lL$ wff&? atk_scale+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0hy>attack@ep_damage_ratioy@attack@max_targety?atk"A(8L|  ?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0z>attack@ep_damage_ratio{@attack@max_target<{>atkA(8LD~" ?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0x|>attack@ep_damage_ratio|@attack@max_target|>atk2A(8L% ?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0~>attack@ep_damage_ratio(~@attack@max_targetL~L>atkA(8LT'?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0>attack@ep_damage_ratio@attack@max_target>atkBA(8L܂)?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0>attack@ep_damage_ratio8@attack@max_target\>atkʫA(8Ld+?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0>attack@ep_damage_ratio@attack@max_target>atkRA$4H.?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0>attack@ep_damage_ratioD@attack@max_targeth=atk֮A$4H,0?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0>attack@ep_damage_ratioȅ@attack@max_target=atkZA$4H2?skchr_christ_1自由用餐礼仪攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人,攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤X0$>attack@ep_damage_ratioL@attack@max_targetp=atkskchr_christ_1 skchr_warmy_2 |  JpA(8H ? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0?attack@ep_damage_scaleAenhanced_duration4fff?base_attack_timeX@atkƴpA(8H` ? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0d?attack@ep_damage_scaleAenhanced_durationfff?base_attack_timeԌ33?atkBpA(8H܏ ? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0?attack@ep_damage_scaleAenhanced_duration,fff?base_attack_timePff?atkpA(8HX ? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0\?attack@ep_damage_scaleAenhanced_durationfff?base_attack_timȇ?atk:pA(8HԔ? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0ؓ?attack@ep_damage_scaleAenhanced_duration$fff?base_attack_timeH?atkpA(8HP? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0T?attack@ep_damage_scale|Aenhanced_durationfff?base_attack_timeĖ?atk2pA(8H̙? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0И?attack@ep_damage_scaleAenhanced_durationfff?base_attack_time@33?atkpA$4D? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0H?attack@ep_damage_scalepAenhanced_durationfff?base_attack_timeff?atk&pA$4D|? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X0?attack@ep_damage_scaleAenhanced_duration fff?base_attack_time0?atkpA$4D? skchr_warmy_2 滔滔热流攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>2名敌人;<$ba.charged>蓄力:改为同时攻击<@ba.vup>3名敌人,持续时间延长至<@ba.vup>{enhanced_duration}秒,攻击对处于<$ba.dt.burning2>灼燃损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@ep_damage_scale:0%}的元素伤害X08?attack@ep_damage_scale`Aenhanced_durationfff?base_attack_timě?atk skchr_warmy_2РD H skchr_warmy_1 4 DTA(8H ? skchr_warmy_1 炎炎火焰攻击速度<@ba.vup>+{attack_speed},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤0,>attack@ep_damage_ratioTB attack_speedA(8Hh? skchr_warmy_1 炎炎火焰攻击速度<@ba.vup>+{attack_speed},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤0x>attack@ep_damage_ratioB attack_speedA(8H? skchr_warmy_1 炎炎火焰攻击速度<@ba.vup>+{attack_speed},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤0Ĥ>attack@ep_damage_ratioB attack_speedfA(8H? skchr_warmy_1 炎炎火焰攻击速度<@ba.vup>+{attack_speed},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.burning2>灼燃损伤0>attack@ep_damage_ratio8B attack_speedA(8HL? skchr_warmy_1 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?skchr_kaitou_2热处理变色攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,攻击对处于<$ba.dt.apoptosis2>凋亡损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害8h>attack@extra_ep_damage_scale4B attack_speedA(8H8- ?skchr_kaitou_2热处理变色攻击速度<@ba.vup>+{attack_speed},额外攻击<@ba.vup>1个目标,攻击对处于<$ba.dt.apoptosis2>凋亡损伤爆发期间的目标额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害8>attack@extra_ep_damage_scaleH B attack_speedskchr_kaitou_2|skchr_kaitou_1 | h T@,.A(8Hx?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8x?attack@extra_ep_damage_scale>attack@ep_damage_ratiǒ?atk>A(8Hx?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8>attack@extra_ep_damage_scale>attack@ep_damage_ratio?atkNA(8Hx ?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8>attack@extra_ep_damage_scale>attack@ep_damage_ratiofff?atk^A(8Hx!?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8>attack@extra_ep_damage_scale=attack@ep_damage_ratioL?atknA(8Hx"?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8>attack@extra_ep_damage_scale=attack@ep_damage_ratio333?atk~A(8Hx#?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8>attack@extra_ep_damage_scale=attack@ep_damage_ratio ff&?atkA(8Hx($?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8>attack@extra_ep_damage_scale=attack@ep_damage_ratio0?atkA$4Dt%?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8L>attack@extra_ep_damage_scale=attack@ep_damage_ratio<?atkA$4Dt&?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8L>attack@extra_ep_damage_scale =attack@ep_damage_ratioHff>atkA$4Dt '?skchr_kaitou_1 镭射穿凿.攻击力<@ba.vup>+{atk:0%},攻击附带造成法术伤害<@ba.vup>{attack@ep_damage_ratio:0%}的<$ba.dt.apoptosis2>凋亡损伤,若目标处于<$ba.dt.apoptosis2>凋亡损伤爆发期间则对其额外造成相当于攻击力<@ba.vup>{attack@extra_ep_damage_scale:0%}的元素伤害d8L>attack@extra_ep_damage_scale,=attack@ep_damage_ratioT>atkskchr_kaitou_1| skchr_malist_2 D $ pL((8H?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次@@ct@ atk_scale(8H?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次@@ctff? atk_scale(8H?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次@@ct? atk_scale(8H$?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次$@@ct8? atk_scale(8HD?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次D@ctX? atk_scale6(8Hd?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次d@ctx33? atk_scaleV(8H?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次@ctff? atk_scalev(8H?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次?ctff? atk_scale$4D?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次?ct? atk_scale$4D?skchr_malist_2 神工意匠下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并连续攻击两次\n<@ba.rem>可充能{ct}次?cť? atk_scaleskchr_malist_2 ` skchr_rockr_2 d Hp  B(8Hl(? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< |@scale*y attack@cntB attack_speed?atk:  B(8H(? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< 33?scale{ attack@cntB attack_speed4?atk B(8H<(? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< Lff?scale} attack@cnt|B attack_speed?atk  B(8H(? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< ?scaleb attack@cntpB attack_speed?atkr B(8H )? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< ?scaleʂ attack@cntL\B attack_speedl>atk B(8Ht+? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< ?scale2 attack@cntHB attack_speed>atkB B(8H-? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< ?scale attack@cnt4B attack_speed<>atk B(8HD. ? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< T?scale attack@cnt B attack_speed>atk B(8H0 ? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< ?scalej attack@cnt B attack_speed >atkz  B(8H2 ? skchr_rockr_2 自负此轭攻击速度<@ba.vup>+{attack_speed},释放浮游单元锁定敌人攻击\n<$ba.overdrive>过载:特性浮游单元伤害上限提升至<@ba.vup>{scale}倍,攻击力<@ba.vup>+{atk:0%},技能结束后<$ba.stun>晕眩过载持续时间的等长时间\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边,可随时主动关闭技能`< $?scaleҎ attack@cntTA attack_speedt>atk skchr_rockr_20 skchr_kjera_2 p<  l8N#A(8H(? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$ @ attack@coldGa> attack@prob? attack@cnt ?atk~%A(8H*? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$ @ attack@coldGa> attack@prob$? attack@cnt@?atk'A(8HH+? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$ @ attack@cold8Ga> attack@probT? attack@cntpff>atk)A(8Hx,? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$L @ attack@coldhL> attack@prob? attack@cnt>atk,A(8H-? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$| @ attack@cold> attack@prob? attack@cnt33>atk>.A(8H.? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$ @ attack@cold> attack@prob? attack@cnt ף>atkn0A(8H /? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$ @ attack@cold> attack@prob? attack@cnt0z>atk2A(8H8 0 ? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$ @ attack@cold( > attack@probD ? attack@cnt` >atk4A(8Hh 1 ? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$< @ attack@coldX > attack@probt ? attack@cnt k>atk6A(8H2 ? skchr_kjera_2 心随意动M浮游单元<@ba.vup>+{attack@cnt},释放浮游单元锁定敌人攻击,攻击力<@ba.vup>+{atk:0%},自身与浮游单元攻击有<@ba.vup>{attack@prob:0%}概率对敌人造成<@ba.vup>{attack@cold}秒<$ba.cold>寒冷。\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边dD$l @ attack@cold> attack@prob? attack@cntL>atk skchr_kjera_2x`skchr_delphn_2 LD<4 , $ 9A(8H<4(?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_additionu>attack@max_cntu>max_cnt0?atk;A(8H<8*?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_additionu>attack@max_cntu>max_cnt4fff?atk=A(8H<<+?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_additionu>attack@max_cnt u>max_cnt8@?atk?A(8H<@,?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_additionu>attack@max_cnt$u>max_cnt<?atkAA(8H<D-?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_additionu>attack@max_cnt(u>max_cnt@ ?atkCA(8H<H.?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_addition u>attack@max_cnt,u>max_cntD?atkEA(8H<L/ ?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_additionu>attack@max_cnt0u>max_cntHff>atkGA(8H<P 0 ?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0u=attack@damage_additionu=damage_additionu>attack@max_cnt4u>max_cntL>atkIA(8H<T"1 ?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0 u=attack@damage_addition u=damage_addition!u>attack@max_cnt8!u>max_cntP!33>atkKA(8H<X$2 ?skchr_delphn_2 “抢攻”攻击力<@ba.vup>+{atk:0%},不再以生命值低于<@ba.vup>50%的敌人为目标,攻击会使命中目标每秒受到<@ba.vup>{damage_addition:0%}戴菲恩攻击力的法术伤害(最多叠加4次,持续至技能结束)xT0"u=attack@damage_addition"u=damage_addition#u>attack@max_cnt<#u>max_cntT#>atkskchr_delphn_2|#8(skchr_delphn_1 D t <l.@,0@P&?4-1skchr_delphn_1 “贯注”攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,$L>base_attack_time%?attack@atk_scale@,0@P0(?4-1skchr_delphn_1 “贯注”攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,T&L>base_attack_timex&>attack@atk_scale@,0@P)?4-1skchr_delphn_1 “贯注”攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,'L>base_attack_time'(>attack@atk_scaleZ@,0@P*?4-1skchr_delphn_1 “贯注”攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,)L>base_attack_time@)>attack@atk_scale@,0@P\,?4-1skchr_delphn_1 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轻巧舞步攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害, NL>base_attack_timeDN33>attack@atk_scale@,0@P`Q?4-1skchr_hamoni_1 轻巧舞步攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,OL>base_attack_timeO ף>attack@atk_scale&@,0@PR?4-1skchr_hamoni_1 轻巧舞步攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,PL>base_attack_time QR>attack@atk_scale@,0@P(T?4-1skchr_hamoni_1 轻巧舞步攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,LRL>base_attack_timepR>attack@atk_scaleskchr_hamoni_1R X skchr_iris_2 4 $ tdS(8H4U ? skchr_iris_2 梦乡摇篮立即使攻击范围内的至多<@ba.vup>{max_target}个敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,在其醒来时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害@ \T@sleeptT@@ atk_scaleT@ max_targetnU(8H4W  ? skchr_iris_2 梦乡摇篮立即使攻击范围内的至多<@ba.vup>{max_target}个敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,在其醒来时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害@ V@sleep V,@ atk_scale{max_target}个敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,在其醒来时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害@ W@sleepW @ atk_scaleW@ max_targetX(8H4Z" ? skchr_iris_2 梦乡摇篮立即使攻击范围内的至多<@ba.vup>{max_target}个敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,在其醒来时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害@ `Y@sleepxY33@ atk_scaleY@ max_targetrZ(8H4\# ? skchr_iris_2 梦乡摇篮立即使攻击范围内的至多<@ba.vup>{max_target}个敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,在其醒来时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害@  [@sleep$[ @ atk_scale@[@ max_target\(8H4L^$ ? skchr_iris_2 梦乡摇篮立即使攻击范围内的至多<@ba.vup>{max_target}个敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,在其醒来时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害@ \@sleep\ff@ atk_scale\@ max_target](8H4_% ? skchr_iris_2 梦乡摇篮立即使攻击范围内的至多<@ba.vup>{max_target}个敌人陷入<$ba.sleep>沉睡<@ba.vup>{sleep}秒,在其醒来时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害@ d^@sleep|^@ atk_scale^@ max_targetv_(8H4a& ? skchr_iris_2 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ף>attack@atk_scale3@,0@P改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,`pL>base_attack_timepR>attack@atk_scale5@,0@Ps?4-1 skchr_iris_1童话守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,qL>base_attack_timeq>attack@atk_scale skchr_iris_1 rPw skchr_mint_2 \  L|ҜA(8HHlu? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>中等力度地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害H(s? attack@force t@@ atk_scale(tff?attack@atk_scaleA(8HD@w? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$R  attack@forceu333@ atk_scaleu?attack@atk_scalerA(8HD y ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$ attack@forcewff&@ atk_scalew?attack@atk_scale>A(8HDz ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$ attack@forcepy@ atk_scaley33?attack@atk_scale A(8HD|! ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$ attack@force<{33@ atk_scaleX{̌?attack@atk_scale֥A(8HDp~! ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$ attack@force} @ atk_scale$}̌?attack@atk_scaleA(8HD<! ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$N attack@force~ff@ atk_scale~̌?attack@atk_scalenA(8HD# ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$ attack@force@ atk_scaleff?attack@atk_scale:A(8HDԃ# ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$ attack@forcel33? atk_scaleff?attack@atk_scaleA(8HD# ? skchr_mint_2 聚能涡旋每次攻击把目标<@ba.vup>小力地拖拽至面前,并造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害。技能结束时对攻击范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害D$ attack@force8ff? atk_scaleTff?attack@atk_scale skchr_mint_2x  skchr_mint_1 L D<4,$ >IA,0@H܇?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害ą?attack@atk_scaleBJA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害Ȇ?attack@atk_scaleFKA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害̇?attack@atk_scaleJLA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害Ј33?attack@atk_scaleNMA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害ԉ̬?attack@atk_scaleRNA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害؊ff?attack@atk_scaleVOA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害܋?attack@atk_scaleZPpA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害?attack@atk_scale^QpA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害33?attack@atk_scalebRpA,0@H?x-2 skchr_mint_1风语o攻击范围<@ba.vup>扩大,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害̌?attack@atk_scale skchr_mint_1   sktok_beewax D  DDҀ(,<L ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 @@stun@@ atk_scale(,<L  ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒  @stunԑ,@ atk_scaleJ(,<L\ ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 @stun @ atk_scale(,<L ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 4?stunL33@ atk_scale…(,<L! ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 p?stun @ atk_scale(,<L! ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stunĖff@ atk_scale:(,<LL! ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stun@ atk_scalev(,<L# ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 $?stun<33? atk_scale(,<L# ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 `?stunxff? atk_scale(8<L\ # ?x-4 sktok_beewax沙之碑召唤出现时会对附近的敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使其<$ba.stun>晕眩<@ba.vup>{stun}秒 ?stuně? atk_scale sktok_beewax@lskchr_beewax_2  H t<A(8H<@ ?skchr_beewax_2 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沙暴扩散?攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}33>atktA,0@P?x-2skchr_beewax_1 沙暴扩散?攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}\>atkuA,0@Ph?x-2skchr_beewax_1 沙暴扩散?攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}(>atkvpA,0@P4?x-2skchr_beewax_1 沙暴扩散?攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}L>atkbwpA,0@P?x-2skchr_beewax_1 沙暴扩散?攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}>atk.xpA,0@P̶?x-2skchr_beewax_1 沙暴扩散?攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%}=atkskchr_beewax_1 , skchr_halo_2 H $ pL(fyA,0@P(?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,@attack@max_target>atkzA,0@P$(?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,@attack@max_target833>atk{A,0@PD(?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,4@attack@max_targetX>atk|A,0@Pd(?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,T@attack@max_targetx>atk}A,0@P2?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,t@attack@max_targetGa>atkA,0@P2?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,@attack@max_targetL>atk&A,0@Pľ2 ?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,@attack@max_targetؼQ8>atkFA,0@P7 ?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,Խ@attack@max_target #>atkfA,0@P7 ?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,@attack@max_target)\>atkA,0@P$7 ?3-3 skchr_halo_2 星束交汇j攻击范围扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target}个目标,@attack@max_target8=atk skchr_halo_2`H skchr_halo_1 T  Dtz$4Dd? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<@@ct ?sluggish(@chain.max_targetL@ max_targeth? atk_scaleF$4D0? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<@@ct?sluggish@chain.max_target@ max_target4? atk_scale$4D? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<@@ct?sluggish@chain.max_target@ max_target33? atk_scale$4D? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<\@ctp?sluggish@chain.max_target@ max_targeť? atk_scale$4D? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<(?ct<?sluggishX@chain.max_target|@ max_target? atk_scalev$4D`? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<?ct?sluggish$@chain.max_targetH@ max_targetdq=? atk_scaleB$4D,? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<?ct?sluggish@chain.max_target@ max_target0? atk_scale$4D ? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<?ct?sluggish@chain.max_target@ max_target? atk_scale$4D ? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<X?ctl?sluggish@chain.max_target@ max_targetff? atk_scale$4D ? skchr_halo_1 双端导流下次攻击时攻击力提升至<@ba.vup>{atk_scale:0%},同时攻击<@ba.vup>{max_target}个目标且分别最多在<@ba.vup>{chain.max_target}个敌人间跳跃\n<@ba.rem>可充能{ct}次d<$?ct8?sluggishT@chain.max_targetx@ max_target? atk_scale skchr_halo_1H< skchr_leizi_2 TDtv B(8@P2? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害?atkBB(8@P0? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害ff?atkB(8@P/? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害l33?atkB(8@tP.? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害8?atkA(8@@P-? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害fff?atkrA(8@ P,? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害Y?atk>A(8@P+? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害L?atk A(8@P*? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害h333?atkA(8@pP)? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害4ff&?atkA(8@<P(? skchr_leizi_2初雷Q攻击力<@ba.vup>+{atk:0%},攻击在跳跃时<@ba.vup>不再降低伤害?atk skchr_leizi_2(  skchr_acast_1 |hT@,A(8Lt(? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(\B attack_speed|>atkA(8L+? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(lpB attack_speed33>atkA(8L/? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(|\B attack_speed>atk A(8L2? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(HB attack_speed>atk A(8L3? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(4B attack_speedL>atk* A(8L4? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}( B attack_speedL>atk: A(8L5 ? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}( B attack_speedL>atkJ A(8L6 ? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(A attack_speedL>atkZA(8L7 ? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(A attack_speedL>atkjA(8L8 ? skchr_acast_1“为我所为”f自身攻击速度<@ba.vup>+{attack_speed},所有【术师】干员攻击力<@ba.vup>+{atk:0%}(A attack_speed L>atk skchr_acast_148skchr_skfire_2 ,D\ t  B$4DT<?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$ ? attack@stun(@attack@atk_scaleL333?base_attack_time B$4DT ?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$? attack@stun 33@attack@atk_scale0333?base_attack_timeB$4DT?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$> attack@stun @attack@atk_scale333?base_attack_timeA$4DT?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$L> attack@stunff@attack@atk_scale333?base_attack_timevA$4DT?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$> attack@stun@attack@atk_scale333?base_attack_timeZA$4DT?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$> attack@stun?attack@atk_scale333?base_attack_time>A$4DT ?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$d> attack@stun33?attack@atk_scale333?base_attack_time"A$4DTx!?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$H= attack@stundff?attack@atk_scale333?base_attack_time A$4DT\"?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$,= attack@stunH?attack@atk_scalel333?base_attack_time!A$4DT@#?skchr_skfire_2 天坠之火攻击间隔<@ba.vdown>增大,攻击变为从天空召唤陨石;陨石需要时间降落,落地后对大范围敌人造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,并使所有命中目标<$ba.stun>晕眩<@ba.vup>{attack@stun}秒L$= attack@stun,?attack@atk_scaleP333?base_attack_timeskchr_skfire_2@ skchr_qanik_2 H t <:$@(8@ ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,@levitate_duration@@critical_damage_scale@?trigger_atk_scale@?interval\@ max_target&@(8@l  ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,h@levitate_duration,@critical_damage_scale333?trigger_atk_scale?interval@ max_targetj)@(8@! ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,@levitate_duration$ @critical_damage_scaleLff&?trigger_atk_scalep?interval@ max_target,@(8@" ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,@levitate_duration33@critical_damage_scale?trigger_atk_scale?interval$@ max_target.@(8@4# ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,0@levitate_durationT @critical_damage_scale| ?trigger_atk_scale?interval@ max_target21@(8@ $ ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,@levitate_durationff@critical_damage_scale ?trigger_atk_scale8 ?intervalT @ max_target3@(8@d % ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,` @levitate_duration @critical_damage_scale ff>trigger_atk_scale ?interval @ max_targetb6@(8@& ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X, @levitate_duration33?critical_damage_scaleD>trigger_atk_scaleh?interval@ max_target8@(8@' ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,@levitate_durationff?critical_damage_scale33>trigger_atk_scale?interval@ max_target;@(8@,( ? skchr_qanik_2坠雪z使范围内最多<@ba.vup>{max_target}名地面敌人每<@ba.vup>{interval}秒受到一次相当于攻击力<@ba.vup>{trigger_atk_scale:0%}的法术伤害并<$ba.levitate>浮空<@ba.vup>{levitate_duration}秒,目标<$ba.levitate>浮空结束时会对周围小范围内所有敌人造成相当于攻击力<@ba.vup>{critical_damage_scale:0%}的法术伤害X,(@levitate_durationL?critical_damage_scalet>trigger_atk_scale?interval@ max_target skchr_qanik_2, \ skchr_qanik_1 $@\t>A(8@0? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 ?modeB attack_speedz?A(8@  ? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 ?modeB attack_speed^@A(8@  ? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 ?modeB attack_speedBAA(8@  ? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 ?modepB attack_speed&BA(8@#? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 x?mode\B attack_speed CA(8@#? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 \?modetHB attack_speedCA(8@#? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 @?modeX4B attack_speedDA$4<((? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位  ?mode8 B attack_speedEA$4<(? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 ?mode B attack_speedFA$4<(? skchr_qanik_1冻风B攻击速度<@ba.vup>+{attack_speed},优先攻击空中单位 ?modeA attack_speed skchr_qanik_1,"skchr_tomimi_2 D D  DGA(8P\x ?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<atkbase_attack_timeD?attack@tomimi_s_2.probl @attack@tomimi_s_2.atk_scale?attack@tomimi_s_2.stunJA(8P\" ?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<atkbase_attack_time!fff?attack@tomimi_s_2.prob! @attack@tomimi_s_2.atk_scale!?attack@tomimi_s_2.stunVLA(8P\$!?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<"atk2base_attack_time#L?attack@tomimi_s_2.prob#33@attack@tomimi_s_2.atk_scale$?attack@tomimi_s_2.stunNA(8P\,'"?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<^atknbase_attack_time%333?attack@tomimi_s_2.prob &33?attack@tomimi_s_2.atk_scaleL&?attack@tomimi_s_2.stunPA(8P\h)#?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<atkbase_attack_time4(?attack@tomimi_s_2.prob\(ff?attack@tomimi_s_2.atk_scale(fff?attack@tomimi_s_2.stun SA(8P\+$?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<atkbase_attack_timep*?attack@tomimi_s_2.prob*ff?attack@tomimi_s_2.atk_scale*fff?attack@tomimi_s_2.stunFUA(8P\-%?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<atk"base_attack_time,?attack@tomimi_s_2.prob,ff?attack@tomimi_s_2.atk_scale-fff?attack@tomimi_s_2.stunWA(8P\0& ?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<Natk^base_attack_time.?attack@tomimi_s_2.prob/?attack@tomimi_s_2.atk_scale{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<atkbase_attack_time$1?attack@tomimi_s_2.probL1?attack@tomimi_s_2.atk_scalex1?attack@tomimi_s_2.stun[A(8P\4( ?skchr_tomimi_2嘉维尔保护方案每次攻击有<@ba.vup>{attack@tomimi_s_2.prob:0%}的概率随机触发下列效果之一:目标<$ba.stun>晕眩<@ba.vup>{attack@tomimi_s_2.stun}秒;当次攻击力提升至<@ba.vup>{attack@tomimi_s_2.atk_scale:0%};当次攻击造成群体伤害h<atkbase_attack_time`3?attack@tomimi_s_2.prob3?attack@tomimi_s_2.atk_scale3?attack@tomimi_s_2.stunskchr_tomimi_23Lh9skchr_tomimi_1 t T,t^A(8Hp<7?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}4B attack_speedV_A(8Hp7  ?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}5B attack_speed `A(8Hp8  ?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}D6B attack_speed`A(8HpX9  ?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}6pB attack_speedraA(8Hp :#?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}7\B attack_speed&bA(8Hp:#?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}`8HB attack_speedbA(8Hpt;#?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}94B attack_speedcA$4Dl9(?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}9 B attack_speed>dA$4Dl:(?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}t: B attack_speeddA$4DlD;(?skchr_tomimi_1 部族技艺'攻击速度<@ba.vup>+{attack_speed}$;A attack_speedskchr_tomimi_1X; @ skchr_absin_2 d  D$d fA(8H>2? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,$>Y?attack@atk_scaleH>@ attack@timeshA(8H\A5? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,?L?attack@atk_scale?@ attack@timesjA(8HB6? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,@@?attack@atk_scaleA@ attack@timeszkA(8HD7? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,8B5?attack@atk_scale\B@ attack@timeslA(8HpE8? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,C{.?attack@atk_scaleC@ attack@times2nA(8HF9? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,Dff&?attack@atk_scaleE@ attack@timesoA(8H(H: ? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,LF(?attack@atk_scalepF@ attack@timespA(8HI; ? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,Gz?attack@atk_scaleG@ attack@timesFrA(8HJ< ? skchr_absin_2 终结连射每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,但不再选择生命值高于<@ba.vup>50%的敌人作为目标,I ?attack@atk_scale(I@ attack@times skchr_absin_2\I N skchr_absin_1 tvJ$4D`JF? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限Jfff?atkbK$4DLKJ? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限xKL?atkNL$4D8LL? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限dL333?atk:M$4D$MN? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限PM?atk&N$4DNP? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限(O?atkO$4DOT? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限Pff>atkP$4DPV? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限Q>atkQ$4DQX? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限Q33>atkR$4DRZ? skchr_absin_1 执法模式q攻击力<@ba.vup>+{atk:0%},优先攻击当前生命百分比最低的敌人\n<@ba.rem>持续时间无限R>atk skchr_absin_1SxXskchr_nightm_2  }$4D8T?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$T AdurationTDvalueT+=intervalU@ max_target0U move_speed$4D8U?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$VAdurationVDvalueV+=intervalW@ max_target$W move_speed$4D8W?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$XAdurationXDvalueX+=intervalX@ max_targetY move_speed$4D8Y?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$Z@durationZDvalueZ+=intervalZ@@ max_target [ move_speed$4D8[?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$\@duration\Dvalue\+=interval\@@ max_target] move_speedv$4D8]?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$^@duration^Dvalue^+=interval^@@ max_target^ move_speedj$4D8_?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$|`@duration`Dvalue`+=interval`@@ max_target` move_speed^$4D8a?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$pb@durationbDvalueb+=intervalb@@ max_targetb move_speedR$4D8c?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$dd@durationdDvalued+=intervald@@ max_targetd move_speedF$4D8e?skchr_nightm_2 夜魇魔影立即对攻击范围内最多<@ba.vup>{max_target}名敌人施加梦魇效果:\n敌人的移动速度<@ba.vup>-{-move_speed:0%},并令其在移动时受到正比于距离的<@ba.vup>真实伤害,持续<@ba.vup>{duration}秒`@$Xf@durationtfDvaluef+=intervalf@@ max_targetf move_speedskchr_nightm_2fllskchr_nightm_1  4TtpB(8H@jP2?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,ph@attack@max_targeth?attack@heal_scalepB(8HkP.?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,i@attack@max_targetjfff?attack@heal_scale~pB(8HmP+?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,Hk@attack@max_targetlkL?attack@heal_scalepB(8HnP(?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,l?attack@max_targetl333?attack@heal_scaleVpB(8HoP#?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值, n?attack@max_targetDnff&?attack@heal_scale˜pB(8H\qP#?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,o?attack@max_targeto?attack@heal_scale.pB(8HrP#?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,p?attack@max_targetq ?attack@heal_scalepB(8H4tP?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,dr?attack@max_targetr?attack@heal_scalepB(8HuP?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,s?attack@max_targetsff>attack@heal_scalerpB(8H wP?skchr_nightm_1 灵魂汲取每次攻击对敌人造成伤害的同时会对范围内至多<@ba.vup>{attack@max_target}名友方单位恢复相当于伤害量<@ba.vup>{attack@heal_scale:0%}的生命值,attack@heal_scaleskchr_nightm_1u`{ skchr_amiya_3 d  HpJ:A(,<Hvx?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 ,w?max_hpDw33@atk;A(,<H xx?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 x@?max_hpx@atk=A(,<Htyx?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 y@?max_hpzff?atk>A(,<Hzx?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 d{@?max_hp|{?atk?A(,<HD|x?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 |?max_hp|?atkRAA(,<H}x?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 4~?max_hpL~33?atkBA(,<Hx?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 ?max_hpff?atk"DA(,<H|x?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 >max_hp?atkEA(,<Hx?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 l>max_hp̌?atkFA(,<HLx?3-4 skchr_amiya_3 奇美拉攻击力<@ba.vup>+{atk:0%},生命上限<@ba.vup>+{max_hp:0%},攻击范围<@ba.vup>扩大,伤害类型变为<@ba.vup>真实\n<@ba.rem>技能结束后阿米娅强制退出战场 ԃ>max_hp?atk skchr_amiya_3 skchr_amiya_2 4 $ tdƮA$4D$d? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D  AstunԅA attack@times?attack@atk_scalerA$4D$Ȇd? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D h AstunA attack@times ?attack@atk_scaleA$4D$td? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D  Astun,A attack@timesL?attack@atk_scaleʳA$4D$ d? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D  Astun؊@ attack@timesff>attack@atk_scalevA$4D$̋d? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D l Astun@ attack@times(>attack@atk_scale"A$4D$xd? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D  Astun0@ attack@timesP>attack@atk_scaleθA$4D$$d? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D ď Astun܏@ attack@times>attack@atk_scalezA$4D$Аd? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D p Astun@ attack@timesp>attack@atk_scale&A$4D$|d? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D  Astun4@ attack@timesT33>attack@atk_scaleҽA$4D$(d? skchr_amiya_2 精神爆发每次攻击变为攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>{attack@times}连发,随机攻击范围内的目标\n<@ba.rem>技能自动开启,持续时间结束后阿米娅<$ba.stun>晕眩{stun}秒D Ȕ Astun@ attack@times>attack@atk_scale skchr_amiya_28 skchr_aroma_2 8  | T,A(8H*? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(pAattack@durationؖ̌? attack@atk_scale_when_fly_finish ?atkzA(8H-? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(HpAattack@durationh? attack@atk_scale_when_fly_finish33s?atk A(8H-? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(ؙpAattack@durationfff? attack@atk_scale_when_fly_finish,fff?atkA(8H40? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(hpAattack@durationL? attack@atk_scale_when_fly_finishL?atk*A(8HĞ4? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(pAattack@duration@? attack@atk_scale_when_fly_finishL@?atkA(8HT4? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(pAattack@duration333? attack@atk_scale_when_fly_finishܞ333?atkJA(8H7? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(pAattack@duration8ff&? attack@atk_scale_when_fly_finishlff&?atkA(8Ht7? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(pAattack@durationȡ? attack@atk_scale_when_fly_finish?atkjA(8H<? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(8pAattack@durationX ? attack@atk_scale_when_fly_finish ?atkA(8H<? skchr_aroma_2 小心地滑攻击力<@ba.vup>+{atk:0%},攻击范围内浮空状态的敌人结束浮空落地时,对其造成攻击力<@ba.vup>{attack@atk_scale_when_fly_finish:0%}的法术伤害`(ȤpAattack@duration? attack@atk_scale_when_fly_finish?atk skchr_aroma_2D skchr_aroma_1 ` h px$4DL? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,Ԧfff?atk_scale_to_flyff@ atk_scalen$4Dħ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,LL?atk_scale_to_flyp@ atk_scale$4D<? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,ĩ@?atk_scale_to_fly33? atk_scale^$4D ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,<333?atk_scale_to_fly`ff? atk_scale$4D, ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,ff&?atk_scale_to_flyج? atk_scaleN$4D ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,,?atk_scale_to_flyP? atk_scale$4D ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次, ?atk_scale_to_flyȯ? atk_scale>$4D ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,?atk_scale_to_fly@33? atk_scale$4D  ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次,ff>atk_scale_to_flyff? atk_scale.$4D ? skchr_aroma_1 强效清洁下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,对空中敌人额外造成相当于攻击力<@ba.vup>{atk_scale_to_fly:0%}的法术伤害\n<@ba.rem>可充能2次, >atk_scale_to_fly0? atk_scale skchr_aroma_1`p ع skchr_serum_2 P TXA(8H(? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(Ե@attack@silence?atkbA(8H(? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)($@attack@silenceDfff?atkA(8HL(? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(t@attack@silenceL?atkA(8H(? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(Ĺ`@attack@silence333?atkRA(8H-? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(L@attack@silence4?atkA(8H<-? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(dL@attack@silence?atkA(8H-? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(L@attack@silenceԽff>atkBpA(8H2? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(@@attack@silence$33>atkpA(8H,2? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(T@@attack@silencet>atkpA(8H|2? skchr_serum_2传导蚀滞弹攻击力<@ba.vup>+{atk:0%},攻击后使目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)(@@attack@silence>atk skchr_serum_2 d skchr_serum_1 A$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astun(̬?atkA$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astun ?atkA$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astuň?atkA$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astun?atk~A$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astunfff?atkvA$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  AstunL?atknA$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astun333?atkfA$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astun?atk^A$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astun ?atkVA$4D? skchr_serum_1专注力超载^攻击力<@ba.vup>+{atk:0%},<@ba.rem>技能结束后蚀清<$ba.stun>晕眩{stun}秒  Astun?atk skchr_serum_1$ skchr_skybx_2 $@ \ x ",4DXh\?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭, Aattack@trigger_time@attack@atk_scale,4DXh<?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭, Aattack@trigger_time @attack@atk_scale,4DXh?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭, Aattack@trigger_time@attack@atk_scale,4DXh?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭, Aattack@trigger_timeff?attack@atk_scale,4DXh ?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭,x Aattack@trigger_time?attack@atk_scale,4DXh"?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭,X Aattack@trigger_time|?attack@atk_scaleb,4DXh$ ?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭,8 Aattack@trigger_time\?attack@atk_scaleB,4DXh|& ?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭, Aattack@trigger_time<33?attack@atk_scale",4DXh\( ?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭, Aattack@trigger_timeff?attack@atk_scale(  $,4DXhP* ?3-10 skchr_skybx_2电磁脉冲恩宠攻击范围<@ba.vup>扩大,攻击时攻击力提升至<@ba.vup>{attack@atk_scale:0%}\n<$ba.overdrive>过载:主动关闭时发射剩余全部弹药攻击随机敌人\n<@ba.rem>技能拥有<@ba.vup>{attack@trigger_time}枚弹药,可随时主动关闭, Aattack@trigger_time?attack@atk_scale skchr_skybx_2H0  skchr_skybx_1 p<l8 $4HP? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次@@ atk_scale* $4H ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次333@ atk_scaleZ $4H ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次ff&@ atk_scale $4H ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能2次D@ atk_scale$4H ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次t33@ atk_scale$4H@ ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次 @ atk_scale$4Hp ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次ff@ atk_scaleJ$4H ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次@ atk_scalez$4H ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次433? atk_scale$4H ? skchr_skybx_1源石火药驾临下次攻击变为投掷源石炸弹,爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可充能1次dff? atk_scale skchr_skybx_1  skchr_kichi_2 D l $ LFB(8Hx(? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$? attack@stun?attack@sluggish?attack@unmoveableL?atk 333?base_attack_timeB(8Hx$*? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$ff? attack@stunff?attack@sluggishff?attack@unmoveable<333?atkP333?base_attack_timeA(8Hxh+? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$ ff? attack@stun增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$dff? attack@stunff?attack@sluggishff?attack@unmoveable?atk333?base_attack_timeVA(8Hx-? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$? attack@stun?attack@sluggish?attack@unmoveable ?atk333?base_attack_time!A(8Hx4.? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$? attack@stun?attack@sluggish(?attack@unmoveableL?atk`333?base_attack_time#A(8Hxx/? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$0? attack@stunL?attack@sluggishl?attack@unmoveableff>atk333?base_attack_time"&A(8Hx0? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$t? attack@stun?attack@sluggish?attack@unmoveable>atk333?base_attack_timef(A(8Hx1? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$? attack@stun?attack@sluggish?attack@unmoveable33>atk,333?base_attack_time*A(8HxD2? skchr_kichi_2吉星高照!-攻击间隔<@ba.vdown>增大,攻击力<@ba.vup>+{atk:0%};攻击时将依次并且循环对命中的目标施加不同效果:<$ba.sluggish>停顿<@ba.vup>{attack@unmoveable}秒、<$ba.root>束缚<@ba.vup>{attack@sluggish}秒、<$ba.stun>晕眩<@ba.vup>{attack@stun}秒;pH$? attack@stun?attack@sluggish8?attack@unmoveable\>atkp333?base_attack_time skchr_kichi_2p  skchr_kichi_1 P TXZ-(B(8H-? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(@ max_stack_cnt>atk,?base_attack_time. B(8HD/? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(H@ max_stack_cnthk>atk|?base_attack_time/B(8H1? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(@ max_stack_cntGa>atk?base_attack_timeJ1B(8H 2? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(@ max_stack_cntL>atk?base_attack_time2B(8H4 3? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(8 @ max_stack_cntX Q8>atkl ?base_attack_time3B(8H 5? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@( @ max_stack_cnt {.>atk ?base_attack_time:5B(8H 7? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@( @ max_stack_cnt >atk ?base_attack_time6A(8H$8? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(( @ max_stack_cntH )\>atk\ ?base_attack_time7A(8Ht:? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(x@ max_stack_cnt=atk?base_attack_time*9A(8H<? skchr_kichi_1欢迎您来!攻击间隔<@ba.vdown>略微增大,每次攻击后攻击力<@ba.vup>+{atk:0%},最多叠加<@ba.vup>{max_stack_cnt}次@(@ max_stack_cnt=atk?base_attack_time skchr_kichi_14 skchr_aosta_2 $ 8L:A(8@2? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(@ talent_scale?attack@frozen_duration333?atk?base_attack_time<A(8@ 4? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(L@ talent_scalel?attack@frozen_duration?atk?base_attack_time&>A(8@5? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(@ talent_scale ?attack@frozen_duration4 ?atkH?base_attack_time?A(8@`6? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(@ talent_scale?attack@frozen_duration?atk?base_attack_timefAA(8@7? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(,@ talent_scaleL?attack@frozen_durationtff>atk?base_attack_timeCA(8@8? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(@ talent_scale?attack@frozen_duration>atk(?base_attack_timeDA(8@@9? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(l@ talent_scale?attack@frozen_duration33>atk?base_attack_timeFFA(8@: ? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT( @ talent_scale,L?attack@frozen_durationT>atkh?base_attack_timeGA(8@ ; ? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(@ talent_scaleL?attack@frozen_duration>atk?base_attack_timeIA(8@ "< ? skchr_aosta_2影钉攻击间隔<@ba.vup>增大,攻击力<@ba.vup>+{atk:0%}且每次攻击令目标<$ba.root>束缚<@ba.vup>{attack@frozen_duration}秒,天赋的伤害倍率翻倍lT(L @ talent_scalel L?attack@frozen_duration L>atk ?base_attack_time skchr_aosta_2 X& skchr_excu_2 <`KA(8H,$F#? skchr_excu_2 最终旅程K普通攻击变为二连击,且攻击间隔<@ba.vup>较大幅度缩短!fffbase_attack_timenLA(8H%H!? skchr_excu_2 最终旅程K普通攻击变为二连击,且攻击间隔<@ba.vup>较大幅度缩短"fffbase_attack_timeJMA(8H%I? skchr_excu_2 最终旅程K普通攻击变为二连击,且攻击间隔<@ba.vup>一定程度缩短#333base_attack_time&NA(8H&J? skchr_excu_2 最终旅程K普通攻击变为二连击,且攻击间隔<@ba.vup>一定程度缩短$333base_attack_timeOA(8H'K? skchr_excu_2 最终旅程E普通攻击变为二连击,且攻击间隔<@ba.vup>少量缩短\%base_attack_timeOA(8Ht(L? skchr_excu_2 最终旅程E普通攻击变为二连击,且攻击间隔<@ba.vup>少量缩短4&base_attack_timePA(8HL)M? skchr_excu_2 最终旅程E普通攻击变为二连击,且攻击间隔<@ba.vup>少量缩短 'base_attack_timeQpA(8H$*N? skchr_excu_2 最终旅程E普通攻击变为二连击,且攻击间隔<@ba.vup>略微缩短'Lbase_attack_timebRpA(8H*O? skchr_excu_2 最终旅程E普通攻击变为二连击,且攻击间隔<@ba.vup>略微缩短(Lbase_attack_time:SpA(8H+P? skchr_excu_2 最终旅程E普通攻击变为二连击,且攻击间隔<@ba.vup>略微缩短)Lbase_attack_time skchr_excu_2) D/ skchr_excu_1 $@\x~T B(8H--? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成*333?atk^UB(8H--? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成+?atk>VB(8H.-? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成, ?atkWA(8H/-? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成-?atkWA(8H0-? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成p.ff>atkXA(8Hx1-? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成P/>atkYA(8HX2-? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成0033>atkZA(8H83- ? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成1>atk~[A(8H4- ? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成1>atk^\A(8H4- ? skchr_excu_1 铳口收束]攻击力<@ba.vup>+{atk:0%},攻击时对攻击范围内的所有敌人应用特性加成2L>atk skchr_excu_120p8skchr_bdhkgt_2 p<  l8]pA$4@44?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,4?slow_down_duration4?interval4ff?projectile_range 5pAprojectile_delay_timeH5 move_speedd5̬? atk_scale_pA$4@406 ?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,6?slow_down_duration7?interval,7ff?projectile_rangeP7pAprojectile_delay_timex7 move_speed7ff? atk_scale bpA$4@4`8 ?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,9?slow_down_duration@9?interval\9ff?projectile_range9pAprojectile_delay_time9 move_speed9? atk_scale:dpA$4@4: ?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,L;?slow_down_durationp;?interval;ff?projectile_range;pAprojectile_delay_time; move_speed;? atk_scalejfpA$4@4<?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,|=?slow_down_duration=?interval=ff?projectile_range=pAprojectile_delay_time> move_speed$>33? atk_scalehpA$4@4>?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,??slow_down_duration??interval?ff?projectile_range@pAprojectile_delay_time8@ move_speedT@̌? atk_scalejpA$4@4 A?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,A?slow_down_durationB?intervalBff?projectile_range@BpAprojectile_delay_timehB move_speedB? atk_scalelpA$4@4PC?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL, D?slow_down_duration0D?intervalLDff?projectile_rangepDpAprojectile_delay_timeD move_speedD33s? atk_scale*opA$4@4E?skchr_bdhkgt_2 掷旧尘停止攻击,向前掷出飞轮,飞轮到达位置后停止,溅射范围扩大,飞轮对周围所有敌人每秒造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,{atk_scale:0%}的物理伤害,并使敌人移动速度<@ba.vup>-{-move_speed:0%}tL,lH?slow_down_durationH?intervalHff?projectile_rangeHpAprojectile_delay_timeH move_speedIL? atk_scaleskchr_bdhkgt_2DI| Nskchr_bdhkgt_1 lsA(8DL?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(TJA attack_speedtJL?atktA(8D|M ?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(@KA attack_speed`K333?atkuA(8DhN ?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(,LA attack_speedLL?atkvA(8DTO ?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(MA attack_speed8M ?atkwA(8D@P?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(NA attack_speed$N?atkxA(8D,Q?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(NA attack_speedOff>atk~yA(8DR?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(OA attack_speedO>atkjzA$4@P?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(PA attack_speedP33>atkR{A$4@Q?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(QA attack_speedQ>atk:|A$4@R?skchr_bdhkgt_1 探前路H攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}(RA attack_speedR>atkskchr_bdhkgt_1R TX skchr_sesa_2 0d 4h}A(8L4(V(? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P(T@@attack@durationTattack@attack_speedT@attack@atk_scaleVA(8L4W*? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P(\V@@attack@duration|Vattack@attack_speedV33@attack@atk_scaleA(8L4Y+? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P($X@@attack@durationDXPattack@attack_speedhX @attack@atk_scaleA(8L4[,? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P(Y@@attack@duration Z attack@attack_speed0Zff@attack@atk_scaleA(8L4H]- ? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P([@@attack@duration[attack@attack_speed[@attack@atk_scalevA(8L4_. ? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P(|]@@attack@duration]attack@attack_speed]?attack@atk_scale>A(8L4`/ ? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P(D_@@attack@durationd_attack@attack_speed_33?attack@atk_scaleA(8L4b0 ? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P( a@@attack@duration,a@attack@attack_speedPaff?attack@atk_scale΋A(8L4hd1 ? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P(b@@attack@durationb@attack@attack_speedc?attack@atk_scaleA(8L40f2 ? skchr_sesa_2延时震荡零件攻击变为发射一个延迟引爆的榴弹,爆炸后造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并在<@ba.vup>{attack@duration}秒内使目标攻击速度<@ba.vup>-{-attack@attack_speed}P(d@@attack@durationd@attack@attack_speedd?attack@atk_scale skchr_sesa_2ej skchr_meteo_2  d D$ʏ$4D f? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$f Adurationfdeff@@ atk_scaleV$4Dg? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<${atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$i Adurationizdefiff&@ atk_scalen$4Dj? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$Tk AdurationpkRdefk@ atk_scale$4DPl? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$l Adurationl*defm33@ atk_scale$4Dm? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$ln Adurationn*defn @ atk_scale$4Dho? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$o Adurationp*def(pff@ atk_scale$4Dp? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$q Adurationqdefq@ atk_scale*$4Dr? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$s Aduration,sdef@s33? atk_scale$4D t? skchr_meteo_2 高爆弹头立即发射一枚火焰弹,对目标范围内所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,所有命中目标在<@ba.vup>{duration}秒内防御力<@ba.vup>-{-def}<$t Adurationtdeftff? atk_scale skchr_meteo_2t tz skchr_meteo_1 v$4Dv? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,v @ atk_scale w$4Dv? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 w@ atk_scalew$4Dw? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害x? atk_scalex$4Dx? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害y? atk_scaley$4Dy? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害y? atk_scalez$4Dz? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害zff? atk_scale{$4D{? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害{? atk_scale|$4D|? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害|? atk_scale}$4D}? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害}33? atk_scale~$4D~? skchr_meteo_1 霰射弹头q下次攻击的爆炸范围<@ba.vup>扩大,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害~̬? atk_scale skchr_meteo_1~hskchr_inside_2   < dY(8LL<?skchr_inside_2“解决麻烦”攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,优先攻击使用远程武器的敌人并且不容易成为敌人的攻击目标\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,`Aattack@trigger_timebase_attack_timeff?atkf[(8LL ?skchr_inside_2“解决麻烦”攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,优先攻击使用远程武器的敌人并且不容易成为敌人的攻击目标\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,`Aattack@trigger_timebase_attack_time܂?atk:](8LL ?skchr_inside_2“解决麻烦”攻击力<@ba.vup>+{atk:0%},攻击间隔<@ba.vup>略微缩短,优先攻击使用远程武器的敌人并且不容易成为敌人的攻击目标\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)T,h`Aattack@trigger_timebase_attack_timě?atk_(8LL 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< L \l|Fl$4H ?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),(@attack@trigger_timeL33@attack@atk_scalem$4H  ?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time @attack@atk_scale.o$4H ?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time4ff@attack@atk_scalep$4H ?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time@attack@atk_scaler$4H|?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time?attack@atk_scales$4H?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),l@attack@trigger_time33?attack@atk_scalet$4Hd?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),@attack@trigger_time?attack@atk_scalerv$4H؜?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),T@attack@trigger_timexff?attack@atk_scalew$4HL?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),Ȟ@attack@trigger_time?attack@atk_scaleZy$4H?skchr_inside_1“不惹麻烦”每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能),<@attack@trigger_time`?attack@atk_scaleskchr_inside_1skchr_kroos2_2  @`xJA(8@#?skchr_kroos2_2封喉攻击间隔<@ba.vup>较大幅度缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0Battack@max_stack_count<base_attack_timeA(8@T(?skchr_kroos2_2封喉攻击间隔<@ba.vup>一定程度缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0Battack@max_stack_countbase_attack_time*A(8@Ħ(?skchr_kroos2_2封喉攻击间隔<@ba.vup>一定程度缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0Battack@max_stack_countbase_attack_timeA(8@4(?skchr_kroos2_2封喉攻击间隔<@ba.vup>一定程度缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0d Battack@max_stack_countbase_attack_time A(8@+?skchr_kroos2_2封喉攻击间隔<@ba.vup>少量缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0̧ Battack@max_stack_countGabase_attack_timerA(8@ ,?skchr_kroos2_2封喉攻击间隔<@ba.vup>少量缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射04 Battack@max_stack_count\Gabase_attack_timeA(8@t-?skchr_kroos2_2封喉攻击间隔<@ba.vup>少量缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0 Battack@max_stack_countĪGabase_attack_timeBA(8@ܭ0 ?skchr_kroos2_2封喉攻击间隔<@ba.vup>略微缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0 Battack@max_stack_count,base_attack_timeA(8@D1 ?skchr_kroos2_2封喉攻击间隔<@ba.vup>略微缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0l Battack@max_stack_countbase_attack_timeA(8@2 ?skchr_kroos2_2封喉攻击间隔<@ba.vup>略微缩短,攻击变为<@ba.vup>2连射,击中目标<@ba.vup>{attack@max_stack_count}次后技能剩余时间内攻击变为<@ba.vup>4连射0Ԯ Battack@max_stack_countbase_attack_timeskchr_kroos2_24skchr_kroos2_1 $DdpA(8@ ?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩T>atk`A(8@\ ?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩0Q>atk`A(8@8?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩 >atkzPA(8@?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩>atkV@A(8@?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩ij>atk2@A(8@̶?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩k>atk@A(8@?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩|L>atk0A(8@?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩X #>atk0A(8@`?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩4>atk0A(8@<?skchr_kroos2_1无痕`攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,并获得<$ba.camou>迷彩=atkskchr_kroos2_18 skchr_aprl_2 (l8|A,<n skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩4?atkA,<& skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩fff?atkVA,< skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩L?atkA,< skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩\333?atkƎA,<N skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩?atk~A,< skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩̼?atk6A,< skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩>atkA,<v skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩<>atkA,<. skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩>atk A (8H   skchr_aprl_2 灵活伪装D部署后攻击力<@ba.vup>+{atk:0%},获得<$ba.camou>迷彩пL>atk skchr_aprl_2p skchr_aprl_1 DD$4D? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33@ atk_scale$4D? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} @ atk_scale$4Dt? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}hff@ atk_scaleF$4D0? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}$@ atk_scale$4D? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4D? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33? atk_scalez$4Dd? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}X? atk_scale6$4D ? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff? atk_scale$4D? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4D? skchr_aprl_1 精准射击;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale skchr_aprl_1h 4skchr_asnipe_1 $  dD$nA(8@ ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(@ attack@times @attack@max_targetA(8@$# ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(@ attack@times(@attack@max_targetA(8@@( ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次($@ attack@timesD@attack@max_targetA(8@\- ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(@@ attack@times`@attack@max_targetA(8@x. ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(\@ attack@times|@attack@max_targetA(8@/ ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(x@ attack@times@attack@max_targetA(8@0 ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(@ attack@times@attack@max_target2A(8@1 ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(@ attack@times@attack@max_targetNA(8@2 ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(@ attack@times@attack@max_targetjA(8@3 ?skchr_asnipe_1旋臂l可以同时攻击<@ba.vup>{attack@max_target}个目标,每个目标攻击<@ba.vup>{attack@times}次(@ attack@times@attack@max_targetskchr_asnipe_1@skchr_swllow_2 DDA(8@?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射@>atkA(8@H ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射>atkjA(8@! ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射>atk&A(8@" ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射tL>atkA(8@|# ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射0>atkA(8@8$ ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射>atkZA(8@% ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射>atkpA(8@& ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射d=atkpA(8@l' ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射 =atkpA(8@(( ?skchr_swllow_2回流@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>3连射=atkskchr_swllow_20 |skchr_swllow_1 p<l8$4<?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次\@@cntp33? atk_scaleN$4<8?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次@@cnt̬? atk_scale~$4<h?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次@cntff? atk_scale$4<?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次@cnt? atk_scale$4<?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次?cnt0? atk_scale$4<?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次L?cnt`33? atk_scale>$4<(?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次|?cnť? atk_scalen$4<X?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次?cnť? atk_scale$4<?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次?cntff? atk_scale$4<?skchr_swllow_1飞羽下次攻击时连续射击<@ba.vup>2次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>可以充能{cnt}次 ?cnt ? atk_scaleskchr_swllow_1P skchr_platnm_2 l0|@(0@PX2?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限?atk attack_speed:(0@P7?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限fff?atk attack_speedr(0@P;?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限L?atk0 attack_speed(0@P??3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限T333?atkh attack_speed(0@P8A?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限(?atk attack_speed(0@PpB?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限G!?atk attack_speedR(0@PC?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限?atk attack_speed(0@PD?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限4)\?atkH attack_speed(0@PE?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限l?atk attack_speed(0@PPF?3-10skchr_platnm_2 天马视域攻击速度略微<@ba.vdown>降低,但攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大\n<@ba.rem>持续时间无限?atk attack_speedskchr_platnm_2h d skchr_bluep_2 L T\dlt|T,A(8H8(? skchr_bluep_2 毒液散射攻击力<@ba.vup>+{atk:0%},每次攻击对主目标额外射击<@ba.vup>一次,并额外攻击<@ba.vup>2个目标(4@ attack@timesT?atkA(8H\,? skchr_bluep_2 毒液散射攻击力<@ba.vup>+{atk:0%},每次攻击对主目标额外射击<@ba.vup>一次,并额外攻击<@ba.vup>2个目标(X@ attack@timesx>atk A(8H/? skchr_bluep_2 毒液散射攻击力<@ba.vup>+{atk:0%},每次攻击对主目标额外射击<@ba.vup>一次,并额外攻击<@ba.vup>2个目标(|@ attack@times>atk "A(8H2? skchr_bluep_2 毒液散射O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>2个目标(p? attack@times>atk"A(8H2? skchr_bluep_2 毒液散射O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>2个目标(d? attack@timesL>atk#A(8H2? skchr_bluep_2 毒液散射O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>2个目标(X? attack@timesxL>atk$A(8H2? skchr_bluep_2 毒液散射O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>2个目标(L? attack@timeslL>atk%A(8Ht2 ? skchr_bluep_2 毒液散射O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>2个目标(@? attack@times`=atk&A(8Hh2 ? skchr_bluep_2 毒液散射O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>2个目标(4? attack@timesT=atk'A(8H\2 ? skchr_bluep_2 毒液散射O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>2个目标((? attack@timesH=atk skchr_bluep_2p  skchr_bluep_1 ")$4Lx? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害@ atk_scale*$4Lp? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害? atk_scale+$4Lh? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害? atk_scale ,$4L`? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害ff? atk_scale-$4LX? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害? atk_scale-$4LP? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害|? atk_scale.$4LH? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害t33? atk_scale/$4L@? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害l̬? atk_scale0$4L8? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害dff? atk_scale1$4L0? skchr_bluep_1二重射击·自动h下次攻击额外攻击一个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\? atk_scale skchr_bluep_1pskchr_hadiya_2 P T X>A,0@P ?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL( pAextra.duration pAretrigger_cost Acost @@attack@max_target ?atkA,0@P,?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL( pAextra.duration pAretrigger_cost4 AcostL @@attack@max_targetp ?atkA,0@P| ?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL(DpAextra.durationdpAretrigger_cost Acost@@attack@max_target33?atk.A,0@P ?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL(pAextra.durationpAretrigger_cost Acost@@attack@max_target̬?atk~A,0@P  ?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL(pAextra.durationpAretrigger_cost$ Acost<@attack@max_target`?atkA,0@Pl" ?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL(4pAextra.durationTpAretrigger_costt Acost@attack@max_target33?atkA,0@P$?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL(pAextra.durationpAretrigger_cost Acost@attack@max_targeť?atknA,0@P %?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL(pAextra.durationpAretrigger_cost Acost,@attack@max_targetPff?atkA,0@P\%?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL($pAextra.durationDpAretrigger_costd Acost|@attack@max_target33s?atkA,0@P &?3-2skchr_hadiya_2 剑角之锋4消耗<@ba.vdown>10点部署费用组合剑和杖,攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},同时攻击<@ba.vup>{attack@max_target:0}个目标;\n技能期间可消耗<@ba.vdown>15点部署费用使用<$ba.alter>装备应变,延长<@ba.vup>15秒技能持续时间hL(tpAextra.durationpAretrigger_cost Acost@attack@max_targetY?atkskchr_hadiya_2 |%skchr_hadiya_1  ( l 8|JA(8L<d# ?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(! Aretrigger_cost!? extra.atk"?defLA(8L<% ?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(# Aretrigger_cost#fff? extra.atk#fff?def:NA(8L<& ?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(H% Aretrigger_costh%L? extra.atk%L?defOA(8L<( ?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(' Aretrigger_cost '333? extra.atk<'333?defQA(8L<D*?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(( Aretrigger_cost(ff&? extra.atk(ff&?defbSA(8L<+?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(p* Aretrigger_cost*? extra.atk*?defUA(8L<-?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H((, Aretrigger_costH, ? extra.atkd, ?defVA(8L<l/?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(- Aretrigger_cost.? extra.atk.?defXA(8L<$1?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(/ Aretrigger_cost/ff> extra.atk/ff>defBZA$4H80 ?skchr_hadiya_1沙地战术改良防御力<@ba.vup>+{def:0%}\n<$ba.alter>装备应变:消耗<@ba.vdown>10点部署费用,攻击力<@ba.vup>+{extra.atk:0%},持续到技能结束\n<@ba.rem>技力满时可使用<$ba.alter>装备应变来开启技能H(L1 Aretrigger_costl1> extra.atk1>defskchr_hadiya_11H(7skchr_amoris_2 T  DtbA,0@PP5 ?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标03=attack@atk_scale_light3?attack@atk_scale_heavy.A,0@PP6!?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标0P5=attack@atk_scale_lightx5(?attack@atk_scale_heavyA,0@PP8"?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标07=attack@atk_scale_lightD7= ?attack@atk_scale_heavyA,0@PPd:$?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标08=attack@atk_scale_light933?attack@atk_scale_heavyA,0@PP0<&?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标0:=attack@atk_scale_light:)\?attack@atk_scale_heavy^A,0@PP='?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标0<=attack@atk_scale_light<?attack@atk_scale_heavy*A,0@PP?(?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标0L>=attack@atk_scale_lightt>?attack@atk_scale_heavyA,0@PPA(?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标0@=attack@atk_scale_light@@?attack@atk_scale_heavyA,0@PP`C)?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标0A=attack@atk_scale_light B\?attack@atk_scale_heavyA,0@PP,E*?x-4skchr_amoris_2如麦般生长攻击范围<@ba.vup>扩大,攻击变为特殊的八连击,其中第一、五次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%};其余攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}。随机攻击范围内的目标0C=attack@atk_scale_lightC?attack@atk_scale_heavyskchr_amoris_2D`Iskchr_amoris_1  d $DnpA(8H$`G?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0EL>attack@atk_scale_lightE?attack@atk_scale_heavybppA(8H$H?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0TGL>attack@atk_scale_light|Gff?attack@atk_scale_heavyqpA(8H$J?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0HL>attack@atk_scale_lightIG?attack@atk_scale_heavyspA(8H$4L?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0JL>attack@atk_scale_lightJ(?attack@atk_scale_heavy6upA(8H$M?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0(LL>attack@atk_scale_lightPLQ?attack@atk_scale_heavyvpA(8H$lO?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0ML>attack@atk_scale_lightMz?attack@atk_scale_heavynxpA(8H$Q?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0`OL>attack@atk_scale_lightOף?attack@atk_scale_heavy zpA(8H$R?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0PL>attack@atk_scale_light$Q̬?attack@atk_scale_heavy{pA$4D Q?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0RL>attack@atk_scale_lightR?attack@atk_scale_heavy>}pA$4D S?skchr_amoris_1如焰般热烈攻击变为特殊的三连击,其中第一次攻击的攻击力变为<@ba.vup>{attack@atk_scale_heavy:0%}且溅射范围<@ba.vup>扩大;后两次攻击的攻击力变为<@ba.vup>{attack@atk_scale_light:0%}0,TL>attack@atk_scale_lightTTff?attack@atk_scale_heavyskchr_amoris_1TZskchr_graceb_2 D| $\B(,<LHU?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<`V@cttV@ max_targetV @ atk_scale(,<LH`W?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<$X@ct8X@ max_targetTX@ atk_scale(,<LH$Y?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<Y@ctY@ max_targetZ33@ atk_scale(,<LHZ?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<[@ct[@ max_target[ @ atk_scaleR (,<LH\?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<p]?ct]@ max_target]ff@ atk_scale"(,<LHp^?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<4_?ctH_@ max_targetd_33@ atk_scale#(,<LH4`?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<`?ct a@ max_target(a@ atk_scale%(,<LHa?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<b?ctb@ max_targetb33? atk_scaleb'(,<LHc?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<d?ctd@ max_targetd? atk_scale&)(,<LHe?x-4skchr_graceb_2 破膛弥撒立即对周围最多<@ba.vup>{max_target}名地面敌人造成三次相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,若目标处于<$ba.dt.neural2>神经损伤爆发期间则改为造成元素伤害\n<@ba.rem>可充能{ct}次<Df?ctXf@ max_targettfff? atk_scaleskchr_graceb_2fdlskchr_graceb_1  d $DVA(8Hi?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D {attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D i?modei=ep_damage_ratioj33?attack@atk_scaleA(8H(m! ?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D tk?modek=ep_damage_ratiok̬?attack@atk_scale*A(8Hn# ?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D m?mode(m=ep_damage_ratioHmff?attack@atk_scaleƗA(8H`p%?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D n?moden=ep_damage_ration?attack@atk_scalebA(8Hq%?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D Hp?mode`p=ep_damage_ratiop?attack@atk_scaleA(8Hs%?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D q?modeq=ep_damage_ratior33?attack@atk_scaleA(8H4u(?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D s?modes=ep_damage_ratioš?attack@atk_scale6A(8Hv(?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D u?mode4u=ep_damage_ratioTuff?attack@atk_scaleҟA$4D(v(?skchr_graceb_1 开颅挽歌攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,攻击附带造成伤害<@ba.vup>{ep_damage_ratio:0%}的<$ba.dt.neural2>神经损伤D v?modev=ep_damage_ratiov?attack@atk_scaleskchr_graceb_1$w| skchr_odda_2 @ LT֡A(8Hpz? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4x?attack@levitate_durationx@@ attack@valuex?def y?atkzA(8H|  ? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4Pz?attack@levitate_duration|z@@ attack@valuezfff?defzfff?atkA(8H}! ? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4{?attack@levitate_duration |@@ attack@value@|L?defT|L?atk¦A(8H\" ? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4}?attack@levitate_duration}@@ attack@value}333?def}333?atkfA(8H#? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4<?attack@levitate_durationh@@ attack@value?def?atk A(8H$? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4?attack@levitate_duration @@ attack@value,?def@?atkA(8HH%? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4?attack@levitate_duration@@ attack@valueЂ>def>atkRA$4D&? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4$?attack@levitate_durationP@@ attack@valuep>def>atkA$4DH'? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4ą?attack@levitate_duration@@ attack@valueL>def$L>atkA$4D(? skchr_odda_2 锻锤之力攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},攻击溅射到重量小于等于3的单位会使其<$ba.levitate>浮空<@ba.vup>{attack@levitate_duration}秒pX4d?attack@levitate_duration@@ attack@value=defć=atk skchr_odda_2 d skchr_odda_1 |hT@,$4D? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0?ability_range_radius8@ atk_scale$4D? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0 ?ability_range_radiusH @ atk_scale$4D? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大00?ability_range_radiusX@ atk_scaleε$4D$? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0@?ability_range_radiushff? atk_scale޶$4D4? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0P?ability_range_radiusx? atk_scale$4DD? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0`?ability_range_radius33? atk_scale$4DT? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0p?ability_range_radius? atk_scale$4Dd? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0?ability_range_radius? atk_scale$4Dt? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0?ability_range_radius? atk_scale.$4D? skchr_odda_1 火花溅射\下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}且溅射范围<@ba.vup>扩大0?ability_range_radiusȒ33? atk_scale skchr_odda_1pskchr_chimes_2 Xhp x@(8HD ?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH 8@maxcntP33@attack@atk_scalet? attack@stun?atk>damage_resistance"@(8H?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH @maxcntȗ @attack@atk_scale? attack@stun?atk33>damage_resistance@(8H4?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH (@maxcnt@ff@attack@atk_scaled? attack@stun?atk ף>damage_resistance@(8H?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH @maxcnt@attack@atk_scaleܜ? attack@stun?atk >damage_resistance@(8H$?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH @maxcnt033?attack@atk_scaleT? attack@stunp?atk>damage_resistance@(8H?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH @maxcntff?attack@atk_scale̡? attack@stun?atk>damage_resistancez@(8H?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH @maxcnt ?attack@atk_scaleD? attack@stun`?atkt>damage_resistance@$4DH#?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH |@maxcnt?attack@atk_scale? attack@stunԦ?atkL>damage_resistancef@$4D#?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH @maxcnt?attack@atk_scale,? attack@stunH?atk\L>damage_resistance@$4D0#?skchr_chimes_2 乡心无改k停止攻击,获得<@ba.vup>{damage_resistance:0%}的<$ba.protect>庇护,攻击力逐渐增至<@ba.vup>+{atk:0%}。技能结束时对前方所有地面敌人造成此时攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害并使其<$ba.stun>晕眩<@ba.vup>{attack@stun}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)hH d@maxcnt|33?attack@atk_scale? attack@stun?atkЫL>damage_resistanceskchr_chimes_2skchr_takila_2 ` ` \ppA,0@PX ?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(PpA duration_plusp33@attack@plus_atk_scale@@attack@plus_max_targetAenhance_duration33@attack@atk_scalebspA,0@P ?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(pA duration_plus @attack@plus_atk_scale@@@attack@plus_max_targethAenhance_duration @attack@atk_scale vpA,0@P ?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(pA duration_plusff@attack@plus_atk_scale@@attack@plus_max_targetAenhance_duration4ff@attack@atk_scalexpA,0@PP ?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(HpA duration_plush@attack@plus_atk_scale@@attack@plus_max_targetAenhance_durationܶ@attack@atk_scaleZ{pA,0@P?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(pA duration_plus33?attack@plus_atk_scale8@@attack@plus_max_target`Aenhance_duration33?attack@atk_scale~pA,0@P?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(pA duration_plusff?attack@plus_atk_scale@@attack@plus_max_targetAenhance_duration,ff?attack@atk_scalepA,0@PH?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(@pA duration_plus`?attack@plus_atk_scale@@attack@plus_max_targetAenhance_durationԾ?attack@atk_scaleRpA(,<L?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(pA duration_plus?attack@plus_atk_scale,@@attack@plus_max_targetTAenhance_durationx?attack@atk_scalepA(,<LP?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(pA duration_plus?attack@plus_atk_scale@@attack@plus_max_targetAenhance_duration?attack@atk_scalepA(,<L?2-3skchr_takila_2 剑走偏锋g攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,<$ba.charged>蓄力额外效果:改为同时攻击<@ba.vup>3名敌人,持续时间延长为<@ba.vup>{enhance_duration}秒\n<@ba.rem>可主动关闭技能(期间可随时停止技能)T(,pA duration_plusL33?attack@plus_atk_scalet@@attack@plus_max_targetAenhance_duration33?attack@atk_scaleskchr_takila_20 pskchr_takila_1 p<l8A$4D?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,l?attack@atk_scale8B attack_speed A$4D`?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,ff?attack@atk_scale(B attack_speed:A$4D?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,?attack@atk_scaleB attack_speedjA$4D?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,?attack@atk_scale B attack_speedA$4D?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,,33?attack@atk_scalePB attack_speedA$4D ?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,\̬?attack@atk_scaleA attack_speedA$4DP?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,ff?attack@atk_scaleA attack_speed*A$4D?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,?attack@atk_scaleA attack_speedZA$4D?skchr_takila_1 当机立断~攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,?attack@atk_scaleA attack_speedskchr_takila_1D`skchr_highmo_2 d  HpA(8H?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$=hp_ratio?prob?atk^A(8H?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$$Q=hp_ratio@)\?probX)\?atkA(8H` ?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$ ף=hp_ratio?prob?atk.A(8H"?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$)\=hp_ratio?prob(?atkA(8H0# ?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$\u=hp_ratioxff>prob>atkA(8H$ ?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$u=hp_ratioff>prob(>atkfA(8H% ?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$,u=hp_ratioHff>prob`>atkA(8Hh& ?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$L=hp_ratio>probQ>atk6 A(8H' ?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$L=hp_ratio>prob0>atk A(8H8( ?skchr_highmo_2泡影,殆尽攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理闪避,攻击范围内有敌人倒下时,恢复自身最大生命值的<@ba.vup>{hp_ratio:0%}@$dL=hp_ratio>prob>atkskchr_highmo_28skchr_highmo_1 <d$4D?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次33? atk_scale$4D?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次ff? atk_scale$4Dl?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次x? atk_scaleV$4D@?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次L̬? atk_scale*$4D?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次 ff? atk_scale$4D?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次? atk_scale$4D?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次? atk_scale$4D?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次33? atk_scalez$4Dd?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次p̌? atk_scaleN$4D8?skchr_highmo_1回首,断舍S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次Dff? atk_scaleskchr_highmo_1t skchr_crow_2 H 8&A(8@(? skchr_crow_2收割攻击间隔<@ba.vup>较大幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,base_attack_time8?hp_ratioT?crow_s_2[atk].atkx333?atkA(8@ *? skchr_crow_2收割攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,̾base_attack_time?hp_ratio>crow_s_2[atk].atk,ff&?atkA(8@ 4+? skchr_crow_2收割攻击间隔<@ba.vup>缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,|̾base_attack_time?hp_ratio>crow_s_2[atk].atk?atkNA(8@,? skchr_crow_2收割攻击间隔<@ba.vup>较小幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,<33base_attack_time`?hp_ratio|>crow_s_2[atk].atk ?atkA(8@-? skchr_crow_2收割攻击间隔<@ba.vup>较小幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,33base_attack_time ?hp_ratio<>crow_s_2[atk].atk`?atkA(8@h.? skchr_crow_2收割攻击间隔<@ba.vup>较小幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,33base_attack_time?hp_ratio>crow_s_2[atk].atk ff>atkA(8@(/? skchr_crow_2收割攻击间隔<@ba.vup>较小幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,|33base_attack_time?hp_ratio>crow_s_2[atk].atk>atkN!A(8@0? skchr_crow_2收割攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,8base_attack_time\?hp_ratiox>crow_s_2[atk].atk>atk #A(8@1? skchr_crow_2收割攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,base_attack_time?hp_ratio4>crow_s_2[atk].atkX33>atk$A(8@`2? skchr_crow_2收割攻击间隔<@ba.vup>小幅度缩短,攻击力<@ba.vup>+{atk:0%},对生命值低于<@ba.vup>{hp_ratio:0%}的敌人造成伤害时使该次伤害的攻击力额外<@ba.vup>+{crow_s_2[atk].atk:0%}tL,base_attack_time?hp_ratio>crow_s_2[atk].atk>atk skchr_crow_2< skchr_crow_1 <dV$4D@? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次L33? atk_scale*$4D? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次 ff? atk_scale$4D? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次? atk_scale$4D? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次̬? atk_scale$4D? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次ff? atk_scalez$4Dd? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次p? atk_scaleN$4D8? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次D? atk_scale"$4D ? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次33? atk_scale$4D? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次̌? atk_scale$4D? skchr_crow_1 高速切割S下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并连续攻击两次ff? atk_scale skchr_crow_1@h skchr_noirc2_2  H t</33?(8H< ?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次<@cnt@ multi_timesff?multi_atk_scale:133?(8H  ?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次<(@cnt<@ multi_timesX?multi_atk_scale233?(8Hl  ?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次< @cnt @ multi_times ?multi_atk_scalej433?(8H  ?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次<X @cntl @ multi_times ?multi_atk_scale633?(8H?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次< @cnt @ multi_times 33?multi_atk_scale733?(8H4?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次<@cnt@ multi_timesff?multi_atk_scale2933?(8H?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次< @cnt4@ multi_timesP?multi_atk_scale:33?(8Hd#?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次<@cnt@ multi_timeš?multi_atk_scaleb<33?(8H#?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次<P@cntd@ multi_times?multi_atk_scale=33?(8H#?skchr_noirc2_2 气刃兜割对前方范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害。\n<@ba.rem>技能结束后损失一层第二天赋加成,可充能{cnt}次<@cnt@ multi_timesfff?multi_atk_scaleskchr_noirc2_2Lskchr_noirc2_1 d D $@,0@X?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0>nadaodonghua_duration33@nadao_durationL>multi_hit_interval@ multi_times?multi_atk_scale@,0@X( ?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0>nadaodonghua_duration<33@nadao_duration\L>multi_hit_interval@ multi_times33?multi_atk_scale@,0@X ?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0>nadaodonghua_duration33@nadao_durationL>multi_hit_interval @ multi_times(ff?multi_atk_scale@,0@X@  ?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0,>nadaodonghua_durationT33@nadao_durationtL>multi_hit_interval@ multi_times?multi_atk_scale.@,0@X" ?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0!>nadaodonghua_duration!33@nadao_duration"L>multi_hit_interval$"@ multi_times@"̌?multi_atk_scale@,0@XX% ?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0D$>nadaodonghua_durationl$33@nadao_duration$L>multi_hit_interval$@ multi_times$?multi_atk_scaleF@,0@X' ?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0&>nadaodonghua_duration&33@nadao_duration'L>multi_hit_interval<'@ multi_timesX'fff?multi_atk_scale@(,<T,(?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0X)>nadaodonghua_duration)33@nadao_duration)L>multi_hit_interval)@ multi_times)L?multi_atk_scaleZ@(,<T*?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0+>nadaodonghua_duration,33@nadao_duration(,L>multi_hit_intervalL,@ multi_timesh,333?multi_atk_scale@(,<T<-?3-2skchr_noirc2_1居合拔刀气刃斩Q纳刀后<@ba.vdown>停止攻击,直到下一次受到攻击时<@ba.vup>抵挡此次伤害并选择范围内一名敌人造成<@ba.vup>{multi_times}次相当于攻击力<@ba.vup>{multi_atk_scale:0%}的物理伤害并立即<@ba.vup>触发一次第二天赋。\n<@ba.rem>技能期间击倒敌人时再次纳刀触发技能|T0h.>nadaodonghua_duration.33@nadao_duration.L>multi_hit_interval.@ multi_times.?multi_atk_scaleskchr_noirc2_1$/4skchr_akafyu_2 ` h pxYA(8Pp2?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$0?hp_ratio0?def0?atkN[A(8P3?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$(2?hp_ratioD2̌?defX2fff?atk\A(8P`5?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$3?hp_ratio3?def3L?atk>^A(8P6?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$5?hp_ratio45fff?defH5333?atk_A(8PP8?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$6?hp_ratio6L?def6?atk.aA(8P9?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$8?hp_ratio$8L?def88?atkbA(8P@; ?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$9?hp_ratio9L?def9?atkdA(8P<!?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$:?hp_ratio;333?def(;?atkeA(8P0>"?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$p<?hp_ratio<333?def<?atkgA(8P?#?skchr_akafyu_2信影流·十文字胜立即流失<@ba.vdown>{hp_ratio:0%}当前生命,获得一层<$ba.shield>护盾(技能结束后消失),攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<$=?hp_ratio>333?def>?atkskchr_akafyu_2@>pCskchr_akafyu_1 x(Th@A$4LH??skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击T?L?atki@A$4L@?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击$@333?atkj@A$4L@?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击@?atkbk@A$4LA?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击A?atk2l@A$4LB?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击Bff>atkm@A$4LXC?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击dC>atkm@A$4L(D?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击4D33>atkn@A$4LD?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击E>atkro@A$4LE?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击E>atkBp@A$4LF?skchr_akafyu_1信影流·雷刀之势I阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击变为二连击FL>atkskchr_akafyu_1F#DLskchr_amiya2_2 8 |T ,~  B(,<LTG?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(I@ talent_scaleI@@amiya2_s_2[kill].max_stack_cntJA!amiya2_s_2[kill].magic_resistanceamiya2_s_2[kill].atkdJ̌@ atk_scale_2J @ atk_scaleJ AtimesB(,<LThK?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(HM@ talent_scalehM@@amiya2_s_2[kill].max_stack_cntMA!amiya2_s_2[kill].magic_resistanceM33>amiya2_s_2[kill].atkM@ atk_scale_2N@ atk_scale,N AtimesB(,<LTN?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(P@ talent_scaleP@@amiya2_s_2[kill].max_stack_cnt(QA!amiya2_s_2[kill].magic_resistance\Q>amiya2_s_2[kill].atkQfff@ atk_scale_2Qff? atk_scaleQ Atimes.A(,<LTR?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(hT@ talent_scaleT@@amiya2_s_2[kill].max_stack_cntTA!amiya2_s_2[kill].magic_resistanceT>amiya2_s_2[kill].atkUL@ atk_scale_20U? atk_scaleLU AtimesA(,<LTV?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(W@ talent_scaleX@@amiya2_s_2[kill].max_stack_cntHXA!amiya2_s_2[kill].magic_resistance|XL>amiya2_s_2[kill].atkX@@ atk_scale_2X? atk_scaleX AtimesNA(,<LTY?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\([@ talent_scale[@@amiya2_s_2[kill].max_stack_cnt[A!amiya2_s_2[kill].magic_resistance \L>amiya2_s_2[kill].atk4\9@ atk_scale_2P\? atk_scalel\ Atimes A(,<LT8]?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(_@ talent_scale8_@@amiya2_s_2[kill].max_stack_cnth_A!amiya2_s_2[kill].magic_resistance_L>amiya2_s_2[kill].atk_333@ atk_scale_2_33? atk_scale_ Atimesn$A(,<LT`?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(b@ talent_scaleb@@amiya2_s_2[kill].max_stack_cntbA!amiya2_s_2[kill].magic_resistance,cL>amiya2_s_2[kill].atkTcff&@ atk_scale_2pcff? atk_scalec Atimes'A(,<LTXd?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(8f@ talent_scaleXf@@amiya2_s_2[kill].max_stack_cntfA!amiya2_s_2[kill].magic_resistancefL>amiya2_s_2[kill].atkf @ atk_scale_2g? atk_scaleg Atimes+A(,<LTg?x-2skchr_amiya2_2影霄·绝影立即寻找前方生命值最低的目标,进行<@ba.vup>{times}次攻击力为<@ba.vup>{atk_scale:0%}的法术斩击(最后一击系数加倍且为<@ba.vup>真实伤害);斩击期间每击败一个敌人获得攻击力<@ba.vup>+{amiya2_s_2[kill].atk:0%}和法术抗性<@ba.vup>+{amiya2_s_2[kill].magic_resistance}(最多叠加<@ba.vup>{amiya2_s_2[kill].max_stack_cnt}次),并且接下来的伤害类型变为<@ba.vup>真实;<@ba.rem>整场战斗中该技能只能释放一次\(i@ talent_scalei@@amiya2_s_2[kill].max_stack_cntjA!amiya2_s_2[kill].magic_resistanceLjL>amiya2_s_2[kill].atktj@ atk_scale_2j? atk_scalej Atimesskchr_amiya2_2j Ppskchr_amiya2_1 l D |T,A(8H$n# ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(l@ talent_scale(l?prob@lL?atkA(8HHo% ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(,m@ talent_scaleLm?probdm333?atkҗA(8Hlp& ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(Pn@ talent_scalepn?probn?atkA(8Hq' ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(to@ talent_scaleo?probo?atkA(8Hr( ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(p@ talent_scalep?probpff>atk>A(8Hs) ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(q@ talent_scaleq?probq>atkbA(8Ht* ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(r@ talent_scales?probs33>atkA(8H v+ ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(t@ talent_scale$t?probatkA(8HDw, ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D((u@ talent_scaleHu?prob`u>atkΟA(8Hhx- ?skchr_amiya2_1影霄·奔夜c攻击力<@ba.vup>+{atk:0%},攻击变为二连击,获得<@ba.vup>{prob:0%}的法术闪避D(Lv@ talent_scalelv?probvL>atkskchr_amiya2_1v $|skchr_sidero_2 @ ,t`^;A,0@Py ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<x ף=#hp_recovery_per_sec_by_max_hp_ratioHx̌?atk<A,0@PT{  ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<ly)\=#hp_recovery_per_sec_by_max_hp_ratioy?atk>A,0@P|! ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<z)\=#hp_recovery_per_sec_by_max_hp_ratiozfff?atkf?A,0@P~" ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<|)\=#hp_recovery_per_sec_by_max_hp_ratioP|L?atk@A,0@P\# ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<t}u=#hp_recovery_per_sec_by_max_hp_ratio}333?atkBA,0@P$ ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<~u=#hp_recovery_per_sec_by_max_hp_ratioff&?atknCA,0@P % ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<$u=#hp_recovery_per_sec_by_max_hp_ratioX?atkDA,0@Pd& ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<|L=#hp_recovery_per_sec_by_max_hp_ratio?atkFA,0@P' ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<ԂL=#hp_recovery_per_sec_by_max_hp_ratioff>atkvGA,0@P( ?0-1skchr_sidero_2 破浪回神攻击距离<@ba.vdown>缩短,攻击力<@ba.vup>+{atk:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}<,L=#hp_recovery_per_sec_by_max_hp_ratio`>atkskchr_sidero_2 skchr_astesi_2 D  DD:pA(8Dԇ ?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$؅? block_cntL?defL?atkv`A(8D?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt0333?defD333?atkPA(8DL?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$P? block_cntlff&?defff&?atk@A(8D?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt?def?atk*0A(8DČ?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$Ȋ? block_cnt ?def ?atkf0A(8D?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt ?def4?atk0A(8D<?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$@? block_cnt\ff>defpff>atk޷ A(8Dx?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$|? block_cnt>def>atk A(8D?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cntԏ33>def33>atkV A$4@?skchr_astesi_2 星辉剑攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt >def >atkskchr_astesi_2Hskchr_astesi_1 ,PtA(8H ?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}PL?defd?atkҼA(8Hl ?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}(333?def<>atkA(8HD!?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}ff&?def(>atkA(8H"?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}ؔ?def>atkZA(8H#?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%} ?defĕ>atk2A(8H̘$?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}?def>atk A(8H%?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}`ff>deft>atkA$4D8&?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}4>defHL>atkA$4D '?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}33>defL>atkA$4D(?skchr_astesi_1 星座守护?攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}ܙ>defL>atkskchr_astesi_10 skchr_savage_2 p<l8ʋ(,<L ?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$h@ atk_scale@ max_target(,<LP?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$33s@ atk_scale@ max_target*(,<L?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$ȝl@ atk_scale@ max_targetZ(,<L?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$fff@ atk_scale@ max_target(,<L?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$(`@ atk_scaleD@ max_target(,<L?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$XY@ atk_scalet@ max_target(,<L@?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$33S@ atk_scale@ max_target(,<Lp?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$L@ atk_scaleԣ@@ max_targetJ(,<L?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$ffF@ atk_scale@@ max_targetz(,<LХ?3-2skchr_savage_2 微差爆破对前方三格范围内至多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@@ atk_scale4@@ max_targetskchr_savage_2dܫ skchr_fuze_2  (8H? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0p@@skill_max_trigger_time@ atk_scale(8H ? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0h@@skill_max_trigger_time33@ atk_scale(8H!? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0`@@skill_max_trigger_time@ atk_scale(8H"? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0X@@skill_max_trigger_timě@ atk_scale(8H# ? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0P@@skill_max_trigger_timex@ atk_scale(8H$ ? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0H@@skill_max_trigger_timepff@ atk_scale(8H% ? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0@@@skill_max_trigger_timeh33@ atk_scale(8Hx& ? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次08@@skill_max_trigger_time`@ atk_scale(8Hp' ? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次00@@skill_max_trigger_timeXy@ atk_scale(8Hh( ? skchr_fuze_2 霰射炸药B开启技能时,朝身前高地放置霰射炸药,炸药射出后在高地后附近的可通行地面上爆炸5次,每次对周围的目标造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害。<@ba.rem>此技能只有在面朝高地且高地后有可通行地面时才能使用,每次部署只能释放3次0(@@skill_max_trigger_timeP33s@ atk_scale skchr_fuze_2` skchr_fuze_1 Pdx "(8H0̽-? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,8Battack@trigger_time\B attack_speed|>atk?ability_range_forward_extend (8H0/? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP, Battack@trigger_timeDB attack_speedd>atkx?ability_range_forward_extend(8H00? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,Battack@trigger_time,B attack_speedLGa>atk`?ability_range_forward_extendښ(8H01? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,Battack@trigger_timeB attack_speed4{.>atkH?ability_range_forward_extendœ(8H0l2? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,Battack@trigger_timeB attack_speed>atk0?ability_range_forward_extend(8H0T3? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,Battack@trigger_timeB attack_speed)\>atk?ability_range_forward_extend(8H0<4? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,Battack@trigger_timeB attack_speed>atk?ability_range_forward_extendz(8H0$5? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,Battack@trigger_timepB attack_speed=atk?ability_range_forward_extendb(8H0 6? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,xBattack@trigger_timepB attack_speedG=atk?ability_range_forward_extendJ(8H07? skchr_fuze_1 火力侦察攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)hP,`Battack@trigger_timepB attack_speed=atk?ability_range_forward_extend skchr_fuze_1Ё skchr_savage_1 $`P$4H?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33@ atk_scale$4H?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} @ atk_scale$4H?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}|ff@ atk_scaleZ$4HD?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}<@ atk_scale$4H?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4H?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33? atk_scale$4H?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}|? atk_scaleZ$4HD?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}{atk_scale:0%}? atk_scale$4H?skchr_savage_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scaleskcom_powerstrike[2]skchr_savage_1 skchr_broca_2 | h T@,A,0@PlX#?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH @stunff&?base_attack_time<?attack@sluggish\33?atkʜA,0@Plh%?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH @stun(ff&?base_attack_timeL?attack@sluggishl?atkڞA,0@Plx&?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH  @stun8ff&?base_attack_time\fff?attack@sluggish|?atkA,0@Pl'?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH 0@stunHff&?base_attack_timelfff?attack@sluggish33?atkA,0@Pl(?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH @@stunXff&?base_attack_time|L?attack@sluggishff?atk A,0@Pl)?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH P@stunhff&?base_attack_timeL?attack@sluggish?atkA,0@Pl* ?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH `@stunxff&?base_attack_timeL?attack@sluggisȟ?atk*A,0@Pl+ ?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH pAstunff&?base_attack_time333?attack@sluggish?atk:A,0@Pl, ?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH Astunff&?base_attack_time333?attack@sluggishfff?atkJA,0@Pl- ?3-2 skchr_broca_2 高压电流攻击间隔<@ba.vdown>增大,攻击距离<@ba.vup>加长,攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害并使击中的敌人<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒\n<@ba.rem>技能结束后<$ba.stun>晕眩{stun}秒lH Astunff&?base_attack_time333?attack@sluggishL?atk skchr_broca_2 skchr_broca_1 D|$\A(8@`2? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害L?atkA(8@$2? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害333?atkNA(8@2 ? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害?atkA(8@2 ? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害h?atkA(8@p2? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害,ff>atkA(8@42? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害>atk^A(8@2? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害33>atk"A(8@2? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害x>atkA(8@2? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害<>atkA$4<2? skchr_broca_1通电K攻击力<@ba.vup>+{atk:0%},普通攻击造成<@ba.vup>法术伤害L>atk skchr_broca_1$  skchr_ghost_2 D l$LpA(8Hp(#? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒  Astun?atk`A(8H)? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒  Astun33?atk^ PA(8H*? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒  Astun4?atk!@A(8H<+? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒 ` Astunx?atk"0A(8H-? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒  Astunfff?atk*$0A(8H-? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒  AstunL?atkn%0A(8H-? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒 , AstunD333?atk& A(8HL-? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒 p Astun?atk' A(8H-? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒  Astun?atk:) A(8H-? skchr_ghost_2 肉斩骨断技能持续期间内干员的生命值始终不会低于<@ba.vup>1,攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒  Astun>atk skchr_ghost_28skchr_tachak_2 < L \l|@(0@PD?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$@ atk_scale>probYbase_attack_time^@(0@P?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$ 33? atk_scale<>probTYbase_attack_time@(0@P,?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$ff? atk_scale=probYbase_attack_timeF@(0@P?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$? atk_scale$G=prob<Ybase_attack_time@(0@P?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$|? atk_scale=probYbase_attack_time.@(0@P?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$ff? atk_scale Q=prob$ Ybase_attack_time@(0@P  ?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$d ? atk_scale ף=prob Ybase_attack_time@(0@Pp !?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$ 33? atk_scale )\=prob Ybase_attack_time@(0@P "?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$L ̬? atk_scaleh u=prob Ybase_attack_time@(0@PX#?3-12skchr_tachak_2 倾泻弹药攻击间隔大幅度缩短,随机攻击范围内的目标,每次攻击有<@ba.vup>{prob:0%}的概率攻击力提升至<@ba.vup>{atk_scale:0%}@$ff? atk_scaleL=probYbase_attack_timeskchr_tachak_2,skchr_tachak_1 H$ pL(F$4Dp0?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$ ?interval<HCdef_penetrate_fixed`333? atk_scale|@projectile_delay_timef$4DpP?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$@?interval\4Cdef_penetrate_fixed? atk_scale@projectile_delay_time$4Dpp?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$`?interval|*Cdef_penetrate_fixed? atk_scale@projectile_delay_time$4Dp?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$?interval Cdef_penetrate_fixed> atk_scale@projectile_delay_time$4Dp?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$?intervalCdef_penetrate_fixed> atk_scale@projectile_delay_time$4Dp?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$?interval Cdef_penetrate_fixed> atk_scale@projectile_delay_time$4Dp?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$?intervalCdef_penetrate_fixed > atk_scale<@projectile_delay_time&$4Dp?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$ ?interval Bdef_penetrate_fixed@ L> atk_scale\ @projectile_delay_timeF!$4Dp0!?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$ "?interval<"Bdef_penetrate_fixed`"L> atk_scale|"@projectile_delay_timef#$4DpP#?skchr_tachak_1 燃烧榴弹)发射燃烧榴弹在目标周围四格产生<@ba.vup>{projectile_delay_time:0}秒的燃烧区域,范围内的地面敌人每秒受到相当于战车攻击力<@ba.vup>{atk_scale:0%}的法术伤害;战车攻击燃烧范围内目标时无视其<@ba.vup>{def_penetrate_fixed}的防御力lL$@$?interval\$Bdef_penetrate_fixed$L> atk_scale$@projectile_delay_timeskchr_tachak_1$P*skchr_bibeak_2 ` `\,4DP,$(?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$&@ atk_scale&ff?stun&@ max_target2,4DP,)?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$0(33? atk_scaleL(?stund(@ max_target,4DP,t+ ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$)ff? atk_scale)33?stun *@ max_target,4DP,- ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$+? atk_scale+?stun+@ max_target*,4DP,. ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$(-? atk_scaleD-?stun\-@ max_target,4DP,l0 ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$.ff? atk_scale.?stun/@ max_targetz ,4DP,2 ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$x0? atk_scale0?stun0@ max_target""(0@L(x1 ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$233? atk_scale82L?stunP2@ max_target#(0@L(3 ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$3̬? atk_scale3L?stun3@ max_targetj%(0@L(4 ?3-12skchr_bibeak_2 异刃斩对前方范围内最多<@ba.vup>{max_target}名敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的<@ba.rem>法术伤害,并令其<$ba.stun>晕眩<@ba.vup>{stun:0.0}秒\n<@ba.rem>可充能3次@$d5ff? atk_scale5L?stun5@ max_targetskchr_bibeak_25 @;skchr_bibeak_1 d  4P6$4D6?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,(7ff?ranged@atk_scaleL7ff? atk_scale*8$4D8?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,p8?ranged@atk_scale8? atk_scaler9$4D\9?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,9?ranged@atk_scale9? atk_scale:$4D:?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,;?ranged@atk_scale$;? atk_scale<$4D;?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,H{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,=33?ranged@atk_scale=33? atk_scale>$4D|>?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,>̬?ranged@atk_scale>̬? atk_scale?$4D??skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害, @ff?ranged@atk_scaleD@ff? atk_scale"A$4D A?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,hA?ranged@atk_scaleA? atk_scalejB$4DTB?skchr_bibeak_1 飞针剑羽下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},且额外对前方另一名敌人造成攻击力<@ba.vup>{ranged@atk_scale:0%}的法术伤害,B?ranged@atk_scaleB? atk_scaleskchr_bibeak_1C|H skchr_leto_2 $ \0hmA(8HPF? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,D@attack@max_targetD33?atkoA(8HG? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,E@attack@max_targetF?atkvpA(8HI ? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,DG@attack@max_targethGfff?atkqA(8HpJ# ? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,H@attack@max_targetHL?atk6sA(8HK% ? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,J@attack@max_target(J333?atktA(8H0M( ? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,dK@attack@max_targetK?atkuA(8HN+ ? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,L@attack@max_targetL?atkVwA(8HO.? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,$N@attack@max_targetHN>atkxA(8HPQ1? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,O@attack@max_targetO>atkzA(8HR4? skchr_leto_2 一呼百应立刻使技能就绪的【乌萨斯学生自治团】干员同时开启技能,自身攻击力<@ba.vup>+{atk:0%},额外攻击一个目标,远程攻击不再降低攻击力,P@attack@max_targetQL>atk skchr_leto_20QhV skchr_ayer_2  d $DA,0@P0T2?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$R? atk_scaleS?attack@atk_scale~A,0@P0V3?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$T? atk_scaleT?attack@atk_scaleA,0@P0W4?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$V33? atk_scale8V?attack@atk_scaleA,0@P0TY5?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$Wff? atk_scaleW?attack@atk_scaleRA,0@P0Z6?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$TY? atk_scalepY?attack@atk_scaleA,0@P0\6?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$Ž? atk_scale [?attack@atk_scaleA,0@P0(^6?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$\? atk_scale\?attack@atk_scale&!A,0@P0_7?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$(^fff? atk_scaleD^?attack@atk_scale"A,0@P0`a7?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$_L? atk_scale_?attack@atk_scale^$A,0@P0b7?3-1 skchr_ayer_2浮游刃启动攻击范围<@ba.vup>扩大,伤害类型变为法术;每次攻击时,额外对周围8格友方单位阻挡的所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害(均视为近战攻击)$`a333? atk_scale|a?attack@atk_scale skchr_ayer_2a,g skchr_ayer_1  d D$b$4Lb? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$Dc@@ max_target`c?sluggish|c? atk_scaleZd$4LDd? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$d@@ max_targetd?sluggishe? atk_scalee$4Le? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$\f@@ max_targetxf?sluggishf? atk_scalerg$4L\g? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$g@@ max_targeth?sluggish h33? atk_scaleh$4Lh? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$ti@ max_targeti?sluggishi̬? atk_scalej$4Ltj? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$k@ max_targetk?sluggish8kff? atk_scalel$4Ll? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$l@ max_targetl?sluggishl? atk_scalem$4Lm? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$n@ max_target4n?sluggishPn? atk_scale.o$4Lo? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$o@ max_targeto?sluggisho33? atk_scalep$4Lp? skchr_ayer_1多导向散射弹丸下次攻击对攻击范围内最多<@ba.vup>{max_target}名敌人造成攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒D$0q@ max_targetLq?sluggishhq̌? atk_scale skchr_ayer_1q wskchr_whitew_2 |hT@,JA$4<r?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启r?atkZA$4<s?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启š?atkjA$4<t?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启 u?atkzA$4<u?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启vfff?atkpA$4<v?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启,wY?atkpA$4<w?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启Ly@?atkpA$4<z?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启\z333?atkʤpA$4< {?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启l{ff&?atkڥpA$4<0|?skchr_whitew_2狼魂攻击力<@ba.vup>+{atk:0%},伤害类型变为法术,额外攻击一个目标,远程攻击不再降低攻击力\n<@ba.rem>技能自动开启||?atkskchr_whitew_2| skchr_whitew_1 p dXL@4(V$4<}?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 }>prob}333?atk^$4<~?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 ~Q>prob~ff&?atkf$4< ?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 >prob?atkn$4<Ā!?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 >prob ?atkv$4<́%?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 >prob?atk~$4<Ԃ%?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 >probף>atk$4<܃%?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 >prob (>atk$4<(?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 L>prob(p>atk$4<(?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限 L>prob0>atk$4<(?skchr_whitew_1日晷t攻击力<@ba.vup>+{atk:0%},有<@ba.vup>{prob:0%}的概率抵挡物理伤害\n<@ba.rem>持续时间无限  L>prob8>atkskchr_whitew_1` ، skchr_dagda_2 |dL4pA(8H? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$? talent@prob33>atk&pA(8H ? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$)\? talent@prob̉ ף>atk:pA(8HԌ!? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$Ċ? talent@prob>atkNpA(8H"? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$؋? talent@prob)\>atkbpA(8H'? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$ff> talent@prob>atkvpA(8H*? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$ff> talent@probGa>atkpA(8H$-? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$ff> talent@prob0\B>atkpA(8H80? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$(> talent@probD #>atkpA(8HL1? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$<> talent@probX>atkƻpA(8H`2? skchr_dagda_2 精准捕杀p攻击力<@ba.vup>+{atk:0%},攻击变为二连击,天赋发动概率提升至<@ba.vup>{talent@prob:0%}$P> talent@probl=atk skchr_dagda_2  skchr_dagda_1 L 8$d(8Hܕ? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4ff@attack@defensive_atk_scale$?damage_resistance (8H8? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4T@attack@defensive_atk_scale?damage_resistancef(8H? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}433?attack@defensive_atk_scaleܖ?damage_resistance—$4D? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4ff?attack@defensive_atk_scale4?damage_resistance$4D? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4`?attack@defensive_atk_scale>damage_resistancer$4D\? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4?attack@defensive_atk_scale>damage_resistanceʛ$4D? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4?attack@defensive_atk_scale<>damage_resistance"$4D ? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4h33?attack@defensive_atk_scale>damage_resistancez$4Dd? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4ff?attack@defensive_atk_scale>damage_resistanceҟ$4D? skchr_dagda_1 反制技巧使下次受到的物理伤害减少<@ba.vup>{damage_resistance:0%},触发后下次攻击的攻击力提高至<@ba.vup>{attack@defensive_atk_scale:0%}4?attack@defensive_atk_scaleD>damage_resistance skchr_dagda_1| skchr_flint_2 $ \0h.A(8Hȣ#? skchr_flint_2 锋芒毕露阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击对目标造成0.3秒<$ba.sluggish>停顿L(>attack@sluggish\B 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锋芒毕露阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击对目标造成0.3秒<$ba.sluggish>停顿L(>attack@sluggishA attack_speedL>atk.A(8HȮ#? skchr_flint_2 锋芒毕露阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击对目标造成0.3秒<$ba.sluggish>停顿L(>attack@sluggishpA attack_speed >atkA(8H(#? skchr_flint_2 锋芒毕露阻挡数变为0,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击对目标造成0.3秒<$ba.sluggish>停顿L(@>attack@sluggish` A attack_speed=atk skchr_flint_2H  skchr_flint_1 4 DT¯$4<? skchr_flint_1不息下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},将目标朝攻击方向以<@ba.vup>小力度推开并造成1秒<$ba.sluggish>停顿<$?sluggishFforce033@ atk_scale$4<? skchr_flint_1不息下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},将目标朝攻击方向以<@ba.vup>小力度推开并造成1秒<$ba.sluggish>停顿<$L?sluggishGforce|ff@ atk_scaleZ$4<D? skchr_flint_1不息下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},将目标朝攻击方向以<@ba.vup>小力度推开并造成1秒<$ba.sluggish>停顿<$?sluggishJIforceȲ@ atk_scale$4<? skchr_flint_1不息下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},将目标朝攻击方向以<@ba.vup>小力度推开并造成1秒<$ba.sluggish>停顿<$?sluggishJforce33? atk_scale$4<ܴ? 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无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP(L@shield_durationl333?morgan_s_2.hp_ratio33?attack@atk_scale?hp_ratio&A 0@<?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP(@shield_duration333?morgan_s_2.hp_ratioff?attack@atk_scaleff?hp_ratiofA 0@|?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP(@shield_duration333?morgan_s_2.hp_ratio?attack@atk_scale4ff?hp_ratioA 0@?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP( @shield_duration,333?morgan_s_2.hp_ratioP?attack@atk_scaletff?hp_ratiopA 0@?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP(L@shield_durationl333?morgan_s_2.hp_ratio?attack@atk_scale?hp_ratio&pA 0@<?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP( @shield_duration 333?morgan_s_2.hp_ratio 33?attack@atk_scale ?hp_ratiofpA 0@|?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP( @shield_duration 333?morgan_s_2.hp_ratio ff?attack@atk_scale4 ?hp_ratio@A 0@?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP( @shield_duration,333?morgan_s_2.hp_ratioP?attack@atk_scalet333?hp_ratio@A 0@?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP(L@shield_durationl333?morgan_s_2.hp_ratiǒ?attack@atk_scale333?hp_ratio&@A 0@<?skchr_morgan_2 无畏招架N部署后立即流失<@ba.vdown>{morgan_s_2.hp_ratio:0%}最大生命,并获得可吸收相当于最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障(该<$ba.barrier>屏障会在<@ba.vup>{shield_duration}秒内持续衰减),每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害xP(@shield_duration333?morgan_s_2.hp_ratio?attack@atk_scale333?hp_ratioskchr_morgan_2$D skchr_morgan_1 4 DT>pA(8Hp ?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(=attack@hp_ratio33?attack@atk_scale"@`A(8H?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(=attack@hp_ratioff?attack@atk_scalenAPA(8H?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(=attack@hp_ratio<?attack@atk_scaleB@A(8HT?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(h=attack@hp_ratio?attack@atk_scaleD0A(8H?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(=attack@hp_ratio?attack@atk_scaleRE0A(8H?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(=attack@hp_ratio ?attack@atk_scaleF0A(8H8?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(L=attack@hp_ratiol33?attack@atk_scaleG A(8H ?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(=attack@hp_ratioff?attack@atk_scale6I A(8H!?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(=attack@hp_ratio ?attack@atk_scaleJ A$4D ?skchr_morgan_1 街头好手每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,并使自身流失<@ba.vdown>{attack@hp_ratio:0%}当前生命(,!=attack@hp_ratioL!?attack@atk_scaleskchr_morgan_1!P &skchr_flameb_2 ( $  "$4<"(?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限("4B attack_speed"333?atk#$4<#,?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(# B attack_speed#?atk$$4<$.?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限($ B attack_speed$ ?atk%$4<%0?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(%A attack_speed%?atk&$4<&2?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(&A attack_speed&>atk'$4<'4?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限('A attack_speed'>atk($4<(6?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限((A attack_speed(>atk)$4<)8?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限()A attack_speed)>atk*$4<*:?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(*A attack_speed*>atk+$4<+<?skchr_flameb_2刃鬼h攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>持续时间无限(+A attack_speed+>atkskchr_flameb_2+ h1skchr_flameb_1 p dXL@4( -$4<,?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$- ף=hp_ratio4- @ atk_scale.$4<-?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$ .)\=hp_ratio<.ff@ atk_scale/$4</?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$(/)\=hp_ratioD/@ atk_scale"0$4< 0?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$00)\=hp_ratioL033? atk_scale*1$4<1?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$81u=hp_ratioT1ff? atk_scale22$4<2?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$@2u=hp_ratio\2? atk_scale:3$4<$3?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$H3u=hp_ratiod3? atk_scaleB4$4<,4?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$P4L=hp_ratiol433? atk_scaleJ5$4<45?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$X5L=hp_ratiot5? atk_scaleR6$4<<6?skchr_flameb_1歃血o下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并回复自身<@ba.vup>{hp_ratio:0%}的生命$`6L=hp_ratio|6ff? atk_scaleskchr_flameb_16 $<skchr_franka_2 | T ,\0^aA(8H9 ?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(7 @ talent_scale8?atkbA(8H ;?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍( 9 @ talent_scale@9fff?atkcA(8HH<?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(H: @ talent_scaleh:L?atkdA(8Hp=?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(p; @ talent_scale;333?atkeA$4DT<?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(< @ talent_scale<(?atk"gA$4Dx=?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(= @ talent_scale=G!?atkFhA$4D>?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(> @ talent_scale>?atkjiA$4D??skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(@ @ talent_scale @)\?atkjA$4D@?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍($A @ talent_scaleDA?atkkA$4DB?skchr_franka_2 极致锋度防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},天赋无视防御的概率提高至<@ba.vup>{talent_scale}倍(HB @ talent_scalehB?atkskchr_franka_2BH skchr_rdoc_2  d D$B,0@PE?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次00D@@skill_max_trigger_timeXD@ heal_scale,0@PlG ?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0E@@skill_max_trigger_timeE@ heal_scaleZ ,0@PH ?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0HG@@skill_max_trigger_timepG@ heal_scale ,0@PJ ?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0H@@skill_max_trigger_timeH@ heal_scaler ,0@PL?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0`J@@skill_max_trigger_timeJ@ heal_scale,0@PM?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0K@@skill_max_trigger_timeL@ heal_scale,0@P(O?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0xM@@skill_max_trigger_timeM@ heal_scale,0@PP?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0O@@skill_max_trigger_time,O@ heal_scale,0@P@R?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0P@@skill_max_trigger_timeP`@ heal_scale.(,<LQ?4-1 skchr_rdoc_2 激素手枪立即朝正前方发射一枚激素子弹,若击中的首个目标为友方干员,对其进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗\n<@ba.rem>每次部署只能释放3次0R@@skill_max_trigger_time@R@@ heal_scale skchr_rdoc_2pRW skchr_rdoc_1 pdT D 4((8HHU? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>大幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,DT333base_attack_timehT@ heal_scaleTAattack@trigger_timeT@@skill_max_trigger_time(8HHW ? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>大幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,LV333base_attack_timepV33s@ heal_scaleVAattack@trigger_timeV@@skill_max_trigger_time(8HHY ? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>大幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,TX333base_attack_timexX`@ heal_scaleXAattack@trigger_timeX@@skill_max_trigger_time(8HH[ ? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>大幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,\Z333base_attack_timeZ@@ heal_scaleZAattack@trigger_timeZ@@skill_max_trigger_time(8HL] ? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>一定幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,h\base_attack_time\,@ heal_scale\Aattack@trigger_time\@@skill_max_trigger_time(8HL_  ? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>一定幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,t^base_attack_time^33@ heal_scale^Aattack@trigger_time^@@skill_max_trigger_time(8HLa ? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>一定幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,`base_attack_time`@ heal_scale`Aattack@trigger_time`@@skill_max_trigger_time(8HHd!? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>小幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,bbase_attack_timeb? heal_scalebAattack@trigger_timeb@@skill_max_trigger_time(8HH f"? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>小幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,dbase_attack_timedff? heal_scaledAattack@trigger_timed@@skill_max_trigger_time$ (8HH,h#? skchr_rdoc_1 以暴制暴立即对自身进行一次相当于攻击力<@ba.vup>{heal_scale:0%}的治疗,之后攻击间隔<@ba.vup>小幅度缩短\n<@ba.rem>攻击装有31发子弹,打完后技能结束(期间可随时停止技能);每次部署只能释放3次tL,fbase_attack_timef? heal_scalefAattack@trigger_timeg@@skill_max_trigger_time skchr_rdoc_1PgXlskchr_bryota_2 | T ,tA(8HHj2#?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 i@stun4iL?defHiL?atkA(8HHPl2#?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 j@stunj333?defj333?atkjA(8HHn2?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 l@stunlff&?deflff&?atkA(8HHo2?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 8n@stunPn?defdn?atkҘA(8HHlq7?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 o@stunp ?defp ?atkA(8HH s7?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 q@stunq?defq?atk:A(8HHt7?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 Ts@stunlsff>defsff>atkA(8HHv<?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 uAstun u>def4u>atkA(8HH+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 vAstunv33>defv33>atkVA(8HHy<?skchr_bryota_2土石的恒心攻击力<@ba.vup>+{atk:0%},并使周围8格内阻挡数最高的我方近战干员防御力<@ba.vup>+{def:0%}(若周围8格内不存在近战干员时,该效果由自身获得)\n<@ba.rem>技能结束后干员<$ba.stun>晕眩{stun}秒8 pxAstunx>defx>atkskchr_bryota_2x, skchr_bryota_1 $`Py$4Hy?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}y33@ atk_scalez$4Hz?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}z @ atk_scaleb{$4HL{?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}D{ff@ atk_scale"|$4H |?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}|@ atk_scale|$4H|?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}|? atk_scale}$4H}?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}}33? atk_scaleb~$4HL~?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}D~? atk_scale"$4H ?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff? atk_scale$4H?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4H?skchr_bryota_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scaleskcom_powerstrike[2]skchr_bryota_1ЀpHskchr_sophia_2 x ( TA(8@ <?skchr_sophia_2鞭刃第一天赋效果提升至<@ba.vup>{talent_scale}倍;攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格,阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人pX$x? block_cnt?ability_range_forward_extendĂ?atk؂@ talent_scaleRA(8@ >?skchr_sophia_2鞭刃第一天赋效果提升至<@ba.vup>{talent_scale}倍;攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格,阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人pX$H? block_cntd?ability_range_forward_extend?atk33? talent_scale"A(8@ ??skchr_sophia_2鞭刃第一天赋效果提升至<@ba.vup>{talent_scale}倍;攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格,阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人pX$? block_cnt4?ability_range_forward_extendd>atkxff? talent_scaleA(8@ @?skchr_sophia_2鞭刃第一天赋效果提升至<@ba.vup>{talent_scale}倍;攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格,阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人pX$? block_cnt?ability_range_forward_extend433>atkH? talent_scale²A(8@ \A?skchr_sophia_2鞭刃第一天赋效果提升至<@ba.vup>{talent_scale}倍;攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格,阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人pX$? block_cntԉ?ability_range_forward_extend>atk? talent_scaleA(8@ 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lF?skchr_sophia_2鞭刃第一天赋效果提升至<@ba.vup>{talent_scale}倍;攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格,阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人pX$Ȓ? block_cnt?ability_range_forward_extend>atk(̌? talent_scaleskchr_sophia_2\ Ԙskchr_sophia_1 A$4Dd?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益@@ talent_scaleA$4D\ ?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益9@ talent_scaleA$4DT!?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益|333@ talent_scaleA$4DL"?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益t,@ talent_scaleA$4DD#?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益lff&@ talent_scaleA$4D<$?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益d @ talent_scaleA$4D4%?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益\@ talent_scalepA$4D,&?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益T33@ talent_scalepA$4D$'?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益L @ talent_scalepA$4D(?skchr_sophia_1 激励艺术o第一天赋效果提升至<@ba.vup>{talent_scale}倍,阻挡数小于3的近战干员受到一半的增益Dff@ talent_scaleskchr_sophia_1xP  skchr_swire_2 ( $  *A(8HĠ-? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍L?atk@@ talent_scale*A(8Hġ0? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍333?atk9@ talent_scale*A(8HĢ1? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍?atk333@ talent_scale*A(8Hģ2? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍?atk,@ talent_scale*A(8HĤ5? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍>atkff&@ talent_scale*A(8Hĥ6? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍>atk @ talent_scale*A(8HĦ7? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍>atk@ talent_scale*pA(8Hħ:? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍>atk33@ talent_scale*pA(8HĨ;? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍>atk @ talent_scale*pA(8Hĩ<? skchr_swire_2 协同作战Y攻击力<@ba.vup>+{atk:0%},第一天赋效果提升至<@ba.vup>{talent_scale}倍>atkff@ talent_scale skchr_swire_2 \ skchr_swire_1 D $ |T,l B,0@P4(?x-2 skchr_swire_1 指挥调度b第一天赋生效范围<@ba.vup>大幅度扩大,效果提升至<@ba.vup>{talent_scale}倍,?talent_range_flag@@ talent_scalemA,0@PX,?x-2 skchr_swire_1 指挥调度b第一天赋生效范围<@ba.vup>大幅度扩大,效果提升至<@ba.vup>{talent_scale}倍,@?talent_range_flagd@ talent_scalenA,0@P|/?x-2 skchr_swire_1 指挥调度b第一天赋生效范围<@ba.vup>大幅度扩大,效果提升至<@ba.vup>{talent_scale}倍,d?talent_range_flag@ talent_scalepA,0@P2?x-2 skchr_swire_1 指挥调度b第一天赋生效范围<@ba.vup>大幅度扩大,效果提升至<@ba.vup>{talent_scale}倍,?talent_range_flag@ talent_scale&qA,0@Pį5?x-1 skchr_swire_1 指挥调度Y第一天赋生效范围<@ba.vup>扩大,效果提升至<@ba.vup>{talent_scale}倍,?talent_range_flagȭ@ talent_scaleBrA,0@P6?x-1 skchr_swire_1 指挥调度Y第一天赋生效范围<@ba.vup>扩大,效果提升至<@ba.vup>{talent_scale}倍,?talent_range_flag@ talent_scale^sA,0@P7?x-1 skchr_swire_1 指挥调度Y第一天赋生效范围<@ba.vup>扩大,效果提升至<@ba.vup>{talent_scale}倍,ܯ?talent_range_flag@ talent_scaleztA,0@P:?x-1 skchr_swire_1 指挥调度Y第一天赋生效范围<@ba.vup>扩大,效果提升至<@ba.vup>{talent_scale}倍,?talent_range_flag@ talent_scaleuA,0@P4;?x-1 skchr_swire_1 指挥调度Y第一天赋生效范围<@ba.vup>扩大,效果提升至<@ba.vup>{talent_scale}倍,?talent_range_flag8@ talent_scalevpA,0@PP<?x-1 skchr_swire_1 指挥调度Y第一天赋生效范围<@ba.vup>扩大,效果提升至<@ba.vup>{talent_scale}倍,0?talent_range_flagT@ talent_scale skchr_swire_1skchr_surfer_2  : A(8@8Զ?skchr_surfer_2洞悉攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并<$ba.steal>偷取目标<@ba.vup>{def_steal}点防御力。(最多<@ba.vup>{def_steal_max}点,持续至技能结束或寻澜离场)dD L?modedC def_steal_max\B def_steal?costpB attack_speed2 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?skchr_surfer_2洞悉攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并<$ba.steal>偷取目标<@ba.vup>{def_steal}点防御力。(最多<@ba.vup>{def_steal_max}点,持续至技能结束或寻澜离场)dD $?mode<C def_steal_max\A def_stealx?costA attack_speed  A(8@8 ?skchr_surfer_2洞悉攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并<$ba.steal>偷取目标<@ba.vup>{def_steal}点防御力。(最多<@ba.vup>{def_steal_max}点,持续至技能结束或寻澜离场)dD ?mode4 C def_steal_maxTA def_stealp?costA attack_speed A(8@8 ?skchr_surfer_2洞悉攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并<$ba.steal>偷取目标<@ba.vup>{def_steal}点防御力。(最多<@ba.vup>{def_steal_max}点,持续至技能结束或寻澜离场)dD ?mode,B def_steal_maxLpA def_stealh?costA attack_speed A(8@8 ?skchr_surfer_2洞悉攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并<$ba.steal>偷取目标<@ba.vup>{def_steal}点防御力。(最多<@ba.vup>{def_steal_max}点,持续至技能结束或寻澜离场)dD  ?mode$B def_steal_maxD@A def_steal`?costxpA attack_speed A(8@8 ?skchr_surfer_2洞悉攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并<$ba.steal>偷取目标<@ba.vup>{def_steal}点防御力。(最多<@ba.vup>{def_steal_max}点,持续至技能结束或寻澜离场)dD ?modeB def_steal_max< A def_stealX?costp A attack_speedskchr_surfer_2 skchr_surfer_1 tRA 08h?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 ?cost?atk>A 08T?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 ?costfff?atk*A 08@?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 ?costL?atkA 08,?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 ?cost333?atkA 08?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 l?cost?atkpA 08?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 X?costp ?atkڠ`A 08?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 D?cost\?atkơPA 08ܜ?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 0?costHff>atkPA 08ȝ?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 ?cost4>atkPA 08?skchr_surfer_1探寻`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用 ?cost 33>atkskchr_surfer_1H  skchr_chilc_2  l d \ A(8H? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< ?costff>probpB attack_speedN A(8H? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< ?cost= >prob(dB attack_speed A(8H<? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< L?costd>prob|XB attack_speed A(8H? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< ?cost\>probHB attack_speedJ A(8H ? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< ?cost 33>prob$8B attack_speed A(8H8 ? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< H?cost`33>probx0B attack_speed A(8H ? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< ?cost33>prob(B attack_speedF A(8H ? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< ?cost>prob B attack_speed A(8H4 ? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< D?cost\>probtB attack_speed A(8H ? skchr_chilc_2 随机应变获得<@ba.vup>{prob:0%}的物理闪避,攻击速度+<@ba.vup>{attack_speed},每次攻击时获得<@ba.vup>{cost}点部署费用< ?cost>prob B attack_speed skchr_chilc_2t skchr_chilc_1 $ 8L @@(8HH  ? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< <@groundT Afloorl> prob_minusL> prob_stay>prob_add@@step@mid_costN @@(8H  ? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< @ground Afloor > prob_minus(L> prob_stayD>prob_add`@@stepx@mid_cost @@(8H  ? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< |@ground Afloor> prob_minusL> prob_stay>prob_add@@step@mid_cost@@(8H(  ? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< @@ground4AfloorL> prob_minushL> prob_stay>prob_add@@step@mid_cost.@@(8H  ? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< @@groundAfloor> prob_minusL> prob_stay$>prob_add@@@stepX@mid_cost@@(8Hh ? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< \@@groundtAfloor> prob_minusL> prob_stay>prob_add@@step@mid_costn@@(8H? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< @groundAfloor,> prob_minusHL> prob_stayd>prob_add@@step@mid_cost@@(8H? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< @groundAfloor> prob_minusL> prob_stay>prob_add @@step8@mid_cost@@(8HH? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< <?groundT@floorl> prob_minusL> prob_stay>prob_add@@step@mid_costN@@(8H? skchr_chilc_1 开锁工具a停止攻击,技能结束后随机获得<@ba.vup>{ground}-<@ba.vup>{floor}点部署费用|\< ?ground@floor > prob_minus(L> prob_stayD>prob_add`@@stepx@mid_cost skchr_chilc_1 skchr_puzzle_2 D l $ LZA(8HH?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2?cost Aattack@max_cnt?attack@addtion_cnt>attack@atk_scale_2$B attack_speedA(8HH8 ?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2?cost Aattack@max_cnt ?attack@addtion_cntD)\>attack@atk_scale_2hB attack_speedA(8HH| ?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2,?costD Aattack@max_cntd?attack@addtion_cnt>attack@atk_scale_2|B attack_speed&!A(8HH ?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,LAattack@duration_2p?cost Aattack@max_cnt?attack@addtion_cnt=attack@atk_scale_2pB attack_speedj#A(8HH ?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2?cost Aattack@max_cnt?attack@addtion_cntG=attack@atk_scale_24`B attack_speed%A(8HHH ?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2?cost Aattack@max_cnt0?attack@addtion_cntT=attack@atk_scale_2xXB attack_speed'A(8HH ?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2<?costT Aattack@max_cntt?attack@addtion_cntQ=attack@atk_scale_2PB attack_speed6*A(8HH ?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,\Aattack@duration_2?cost Aattack@max_cnt?attack@addtion_cnt ף=attack@atk_scale_2DB attack_speedz,A(8HH!?skchr_puzzle_2 疑点追踪攻击速度<@ba.vup>+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2?cost Aattack@max_cnt?attack@addtion_cnt )\=attack@atk_scale_2D+{attack_speed},攻击使目标在16秒内每秒受到相当于谜图攻击力<@ba.vup>{attack@atk_scale_2:0%}的法术伤害,效果最多可叠加<@ba.vup>10次,每次攻击时获得<@ba.vup>{cost}点部署费用。lH,Aattack@duration_2?cost  Aattack@max_cnt@?attack@addtion_cntdu=attack@atk_scale_24B attack_speedskchr_puzzle_2L 4 skchr_puzzle_1 dD$(8H ?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 @@cost@@ atk_scale(8H ?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用  @@cost0 ,@ atk_scale (8H< ?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 4 @@costL @ atk_scale* $4D ?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 L @@costd 33@ atk_scaleB $4D, ?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 d @@cost| @ atk_scaleZ $4DD ?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 | @@cost ff@ atk_scaler$4D\?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 @@cost@ atk_scale$4Dt?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 @@cost33? atk_scale$4D?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 @@costff? atk_scale$4D?skchr_puzzle_1 关键线索z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用 @@cost? atk_scaleskchr_puzzle_1$ $sktok_blkngt_hypnos_s_2r \\?食梦8可以攻击并优先攻击<$ba.sleep>沉睡的目标sktok_blkngt_hypnossktok_blkngt_hypnos_s_2 $sktok_blkngt_hypnos_s_1V \@?食梦8可以攻击并优先攻击<$ba.sleep>沉睡的目标sktok_blkngt_hypnossktok_blkngt_hypnos_s_1dskchr_ctable_2  (8@P8?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,Aattack@trigger_time?costHB attack_speed >atk~(8@P(?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,Aattack@trigger_time?cost0B attack_speedQ>atkn(8@P?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,Aattack@trigger_time?costB attack_speed ף>atk^(8@P?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,pAattack@trigger_time?costB attack_speed)\>atkN(8@P?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,`Aattack@trigger_time?costA attack_speed>atk>(8@P ?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,t`Aattack@trigger_time?costA attack_speedGa>atk.(8@P"?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,d!`Aattack@trigger_time!?cost!A attack_speed!\B>atk(8@P$  ?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,T#PAattack@trigger_timex#?cost#A attack_speed# #>atk(8@P&! ?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,D%PAattack@trigger_timeh%?cost%`A attack_speed%>atk  (8@P(" ?skchr_ctable_2浮光 攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},自身获得<$ba.camou>迷彩,每次攻击时获得<@ba.vup>{cost}点部署费用。\n<@ba.rem>攻击装有{attack@trigger_time}发弹药,打完后结束(可随时停止技能)lH,L'PAattack@trigger_timep'?cost' A attack_speed'=atkskchr_ctable_2' H-skchr_ctable_1 tdTD4$~A 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ (?cost attack_speed )?atkA 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ )?cost attack_speed,*fff?atkA 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ +?cost attack_speed8+L?atkA 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ ,?cost attack_speedD,333?atkA 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ -?cost attack_speedP-?atkpA 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ (.?cost attack_speed\. ?atk`A 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ 4/?cost attack_speedh/?atkPA 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ @0?cost attack_speedt0ff>atkPA 08?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ L1?cost attack_speed1>atkPA$0@H ?skchr_ctable_1观火`部署后攻击力<@ba.vup>+{atk:0%},每次攻击时获得<@ba.vup>{cost}点部署费用@ h2?cost attack_speed233>atkskchr_ctable_12 sktok_mitm_trshrb_2(p? 废品战车E作为小车形态存在时被击败后会在周围四格生成残骸sktok_mitm_trshrbsktok_mitm_trshrb_23 sktok_mitm_trshrb_1  (8 ? 废品战车E作为小车形态存在时被击败后会在周围四格生成残骸sktok_mitm_trshrbsktok_mitm_trshrb_14 D: skchr_mitm_2 T$ d4~_pA(8H|8(? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,6?block_cnt_display 7@Amitm_s_2[cost].display47?mitm_s_2[cost].interval\7?mitm_s_2[cost].cost7?mitm_s_2[to_token].hp733?mitm_s_2[to_token].def7@mitm_s_2[to_token].block_cnt8?mode8L?atk,8?attack@max_targetbpA(8H|D;*? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,:?block_cnt_display8:@Amitm_s_2[cost].display`:?mitm_s_2[cost].interval:?mitm_s_2[cost].cost:?mitm_s_2[to_token].hp:ff?mitm_s_2[to_token].def:@mitm_s_2[to_token].block_cnt,;?modeD;333?atkX;?attack@max_targetepA(8H|p>+? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,@=?block_cnt_displayd=@Amitm_s_2[cost].display=?mitm_s_2[cost].interval=?mitm_s_2[cost].cost=?mitm_s_2[to_token].hp>?mitm_s_2[to_token].def(>@mitm_s_2[to_token].block_cntX>?modep>ff&?atk>?attack@max_targetipA(8H|A,? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,l@?block_cnt_display@@Amitm_s_2[cost].display@?mitm_s_2[cost].interval@?mitm_s_2[cost].costA?mitm_s_2[to_token].hp,Ǎ?mitm_s_2[to_token].defTA@mitm_s_2[to_token].block_cntA?modeA?atkA?attack@max_target.lpA(8H|D-? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,C?block_cnt_displayC@Amitm_s_2[cost].displayC?mitm_s_2[cost].interval D?mitm_s_2[cost].cost0D?mitm_s_2[to_token].hpXDff?mitm_s_2[to_token].defD@mitm_s_2[to_token].block_cntD?modeD ?atkD?attack@max_targetZopA(8H|G.? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,F?block_cnt_displayF@Amitm_s_2[cost].displayG?mitm_s_2[cost].interval8G?mitm_s_2[cost].cost\G?mitm_s_2[to_token].hpG?mitm_s_2[to_token].defG@mitm_s_2[to_token].block_cntG?modeG?atkH?attack@max_targetrpA(8H| K/? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,I?block_cnt_displayJ@Amitm_s_2[cost].displayatk4K?attack@max_targetupA(8H|LN0 ? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,M?block_cnt_display@M@Amitm_s_2[cost].displayhM?mitm_s_2[cost].intervalM?mitm_s_2[cost].costM?mitm_s_2[to_token].hpMfff?mitm_s_2[to_token].defN@mitm_s_2[to_token].block_cnt4N?modeLN>atk`N?attack@max_targetxpA(8H|xQ1 ? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,HP?block_cnt_displaylP@Amitm_s_2[cost].displayP?mitm_s_2[cost].intervalP?mitm_s_2[cost].costP?mitm_s_2[to_token].hpQY?mitm_s_2[to_token].def0Q@mitm_s_2[to_token].block_cnt`Q?modexQ33>atkQ?attack@max_target |pA(8H|T2 ? skchr_mitm_2 承压功率3技能持续时间内逐渐获得<@ba.vup>{mitm_s_2[cost].display}点部署费用,攻击力<@ba.vup>+{atk:0%};樱桃三号<@ba.vdown>停止攻击,阻挡数<@ba.vup>+{block_cnt_display},防御力<@ba.vup>+{mitm_s_2[to_token].def:0%}\n<@ba.rem>技能结束后樱桃三号销毁自身 lT8X,tS?block_cnt_displayS@Amitm_s_2[cost].displayS?mitm_s_2[cost].intervalS?mitm_s_2[cost].cost T?mitm_s_2[to_token].hp4TL?mitm_s_2[to_token].def\T@mitm_s_2[to_token].block_cntT?modeT>atkT?attack@max_target skchr_mitm_2T8hZ skchr_mitm_1 D t <lF,0@P{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,pV@aoe_damage_scaleV@costH,0@PY?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,Wffv@aoe_damage_scaleW@costjI,0@P[?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,8Yl@aoe_damage_scale\Y@costJ,0@Ph\?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,Z33c@aoe_damage_scaleZ@cost2L,0@P]?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,\Y@aoe_damage_scale$\@costM,0@P0_?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,d]33S@aoe_damage_scale]@costN,0@P`?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,^L@aoe_damage_scale^@cost^P,0@Pa?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,,`ffF@aoe_damage_scaleP`@costQ,0@P\c?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,a@@aoe_damage_scalea@cost&S,0@Pd?x-5 skchr_mitm_1 遥控解体立即获得<@ba.vup>{cost}点部署费用,并使樱桃三号自毁且对周围四格敌人造成相当于渡桥攻击力<@ba.vup>{aoe_damage_scale:0%}的物理伤害,b9@aoe_damage_scalec@cost skchr_mitm_1Dc$hskchr_blkngt_2 p<  l8^d(8@f ?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能2次H,he@blkngt_s_2.duratione@costeff@blkngt_s_2.atk_scalef(8@h ?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能2次H,g@blkngt_s_2.durationg@costg33?blkngt_s_2.atk_scaleh(8@j ?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能2次H,i@blkngt_s_2.durationi@costj?blkngt_s_2.atk_scalej(8@m ?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能2次H,k@blkngt_s_2.durationl@cost4l?blkngt_s_2.atk_scalem(8@Lo?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能1次H,(n@blkngt_s_2.durationLn@costdn?blkngt_s_2.atk_scaleNo(8@|q?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能1次H,Xp@blkngt_s_2.duration|p@costp33?blkngt_s_2.atk_scale~q(8@s?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能1次H,r@blkngt_s_2.durationr@costr̬?blkngt_s_2.atk_scales$4<s?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能1次H,t@blkngt_s_2.durationt@costtff?blkngt_s_2.atk_scaleu$4<u?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能1次H,v@blkngt_s_2.durationw@costw?blkngt_s_2.atk_scalex$4<w?skchr_blkngt_2安眠a立即使战术点周围的所有地面敌人陷入<@ba.vup>{blkngt_s_2.duration}秒<$ba.sleep>沉睡并获得<@ba.vup>{cost}点部署费用;<@ba.vup>{blkngt_s_2.duration}秒内眠兽的攻击变为群体法术攻击,攻击<$ba.sleep>沉睡的目标时攻击力提升至<@ba.vup>{blkngt_s_2.atk_scale:0%}\n<@ba.rem>可充能1次H, y@blkngt_s_2.duration0y@costHy?blkngt_s_2.atk_scaleskchr_blkngt_2y ~skchr_blkngt_1 0d4 h6 A(8@|?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x<{ A blkngt_hypnos_s_1[rage].duration{ ?$blkngt_hypnos_s_1[rage].attack_speed,| ?blkngt_hypnos_s_1[rage].atkX|)\>#hp_recovery_per_sec_by_max_hp_ratio|0Acost A(8@?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x<~ A blkngt_hypnos_s_1[rage].duration~?$blkngt_hypnos_s_1[rage].attack_speed~?blkngt_hypnos_s_1[rage].atk )\>#hp_recovery_per_sec_by_max_hp_ratioT0AcostƩ A(8@`?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x<P A blkngt_hypnos_s_1[rage].durationff>$blkngt_hypnos_s_1[rage].attack_speedff>blkngt_hypnos_s_1[rage].atk)\>#hp_recovery_per_sec_by_max_hp_ratio0Acost A(8@(?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x< A blkngt_hypnos_s_1[rage].durationL>$blkngt_hypnos_s_1[rage].attack_speed>blkngt_hypnos_s_1[rage].atk>#hp_recovery_per_sec_by_max_hp_ratio0AcostV A(8@ ?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x< A blkngt_hypnos_s_1[rage].durationQ>$blkngt_hypnos_s_1[rage].attack_speedLQ>blkngt_hypnos_s_1[rage].atkx=#hp_recovery_per_sec_by_max_hp_ratio0Acost A(8@ ?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x< A blkngt_hypnos_s_1[rage].duration܉>$blkngt_hypnos_s_1[rage].attack_speed>blkngt_hypnos_s_1[rage].atk@G=#hp_recovery_per_sec_by_max_hp_ratiot0Acost A(8@ ?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x<p A blkngt_hypnos_s_1[rage].duration>$blkngt_hypnos_s_1[rage].attack_speed܌>blkngt_hypnos_s_1[rage].atk=#hp_recovery_per_sec_by_max_hp_ratio<0Acost A(8@H  ?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x<8 A blkngt_hypnos_s_1[rage].durationl>$blkngt_hypnos_s_1[rage].attack_speed>blkngt_hypnos_s_1[rage].atkЏQ=#hp_recovery_per_sec_by_max_hp_ratio0Acostv A(8@! ?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x< A blkngt_hypnos_s_1[rage].duration4k>$blkngt_hypnos_s_1[rage].attack_speedlk>blkngt_hypnos_s_1[rage].atk ף=#hp_recovery_per_sec_by_max_hp_ratio̒0Acost> A(8@ؕ" ?skchr_blkngt_1半醒m立刻获得<@ba.vup>{cost}点部署费用,眠兽进入休眠,期间每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}最大生命;眠兽受到伤害时醒来,攻击力<@ba.vup>+{blkngt_hypnos_s_1[rage].atk:0%},攻击速度<@ba.vup>+{blkngt_hypnos_s_1[rage].attack_speed:0%},持续<@ba.vup>{blkngt_hypnos_s_1[rage].duration}秒x<Ȕ A blkngt_hypnos_s_1[rage].durationL>$blkngt_hypnos_s_1[rage].attack_speed4L>blkngt_hypnos_s_1[rage].atk`)\=#hp_recovery_per_sec_by_max_hp_ratio0Acostskchr_blkngt_1H8skchr_wanqin_2 4 D TrZpA,0@L`?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0?wanqin_s_2[cost].costؗ@?wanqin_s_2[cost].intervalAvalue>attack@heal_scale@Aattack@attack_speed\pA,0@L`\ ?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0?wanqin_s_2[cost].cost$@?wanqin_s_2[cost].intervalPAvalueh>attack@heal_scaleAattack@attack_speed _pA,0@L`! ?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0H?wanqin_s_2[cost].costp@?wanqin_s_2[cost].intervalAvalueL>attack@heal_scale؜Aattack@attack_speedVapA,0@L`" ?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0?wanqin_s_2[cost].cost@?wanqin_s_2[cost].intervalAvalueL>attack@heal_scale$Aattack@attack_speedcpA,0@L`@#?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0?wanqin_s_2[cost].cost@?wanqin_s_2[cost].interval4AvalueL>attack@heal_scalepAattack@attack_speedepA,0@L`$?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0,?wanqin_s_2[cost].costT@?wanqin_s_2[cost].intervalAvalue>attack@heal_scalepAattack@attack_speed:hpA,0@L`ئ%?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0x?wanqin_s_2[cost].cost@?wanqin_s_2[cost].interval̥Avalue=attack@heal_scalepAattack@attack_speedjpA,0@L`$&?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0ħ?wanqin_s_2[cost].cost@?wanqin_s_2[cost].intervalAvalue0=attack@heal_scaleT@Aattack@attack_speedlpA,0@L`p'?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0?wanqin_s_2[cost].cost8@?wanqin_s_2[cost].intervaldAvalue|=attack@heal_scale@Aattack@attack_speedopA,0@L`(?x-4skchr_wanqin_2 应东风停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用\n技能期间,每秒治疗周围友方干员相当于万顷<@ba.vup>{attack@heal_scale:0%}攻击力的生命值,周围部署方向与万顷相同的干员攻击速度<@ba.vup>+{attack@attack_speed}|`0\?wanqin_s_2[cost].cost@?wanqin_s_2[cost].intervalAvalueȬ=attack@heal_scale Aattack@attack_speedskchr_wanqin_2$X skchr_elysm_2 T  t<qpA,0@H`t?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost0@?intervalLAvalued33defx move_speed@ max_target tpA,0@H` ?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ L?costd@?intervalAvalueRdef move_speedȱ@ max_target>vpA,0@H`ܴ! ?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost@?intervalAvalue̳)\def move_speed@ max_targetrxpA,0@H`" ?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost̵@?intervalAvaluedef move_speed0@ max_targetzpA,0@H`D#?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost@?intervalAvalue4GadefH move_speedd@@ max_target|pA,0@H`x$?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost4@?intervalPAvaluehGadef| move_speed@@ max_targetpA,0@H`%?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ P?costh@?intervalAvalueGadef move_speed̼@@ max_targetBpA,0@H`&?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost@?intervalAvalueоLdef move_speed@@ max_targetvpA,0@H`'?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost@?intervalAvalueLdef move_speed4@@ max_targetpA,0@H`H(?x-2 skchr_elysm_2聆听停止攻击,逐渐回复总共<@ba.vup>{value}点部署费用,并在持续时间内锁定周围至多<@ba.vup>{max_target}个敌人\n被锁定的单位移动速度<@ba.vup>-{-move_speed:0%},防御力<@ba.vup>-{-def:0%},失去<$ba.invisible>隐匿效果t\@ ?cost@?interval Avalue8LdefL move_speedh@@ max_target skchr_elysm_2  skchr_fang2_2 T$d4FA(8Z skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt>def?atkrA(8[ skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt >def4̌?atkA(8\ skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$0? block_cntL>def`?atkʚA(8&^ skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$\? block_cntx>def33s?atkA(8R_ skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt>deffff?atk"`A(8~` skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt>defY?atkN`A(8a skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt>defY?atkz@A(8b skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$ ? block_cnt(>def+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$8? block_cntTL>defh@?atkҡ A(8.e skchr_fang2_2 执守阵线攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$d? block_cntL>def333?atk skchr_fang2_2 4 skchr_fang2_1  l d \$4D? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8  ?cost8@@cntLff? atk_scale*$4D? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 t?cost@cnt? atk_scale~$4Dh? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 ?cost@cnt? atk_scale$4D? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 ?cost4@cntH? atk_scale&$4D? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 p?cost?cnt? atk_scalez$4Dd? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 ?cost?cnt33? atk_scale$4D? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 ?cost0?cntD̬? atk_scale"$4D ? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 l?cost?cntff? atk_scalev$4D`? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 ?cost?cnt? atk_scale$4D? skchr_fang2_1 贯敌刺枪下一次攻击变为攻击力<@ba.vup>{atk_scale:0%}的二连击,且击败敌人后部署费用回复<@ba.vup>+{cost}<@ba.rem>\n可充能{cnt}次8 ?cost,?cnt@? atk_scale skchr_fang2_1p skchr_wildmn_2 T$d4"A,0@P(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(? attack@forceL?atkNA,0@P(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(? attack@force 333?atkzA,0@P(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(? attack@force8ff&?atkA,0@PD(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(D? attack@forced?atkҦA,0@Pp(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(p? attack@force ?atkA,0@P(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(? attack@force?atk*A,0@P(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(? attack@forceff>atkVA,0@P(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(? attack@force>atkA,0@P (?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开( ? attack@force@33>atkA,0@PL(?2-2skchr_wildmn_2 夹枪冲锋x攻击范围扩大,攻击力<@ba.vup>+{atk:0%},攻击会把目标往攻击方向<@ba.vup>中等力度地推开(L? attack@forcel>atkskchr_wildmn_2 skchr_wildmn_1 4$tdBA(8lskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}xC attack_speedA(8lJskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}$B attack_speedA(8lskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}B attack_speedFA(8lskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}|B attack_speedA(8lNskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}(B attack_speedA(8lskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}B attack_speedJA(8lskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}B attack_speedA(8lRskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed},B attack_speedA(8lskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}B attack_speedNpA(8lskchr_wildmn_1 骑枪刺击0部署后攻击速度<@ba.vup>+{attack_speed}pB attack_speedskchr_wildmn_1`0skchr_sddrag_2 d  HpjA(8H#?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1Dˆdef<33>attack@skill.atk_scaledL?atkA(8Hl$?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1D*def33>attack@skill.atk_scale333?atk:A(8H%?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1Ddef >attack@skill.atk_scale4ff&?atkA(8H<&?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1Ddeft>attack@skill.atk_scale?atk !A(8H'?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1DbdefL>attack@skill.atk_scale ?atkr"A(8H '?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1DʏdefDL>attack@skill.atk_scalel?atk#A(8Ht' ?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1D2defL>attack@skill.atk_scaleff>atkB%A(8H( ?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1Ddef>attack@skill.atk_scale<>atk&A(8HD( ?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1Ddef|>attack@skill.atk_scale33>atk(A(8H( ?skchr_sddrag_2 生灵火花攻击力<@ba.vup>+{atk:0%},每次攻击附加攻击力<@ba.vup>{attack@skill.atk_scale:0%}的法术伤害,且击败敌人后部署费用回复<@ba.vup>+1Djdef>attack@skill.atk_scale >atkskchr_sddrag_24  skchr_grani_2 d  D$dA,0@PF2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cntL?defL?atkBA,0@PH2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cntQ8?def0Q8?atkA,0@P<I2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$\? block_cntx(?def(?atkA,0@PJ2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt?def?atkVA,0@PK2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cnt0 ?defD ?atkA,0@PP L2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$p? block_cnt?def?atkA,0@P M2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$? block_cntff>defff>atkjA,0@P N2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$( ? block_cntD >defX >atkA,0@Pd O2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$ ? block_cnt 33>def 33>atk"A,0@PP2?0-1 skchr_grani_2永不后退!攻击距离<@ba.vdown>缩短,攻击力和防御力<@ba.vup>+{atk:0%},阻挡数<@ba.vup>+{block_cnt},同时攻击阻挡的所有敌人<$ ? block_cnt >def >atk skchr_grani_28 8"skchr_makiri_2 Dt  < lpA,0@P ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ pAvalue?interval cost_decrease4@ max_stack_cntT333?makiri_s_2[passive].atk|=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio>max_hp?costNpA,0@P ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ DpAvalue\?intervalx cost_decrease@ max_stack_cntff&?makiri_s_2[passive].atk ף=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio()\>max_hp@?costpA,0@P P ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ pAvalue?interval cost_decrease@ max_stack_cnt?makiri_s_2[passive].atkD ף=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio>max_hp?costpA,0@P  ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@  pAvalue$?interval@ cost_decrease`@ max_stack_cnt ?makiri_s_2[passive].atk ף=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio=max_hp?costzpA,0@P  ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ ppAvalue?interval cost_decrease@ max_stack_cnt?makiri_s_2[passive].atk u=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratioT=max_hpl?costpA,0@P |! ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@  pAvalue ?interval! cost_decrease(!@ max_stack_cntH!ff>makiri_s_2[passive].atkp!u=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio!=max_hp!?costBpA,0@P $  ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ 8$pAvalueP$?intervall$ cost_decrease$@ max_stack_cnt$>makiri_s_2[passive].atk$u=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio%=max_hp4%?costpA,0@P D(! ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ 'pAvalue'?interval' cost_decrease'@ max_stack_cnt(33>makiri_s_2[passive].atk8(L=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio(=max_hp(?cost pA,0@P +" ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ +pAvalue+?interval4+ cost_decreaseT+@ max_stack_cntt+>makiri_s_2[passive].atk+L=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio+=max_hp+?costnpA,0@P  /# ?1-1skchr_makiri_2 万手成局逐渐回复总共<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{makiri_s_2[passive].atk:0%},每秒恢复<@ba.vup>{makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值;技能开启时立即使待部署区所有重装与辅助干员费用<@ba.vup>{cost_decrease},并且最大生命值<@ba.vup>+{max_hp:0%}(生命加成最多叠加<@ba.vup>{max_stack_cnt}次,持续至下次撤退)d@ d.pAvalue|.?interval. cost_decrease.@ max_stack_cnt.>makiri_s_2[passive].atk/L=7makiri_s_2[passive].hp_recovery_per_sec_by_max_hp_ratioH/=max_hp`/?costskchr_makiri_2/ 5skchr_makiri_1  l d \>,0@P2?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 0value 1?cnt 1 Acost,0@P04 ?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 H2value`2?cntt2 Acost,0@P5!?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 3value3?cnt3 Acost:,0@P6"?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 4value5?cnt5 Acost,0@P,8# ?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 D6value\6?cntp6 Acost,0@P9$ ?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 7value7?cnt7 Acost6,0@P:% ?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 8value9?cnt9 Acost,0@P(<& ?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 @:valueX:?cntl: Acost,0@P|=' ?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 ;value;?cnt; Acost2,0@P>( ?1-1skchr_makiri_1 入场安排立即获得<@ba.vup>{cost}点部署费用,并使当前待部署区最右边的<@ba.vup>{cnt}名干员部署费用<@ba.vup>{value}8 <value=?cnt= Acostskchr_makiri_1@=0Bskchr_rfalcn_2 p<  l8pA,0@P0@?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,? @talent@prob_scaler(??rfalcn_s_2[cost].costP??rfalcn_s_2[cost].interval|?>atk? B attack_speed?@Avalue"pA,0@P0B?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,4A33@talent@prob_scalerXA?rfalcn_s_2[cost].costAff?rfalcn_s_2[cost].intervalAQ>atkAA attack_speedA0AvalueRpA,0@P0D ?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,dCff@talent@prob_scalerC?rfalcn_s_2[cost].costCff?rfalcn_s_2[cost].intervalC ף>atkCA attack_speedD0AvaluepA,0@P0 G ?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,E33?talent@prob_scalerE?rfalcn_s_2[cost].costEff?rfalcn_s_2[cost].interval F)\>atk FA attack_speed@F0Avalue pA,0@P0PI ?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,G?talent@prob_scalerG?rfalcn_s_2[cost].costH?rfalcn_s_2[cost].intervalatkPHA attack_speedpH Avalue pA,0@P0K ?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,I?talent@prob_scalerJ?rfalcn_s_2[cost].cost@J?rfalcn_s_2[cost].intervallJL>atkJA attack_speedJ AvaluepA,0@P0M?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,$L?talent@prob_scalerHL?rfalcn_s_2[cost].costpL?rfalcn_s_2[cost].intervalL #>atkLA attack_speedL AvalueBpA,0@P0O?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,TNff?talent@prob_scalerxN?rfalcn_s_2[cost].costN?rfalcn_s_2[cost].intervalN=atkN A attack_speedOAvaluerpA,0@P0R?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,Pff?talent@prob_scalerP?rfalcn_s_2[cost].costP?rfalcn_s_2[cost].intervalP ף=atkQ A attack_speed0QAvaluepA,0@P0@T?1-1skchr_rfalcn_2 醉刃乱舞技能持续时间内逐渐获得<@ba.vup>{value}点部署费用,攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed},第一天赋的触发几率提升至<@ba.vup>{talent@prob_scaler:0.0}倍X,Rff?talent@prob_scalerR?rfalcn_s_2[cost].costS?rfalcn_s_2[cost].interval,S #=atk@S A attack_speed`SAvalueskchr_rfalcn_2SYskchr_apionr_1  , P t>,0@P8V ?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD PUAtimeshU? def_penetrateU@ atk_scaleUAcost,0@P8X ?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD (WAtimes@W? def_penetrate`W33? atk_scale|W@cost,0@P8Z ?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD YAtimesY? def_penetrate8Yff? atk_scaleTY@cost,0@P8d\ ?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD ZAtimesZ? def_penetrate[? atk_scale,[@cost,0@P8<^?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD \Atimes\? def_penetrate\33? atk_scale]@costv!,0@P8`?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD ^Atimes^? def_penetrate^? atk_scale^@costN#,0@P8a?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD ``Atimesx`? def_penetrate`ff? atk_scale`@cost&%(,<L4a?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD 4bAtimesLb? def_penetratelb? atk_scaleb@cost&(,<L4Tc?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD dAtimes d? def_penetrate@d? atk_scale\d@cost((,<L4(e?x-1skchr_apionr_1 只余芬芳立即获得<@ba.vup>{cost}点费用;对周围的敌人发动<@ba.vup>{times}次连续斩击,每次造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并无视目标<@ba.vup>{def_penetrate:0%}防御力dD eAtimese? def_penetratef33? atk_scale0f@costskchr_apionr_1\f0kskchr_buildr_2 X< lpA(8HTi(?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0Lh@buildr_s_2[b].intervalth?buildr_s_2[b].costhff&?buildr_s_2[b].defh33>buildr_s_2[b].atkhbuildr_s_2[b].durationiff&?defi33>atk0ipAdurationLi@AcostpA(8HTXl*?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0j@buildr_s_2[b].interval$k?buildr_s_2[b].costHk?buildr_s_2[b].deflk>buildr_s_2[b].atkkbuildr_s_2[b].durationk?defk>atkkpAdurationk0AcostnpA(8HTo+?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0m@buildr_s_2[b].intervalm?buildr_s_2[b].costm ?buildr_s_2[b].defn>buildr_s_2[b].atk@nbuildr_s_2[b].durationhn ?def|n>atknpAdurationn0AcostpA(8HTq,?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0\p@buildr_s_2[b].intervalp?buildr_s_2[b].costp?buildr_s_2[b].defpL>buildr_s_2[b].atkpbuildr_s_2[b].durationq?def,qL>atk@qpAduration\q0AcostΛpA(8HTht-?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0 s@buildr_s_2[b].interval4s?buildr_s_2[b].costXs?buildr_s_2[b].def|sL>buildr_s_2[b].atksbuildr_s_2[b].durations?defsL>atkspAduration t Acost~pA(8HTw.?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0u@buildr_s_2[b].intervalu?buildr_s_2[b].costvff>buildr_s_2[b].def,v>buildr_s_2[b].atkPvbuildr_s_2[b].durationxvff>defv>atkvpAdurationv Acost.pA(8HTy/?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0lx@buildr_s_2[b].intervalx?buildr_s_2[b].costx>buildr_s_2[b].defx=buildr_s_2[b].atkybuildr_s_2[b].duration(y>def{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0{@buildr_s_2[b].intervalD{?buildr_s_2[b].costh{>buildr_s_2[b].def{=buildr_s_2[b].atk{buildr_s_2[b].duration{>def{=atk|pAduration|AcostpA(8HT(1?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0}@buildr_s_2[b].interval}?buildr_s_2[b].cost~33>buildr_s_2[b].def<~=buildr_s_2[b].atk`~buildr_s_2[b].duration~33>def~=atk~pAduration~Acost>pA(8HT؁2?skchr_buildr_2工程者之愿 立即获得<@ba.vup>{cost}点费用;技能持续时间内攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}\n<@ba.rem>第二次及以后使用时,每{buildr_s_2[b].interval}秒额外获得{buildr_s_2[b].cost}点费用,且持续时间无限 $X0|@buildr_s_2[b].interval?buildr_s_2[b].costȀ>buildr_s_2[b].def=buildr_s_2[b].atkbuildr_s_2[b].duration8>defL=atk`pAduration|Acostskchr_buildr_2 skchr_chiave_2 $ D d ZF,0@P4-#?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$hAdurationLmagic_resistance`@ atk_scaleăPAcost6H,0@P4Ԇ-!?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$D@duration` #magic_resistanceL@ atk_scale@AcostJ,0@P4- ?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$ @duration<magic_resistance`@@ atk_scale|@AcostK,0@P4-?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$@duration̽magic_resistance<333@ atk_scaleX@AcostM,0@P4h-?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$؊@duration̽magic_resistance,@ atk_scale40AcostO,0@P4D-?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$@durationЌ̽magic_resistanceff&@ atk_scale0AcostQ,0@P4 -?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$@duration̽magic_resistanceЎ @ atk_scale0Acost^S,0@P4-?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$l@duration̽magic_resistance@ atk_scaleȐ Acost:U,0@P4ؓ-?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$H@durationd̽magic_resistance33@ atk_scale AcostW,0@P4-?x-1skchr_chiave_2 火焰剥离立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并使命中目标在<@ba.vup>{duration}秒内法术抗性<@ba.vup>-{-magic_resistance:0%}lL$$@duration@̽magic_resistanced @ atk_scale Acostskchr_chiave_2$ skchr_texas_2 8  | T,^,0@H(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ H@@stun`? atk_scale|@Acost,0@H(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ ؗ@@stunff? atk_scale 0Acost~,0@H(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ h@@stun33? atk_scale0Acost,0@H(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ @stun̬? atk_scale,0Acost,0@H8(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ @stunff? atk_scale Acost.,0@Hȟ(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ @stun0? atk_scaleL Acost,0@HX(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ @stun? atk_scaleܟ AcostN,0@H(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ 8@stunP33? atk_scalelAcostޒ,0@Hx(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ Ȣ@stuň? atk_scaleAcostn,0@H(?x-1 skchr_texas_2剑雨立即获得<@ba.vup>{cost}点费用;对周围所有敌人造成<@ba.vup>两次相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害,并令击中目标<$ba.stun>晕眩<@ba.vup>{stun}秒@ X@stunpff? atk_scaleAcost skchr_texas_20skchr_durnar_2 @|$\jA(8H ?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人L?atk.A(8HȨ ?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人333?atkA(8H?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人H?atkA(8HP?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人 ?atkzA(8H ?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人Шff>atk>A(8Hث!?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人>atkA(8H"?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人X33>atkA$4D#?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人>atkA$4Dܫ$?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人ث>atkFA$4D%?skchr_durnar_2 起盾回击B攻击力<@ba.vup>+{atk:0%},同时攻击阻挡的所有敌人L>atkskchr_durnar_28 skchr_sunbr_2 $ 8LrqA,0@P?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8TL?defh Adisarmff?base_attack_timeL?atksA,0@P ?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8333?def Adisarm ff?base_attack_timeD333?atktA,0@PP!?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8333?def Adisarmff?base_attack_time?atkRvA,0@P"?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`84333?defH Adisarm`ff?base_attack_time?atkwA,0@P# ?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8Դ?def Adisarmff?base_attack_time$>atkyA,0@P0$ ?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8t?def Adisarmff?base_attack_timeĶ(>atk2{A,0@Pй% ?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8?def( Adisarm@ff?base_attack_timed>atk|A,0@Pp& ?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8?defȹ Adisarmff?base_attack_timeQ>atkr~A,0@P' ?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8T?defh Adisarmff?base_attack_time>atkA,0@P( ?x-4 skchr_sunbr_2 食粮烹制开始烹饪,<@ba.vdown>{disarm}秒内停止攻击敌人,防御力<@ba.vup>+{def:0%}\n烹饪完成后专注于治疗附近的友方角色,攻击力<@ba.vup>+{atk:0%}`8?def Adisarm ff?base_attack_timeD>atk skchr_sunbr_2l0  skchr_sunbr_1 p<l8(,<Lt?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次ľ@@ctؾ? heal_scaleN(,<L?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次@ct? heal_scale~(,<L?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次$@ct833? heal_scale(,<L?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次T@cthff? heal_scale޳(,<L4?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次?ct? heal_scale(,<Ld?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次?ct? heal_scale>(,<L?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次?ct33? heal_scalen(,<L?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次?ct(ff? heal_scale(,<L?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次D?ctX? heal_scaleι(,<L$?x-4 skchr_sunbr_1 备用军粮下次攻击会恢复附近一名友方角色相当于古米攻击力<@ba.vup>{heal_scale:0%}的生命值\n<@ba.rem>可充能{ct}次t?ct33s? heal_scale skchr_sunbr_1d 0 skchr_yak_2 d,|@fA(4D  ? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,?magic_resistance>def,?max_hpA(4D8$? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,,fff?magic_resistanceP>defd>max_hpA(4Dp(? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,dL?magic_resistanceL>def(>max_hpA(4D,? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,333?magic_resistance>def>max_hpFA$0@-? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,(?magic_resistance=defQ>max_hpzA$0@.? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,G!?magic_resistance(=def<>max_hpA$0@/? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,8?magic_resistance\=defp>max_hpA$0@80? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,l)\?magic_resistance=def>max_hpA$0@l1? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,?magic_resistance=defk>max_hpJA$0@2? skchr_yak_2 抗寒体质v生命上限<@ba.vup>+{max_hp:0%},防御力<@ba.vup>+{def:0%},法术抗性<@ba.vup>+{magic_resistance:0%}D,?magic_resistance=def L>max_hp skchr_yak_24  skchr_yak_1 h `XL@4(A(4D|# ? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,T Bhp_recovery_per_secx333?max_hpA(4D%? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,\Bhp_recovery_per_sec?max_hpA(4D&? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,dBhp_recovery_per_sec?max_hpA(4D'? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,lAhp_recovery_per_sec>max_hpA(4D(? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,tAhp_recovery_per_secQ>max_hp A(4D)? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,|Ahp_recovery_per_sec>max_hpA(4D*? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,Ahp_recovery_per_sec>max_hpA$0@p+? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,Ahp_recovery_per_sec>max_hp A$0@t,? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,Ahp_recovery_per_seck>max_hp" A$0@x-? skchr_yak_1 体能强化]生命上限<@ba.vup>+{max_hp:0%},每秒恢复<@ba.vup>{HP_RECOVERY_PER_SEC}点生命,Ahp_recovery_per_secL>max_hp skchr_yak_1T skchr_luton_2 l 0 |@A,0@P,#?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$@interval ?magic_atk_scale,ff?def@?modeyp_forceƧA,0@Pd#?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$(@intervalDfff?magic_atk_scaled33?defx?mode&|p_forceA,0@P#?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$`@interval|L?magic_atk_scaleff?def?mode^~p_force6A,0@P#?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$@interval333?magic_atk_scale33s?def?modep_forcenA,0@P ( ?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$@interval?magic_atk_scale L?def ?mode΂p_forceA,0@PD( ?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$@interval$ ?magic_atk_scaleD@?defX?modep_force޲A,0@P|( ?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$@@interval\?magic_atk_scale|333?def?mode>p_forceA,0@P-?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$x@interval>magic_atk_scale ?def?modevp_forceNA,0@P-?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$@interval33>magic_atk_scale?def?modep_forceA,0@P$-?x-4 skchr_luton_2 强磁防卫1<@ba.vdown>停止攻击,展开大盾并开启强磁场模式,防御力<@ba.vup>+{def:0%},每<@ba.vup>{interval}秒对周围所有地面敌人造成相当于攻击力<@ba.vup>{magic_atk_scale:0%}的法术伤害,并将所有未被阻挡的敌人<@ba.vup>小力地拖拽至自身中心|`H$@interval>magic_atk_scale$ff>def8?modep_force skchr_luton_2xL  skchr_luton_1 $`P$4H? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}x33@ atk_scaleV$4H@? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}8 @ atk_scale$4H? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff@ atk_scale$4H? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@ atk_scale$4H? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}x? atk_scaleV$4H@? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}833? atk_scale$4H? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4H? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff? atk_scale$4H? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}x? atk_scaleV$4H@? skchr_luton_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}8? atk_scaleskcom_powerstrike[2] skchr_luton_1skchr_bubble_2 ` h px6*A$4D-?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$? atk_scale$? taunt_level@?def+A$4D/?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$? atk_scale? taunt_levelff?def&-A$4D|0?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$? atk_scale? taunt_level033s?def.A$4D1?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$p> atk_scale? taunt_levelY?def0A$4Dl2?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$> atk_scale? taunt_level @?def1A$4D2?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$`> atk_scale|? taunt_level333?def3A$4D\ 2?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$ > atk_scale ? taunt_level ff&?def~4A$4D 2?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$P > atk_scalel ? taunt_level ?def5A$4DL 2?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$ > atk_scale ? taunt_level ?defn7A$4D 2?skchr_bubble_2 “挨打”停止攻击敌人;防御力<@ba.vup>+{def:0%},自身更易受敌人攻击,每次受到攻击时对目标造成相当于泡泡防御力<@ba.vup>{atk_scale:0%}的物理伤害D$@> atk_scale\? taunt_levelxff>defskchr_bubble_2Pskchr_snakek_2 $   R9A$4D(?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\<<#hp_recovery_per_sec_by_max_hp_ratioH? block_cntdff?def:A$4D((?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< ף<#hp_recovery_per_sec_by_max_hp_ratio? block_cnt33?defR<A$4D(?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< ף<#hp_recovery_per_sec_by_max_hp_ratioH? block_cntdff?def=A$4D((?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< ף<#hp_recovery_per_sec_by_max_hp_ratio? block_cnt33s?defR?A$4D(?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< #<#hp_recovery_per_sec_by_max_hp_ratioH? block_cntdY?def@A$4D((?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< #<#hp_recovery_per_sec_by_max_hp_ratio? block_cntL?defRBA$4D(?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< #<#hp_recovery_per_sec_by_max_hp_ratioH? block_cntd@?defCA$4D((?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< #<#hp_recovery_per_sec_by_max_hp_ratio? block_cntff&?defREA$4D(?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< #<#hp_recovery_per_sec_by_max_hp_ratioH? block_cntd?defFA$4D((?skchr_snakek_2 壳状防御停止攻击敌人;阻挡数<@ba.vup>+{block_cnt},防御力<@ba.vup>+{def:0%},每秒恢复最大生命的<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}\< #<#hp_recovery_per_sec_by_max_hp_ratio? block_cnt ?defskchr_snakek_2 X#skchr_headbr_2 | T ,tH A(8H X!#?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ ?costzT?interval?def?atk @AvaluerJ A(8H  #%?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ X!?costp!g?interval! ?def! ?atk!0Avalue&L A(8H $&?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@  #?cost$#g?interval@#?defT#?atkh#0AvalueM A(8H t&'?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ $?cost$g?interval$ff>def%ff>atk%0AvalueO A(8H ((( ?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ t&?cost&?interval&ff>def&ff>atk& AvalueBQ A(8H )) ?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ ((?cost@(?interval\(>defp(>atk( AvalueR A(8H +* ?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ )?cost)?interval*33>def$*33>atk8* AvalueT A(8H D-+ ?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ +?cost+{?interval+33>def+33>atk+Avalue^V A(8H ., ?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ D-?cost\-{?intervalx->def->atk-AvalueX A(8H 0- ?skchr_headbr_2乌萨斯战吼技能持续时间内逐渐获得<@ba.vup>{value}点部署费用\n所有先锋干员攻击力和防御力<@ba.vup>+{atk:0%},并在击杀敌人时额外获得<@ba.vup>1点部署费用pX@ .?cost/{?interval,/>def@/>atkT/Avalueskchr_headbr_2/4skchr_rosesa_2  p T@,2ZA(8P 2$?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4,1?damage_reduce_scale_displayX1?attack@damage_scale|1̬base_attack_time1@attack@final_duration1?attack@intervalB\A(8P 4&?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4<3>damage_reduce_scale_displayh3?attack@damage_scale3̬base_attack_time3@attack@final_duration3?attack@intervalR^A(8P 6'?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4L533>damage_reduce_scale_displayx5ff&?attack@damage_scale5̬base_attack_time5@attack@final_duration5?attack@intervalb`A(8P 8(?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4\7>damage_reduce_scale_display7333?attack@damage_scale7̬base_attack_time7@attack@final_duration7?attack@intervalrbA(8P( ;)?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>小幅度缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4t9>damage_reduce_scale_display9333?attack@damage_scale9ffbase_attack_time9@attack@final_duration:?attack@intervaldA(8P($=*?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>小幅度缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4;>damage_reduce_scale_display;@?attack@damage_scale;ffbase_attack_time<@attack@final_duration(<?attack@intervalfA(8P(小幅度缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4=L>damage_reduce_scale_display=L?attack@damage_scale=ffbase_attack_time>@attack@final_duration@>?attack@intervalhA(8P$TA,?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>略微缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4?L>damage_reduce_scale_display?L?attack@damage_scale@@base_attack_time,@@attack@final_durationT@?attack@intervaljA(8P$hC-?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>略微缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4A>damage_reduce_scale_displayAY?attack@damage_scaleB@base_attack_time@B@attack@final_durationhB?attack@intervallA(8P$|E.?skchr_rosesa_2绝妙的长效药呀攻击间隔<@ba.vup>略微缩短,攻击范围内的友方干员受到的物理与法术伤害的<@ba.vup>{damage_reduce_scale_display:0%}变为持续<@ba.vup>{attack@final_duration}秒的生命流失\4C=damage_reduce_scale_display Dfff?attack@damage_scale0D@base_attack_timeTD@attack@final_duration|D?attack@intervalskchr_rosesa_2D (Jskchr_rosesa_1 |hT@,E$4LE?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次E@ctE33? heal_scaleF$4LF ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次F@ct Gff? heal_scaleG$4LG ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次H@ctH? heal_scaleH$4LH ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次I?ct,I33? heal_scale J$4LI ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次(J?ct{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次8K?ctLKff? heal_scale*L$4LL ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次HL?ct\L? heal_scale:M$4L$M ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次XM?ctlM? heal_scaleJN$4L4N ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次hN?ct|N? heal_scaleZO$4LDO ?skchr_rosesa_1上佳的应急药呀l下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命\n<@ba.rem>可充能{ct}次xO?ctO33? heal_scaleskchr_rosesa_1O`4Uskchr_breeze_2 d  Hpnz4B(8H SP<?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(HQ? attack@scalehQ @atk{,B(8H pTP8?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(R? attack@scaleR33@atk>}(B(8H UP4?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(T? attack@scale8Tff@atk~$B(8H @WP0?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(U? attack@scaleU33?atk B(8H XP,?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(V? attack@scaleW?atkvB(8H ZP,?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(PX? attack@scalepX?atkނB(8H x[P,?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(Y? attack@scaleY?atkFB(8H \P(?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)( [? attack@scale@[ff?atkB(8H H^P(?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(\? attack@scale\?atk B(8H _P(?skchr_breeze_2 扩散疗法攻击力<@ba.vup>+{atk:0%},攻击变为对攻击范围内一名友方单位发射医疗弹,对目标和其周围8格内的友方单位进行治疗(对周围单位的治疗量减半)(]? attack@scale^̌?atkskchr_breeze_28^cskchr_breeze_1 D|$\ B(8Ha?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1@_33?atkB(8HHb ?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1`?atkrB(8H c!?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1`̌?atk6A(8Hc"?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1a?atkA(8Hd#?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1Pb33s?atkA(8HXe$?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1cfff?atkA(8Hf%?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1cY?atkFA(8Hf&?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1dL?atk A(8Hg'?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1`e@?atkΏA(8Hhh(?skchr_breeze_1 集束疗法@攻击力<@ba.vup>+{atk:0%},治疗目标数<@ba.vdown>-1$f333?atkskchr_breeze_1Lfkskchr_plosis_2 ,Pt* B,0@LidU?y-7skchr_plosis_2 脑啡肽?攻击范围扩大,攻击间隔<@ba.vup>超大幅度缩短Xgffbase_attack_time+B,0@LtjdR?y-7skchr_plosis_2 脑啡肽<攻击范围扩大,攻击间隔<@ba.vup>大幅度缩短0h33base_attack_time,B,0@LLkdN?y-7skchr_plosis_2 脑啡肽<攻击范围扩大,攻击间隔<@ba.vup>大幅度缩短i33base_attack_time-B,0@L$ldK?y-7skchr_plosis_2 脑啡肽<攻击范围扩大,攻击间隔<@ba.vup>大幅度缩短i33base_attack_time^. B,0@LldF?y-7skchr_plosis_2 脑啡肽?攻击范围扩大,攻击间隔<@ba.vup>较大幅度缩短jffbase_attack_time6/B,0@LmdF?y-7skchr_plosis_2 脑啡肽?攻击范围扩大,攻击间隔<@ba.vup>较大幅度缩短kffbase_attack_time0B,0@LndF?y-7skchr_plosis_2 脑啡肽?攻击范围扩大,攻击间隔<@ba.vup>较大幅度缩短hlffbase_attack_time0B,0@LodA?y-7skchr_plosis_2 脑啡肽3攻击范围扩大,攻击间隔<@ba.vup>缩短4m33ӿbase_attack_time1A,0@LPpdA?y-7skchr_plosis_2 脑啡肽3攻击范围扩大,攻击间隔<@ba.vup>缩短n33ӿbase_attack_time~2A,0@LqdA?y-7skchr_plosis_2 脑啡肽3攻击范围扩大,攻击间隔<@ba.vup>缩短n33ӿbase_attack_timeskchr_plosis_2o|t skchr_chnut_2 D LT3 B,0@P(TrF(?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8p?attack@heal_continuously_scalepC attack_speedZ5 B,0@P(sH$?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8Tr?attack@heal_continuously_scalerB attack_speed6 B,0@P(uH"?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8s33?attack@heal_continuously_scale(tB attack_speed8 B,0@P(@wJ?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8u̬?attack@heal_continuously_scaleuB attack_speedF:A,0@P(xN?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8@wff?attack@heal_continuously_scalepwB attack_speed;A,0@P(zP?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8x?attack@heal_continuously_scaleyB attack_speed=A,0@P(,|R?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8z?attack@heal_continuously_scalezB attack_speed2?A,0@P(}V?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8,|33?attack@heal_continuously_scale\|B attack_speed@A,0@P(tX?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8}̌?attack@heal_continuously_scale~B attack_speedzBA,0@P(Z?3-2 skchr_chnut_2 厚土迸发攻击范围<@ba.vdown>缩小,攻击速度<@ba.vup>+{attack_speed},连续治疗同一目标时,治疗量和<$ba.dt.element>元素损伤回复量提高至<@ba.vup>{attack@heal_continuously_scale:0%}8tff?attack@heal_continuously_scaleB attack_speed skchr_chnut_2 P skchr_chnut_1 < DD(8H  ? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次<@cntP@@ trait_scale.(8H\ ? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次x@cnt333@ trait_scalej(8H ? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次@cntȃ,@ trait_scale(8HԆ? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次@cnt @ trait_scale(8H? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次,?cnt@ @ trait_scale(8HL? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次h?cnt|ff@ trait_scaleZ(8H? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次?cnt@ trait_scale$4D? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次܉?cnt? trait_scaleΊ$4D? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次?cnt(? trait_scale$4D? skchr_chnut_1 积微成著立即进行一次治疗,并且该次治疗<$ba.dt.element>元素损伤回复量提升至<@ba.vup>{trait_scale:0%}\n<@ba.rem>可以充能{cnt}次L?cnt`? trait_scale skchr_chnut_1 skchr_finlpp_2  l d \BA(8@܏<?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,=base_attack_time?attack@heal_scaleA(8@0>?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,H=base_attack_timel>attack@heal_scaleA(8@??skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,=base_attack_time(>attack@heal_scale>A(8@ؓ@?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,=base_attack_time>attack@heal_scaleA(8@,A?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,D=base_attack_timeh33>attack@heal_scaleA(8@B?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,=base_attack_time33>attack@heal_scale:A(8@ԗC?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,=base_attack_time33>attack@heal_scaleA(8@(D ?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,@=base_attack_timed>attack@heal_scaleA(8@|E ?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,=base_attack_time>attack@heal_scale6A(8@ЛF ?skchr_finlpp_2涌泉攻击间隔<@ba.vup>大幅度缩短,每次随机回复攻击范围内已受伤的一名单位相当于攻击力<@ba.vup>{attack@heal_scale:0%}的生命值,=base_attack_time >attack@heal_scaleskchr_finlpp_2D` skchr_finlpp_1 Pdx^(8H ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命h`@ heal_scaleF(8Ht ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命PL@ heal_scale.(8H\ ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命89@ heal_scale(8HD ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命 ff&@ heal_scale(8H, ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命 @ heal_scale(8H ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命@ heal_scaleΠ(8H ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命ؠ33@ heal_scale(8H ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命 @ heal_scale(8H̤ ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命ff@ heal_scale(8H ?skchr_finlpp_1 治愈水波c立即恢复攻击范围内所有友方单位相当于攻击力<@ba.vup>{heal_scale:0%}的生命@ heal_scaleskchr_finlpp_1` 8skchr_flower_2 PdxrA(8@ <?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(̤H attack_speed @atkZA(8@<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(H attack_speedԥ33@atkBA(8@ܨ<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(H attack_speed @atk*A(8@ĩ<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(H attack_speedff@atkA(8@<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(lH attack_speed@atkA(8@<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(TH attack_speedt33?atkA(8@|<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(<H attack_speed\ff?atkA(8@d<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}($H attack_speedD?atkA(8@L<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}( H attack_speed,?atkA(8@4<?skchr_flower_2精调K攻击速度<@ba.vdown>-{-attack_speed},攻击力<@ba.vup>+{atk:0%}(H attack_speed?atkskchr_flower_2< skchr_susuro_2 d  4PA$4DD?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0@skill_max_trigger_timeB attack_speedȮ?atk6A$4D?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0ȯ@skill_max_trigger_timeB attack_speedfff?atk~A$4D԰?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0@skill_max_trigger_time8B attack_speedXL?atkA$4D?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0X@skill_max_trigger_timeB attack_speed333?atkA$4Dd?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0@skill_max_trigger_timeȳB attack_speedff&?atkVA$4D?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0@skill_max_trigger_timepB attack_speed0?atkA$4D?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T00@skill_max_trigger_timeX\B attack_speedx ?atkA$4D<?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0x@skill_max_trigger_timeHB attack_speed?atk.A$4D?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0@skill_max_trigger_time4B attack_speedff>atkvA$4D̹?skchr_susuro_2 深度治疗x攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}\n<@ba.rem>同一次作战中最多使用2次T0@skill_max_trigger_time0 B attack_speedP>atkskchr_susuro_2xxskchr_ccheal_2 LD<4 , $ *(8P@Ľ<2?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$D Aduration`?interval|?hp_ratioL? heal_scale_2> heal_scale.(8P@ȿ<.?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$HAdurationd?interval?hp_ratio333? heal_scale_2q=> heal_scale2(8P@<+?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$LAdurationh?interval?hp_ratio? heal_scale_2u> heal_scale6(8P@<(?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$P@durationl?interval?hp_ratio? heal_scale_2= W> heal_scale:(8P@<%?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$T@durationp?interval?hp_ratio> heal_scale_2L> heal_scale>(8P@<$?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$X@durationt?interval?hp_ratio> heal_scale_2\B> heal_scaleB(8P@<#?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$\@durationx?interval?hp_ratioG> heal_scale_2Q8> heal_scaleF(8P@< ?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$`@duration|?interval?hp_ratio= > heal_scale_2{.> heal_scaleJ(8P@<?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$d@duration?interval?hp_ratio> heal_scale_2 #> heal_scaleN(8P@<?skchr_ccheal_2活力再生·广域立即为攻击范围内所有友方单位增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒dD$h@duration?interval?hp_ratio\> heal_scale_2> heal_scaleskchr_ccheal_2 hskchr_ccheal_1 $ dD$$4D@?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<@@ct@duration ?interval(?hp_ratioD333? heal_scale_2d33> heal_scale$4D@0 ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<@ct @duration(?intervalD?hp_ratio` #? heal_scale_2 ף> heal_scale$4D@L ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<@ct(@durationD?interval`?hp_ratio|z? heal_scale_2z> heal_scale$4D@h ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<0@ctD@duration`?interval|?hp_ratio? heal_scale_2> heal_scale.$4D@ ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<L?ct`@duration|?interval?hp_ratio? heal_scale_2> heal_scaleJ$4D@ ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<h?ct|@duration?interval?hp_ratio> heal_scale_2u> heal_scalef$4D@ ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<?ct@duration?interval?hp_ratio> heal_scale_2 k> heal_scale$4D@ ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<?ct@duration?interval?hp_ratioG> heal_scale_2(Ga> heal_scale $4D@ ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<?ct@duration?interval?hp_ratio$= > heal_scale_2D= W> heal_scale $4D@ ?skchr_ccheal_1 活力再生下次治疗时为目标增加一个增益,每秒持续恢复相当于嘉维尔攻击力<@ba.vup>{heal_scale:0%}(血量低于一半时为<@ba.vup>{heal_scale_2:0%})的生命,持续<@ba.vup>{duration}秒\n<@ba.rem>可充能{ct}次|\<?ct@duration?interval$?hp_ratio@> heal_scale_2`L> heal_scaleskchr_ccheal_18  skchr_myrrh_2 ,D\tBA(8H2? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$2| attack_speedff&?atk&A(8H4? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$} attack_speed ?atk A(8H5? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$} attack_speedff>atkA(8H7? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$~ attack_speedd33>atkA(8Hl< ? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$ attack_speedH>atkA(8HP< ? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$ attack_speed,>atkA(8H4< ? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$ attack_speedL>atk~A(8HA? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$n attack_speed>atkbA(8HA? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$R attack_speed=atkFA(8HA? skchr_myrrh_2 医疗力场B攻击力<@ba.vup>+{atk:0%},每次可额外治疗一名单位$6 attack_speedL=atk skchr_myrrh_2 \ skchr_myrrh_1 l D |T,$4D? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次0@@ctD? heal_scale"$4D ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次T@@cth? heal_scaleF$4D0? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次x@@ctz? heal_scalej$4DT ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次@@ct)\? heal_scale$4Dx ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次@cť? heal_scale$4D ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次@ctq=? heal_scale$4D ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次@ct? heal_scale$4D ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次,?ct@? heal_scale$4D ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次P?ctd\? heal_scaleB$4D, ? skchr_myrrh_1 二重治疗下次治疗可以恢复相当于攻击力<@ba.vup>{heal_scale:0%}的生命,并额外治疗一名单位\n<@ba.rem>可充能{ct}次t?ct? heal_scale skchr_myrrh_1 0 skchr_rope_2 t  X,dj,0@P ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>较大力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target8@ atk_scaleT@force,0@P` ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$|@ max_targetff@ atk_scale?force&,0@P ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target? atk_scale?force,0@P  ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$<@ max_targetXff? atk_scalet?force,0@P ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target? atk_scale?forceF,0@P ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target? atk_scale4?force,0@P@ ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>中等力度地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$\@ max_targetx? atk_scale?force,0@P ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target33? atk_scaleforce^,0@P ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$@ max_target,ff? atk_scaleޜforce,0@PP  ?4-1 skchr_rope_2 复式勾爪将远距离内两个敌人<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害D$h@ max_target? atk_scale6force skchr_rope_2 @  skchr_rope_1 | T$d4$4D? skchr_rope_1 勾爪发射下次攻击会把敌人<@ba.vup>较大力地牵引至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害  @force0 33? atk_scale $4D ? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>中等力度地牵引至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 D ?force\ ff? atk_scale: $4D$ ? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>中等力度地牵引至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 p ?force ? atk_scalef $4DP ? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>中等力度地牵引至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害  ?force ? atk_scale $4D| ? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>中等力度地牵引至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害  ?force ? atk_scale$4D? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>中等力度地牵引至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 ?force 33? atk_scale$4D? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>中等力度地牵引至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害  ?force8ff? atk_scale$4D? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害ާforce\? atk_scale:$4D$? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害forcě? atk_scale^$4DH? skchr_rope_1 勾爪发射下次攻击会把目标<@ba.vup>小力地拖拽至面前,并对其造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害&force? atk_scale skchr_rope_14L skchr_talr_2  tX< A,0@P<$?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0 ף>talr_s_2[cost].intervaltalr_s_2[cost].costA cost_display @ max_target(? atk_scaleA,0@P<<?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0 ף>talr_s_2[cost].intervaltalr_s_2[cost].costA cost_display$@ max_target@? atk_scaleA,0@P<T?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0 ף>talr_s_2[cost].intervaltalr_s_2[cost].costA cost_display<@ max_targetX33? atk_scaleA,0@P<l?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0 ף>talr_s_2[cost].intervaltalr_s_2[cost].cost4A cost_displayT@ max_targetpff? atk_scaleA,0@P<?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0 ף>talr_s_2[cost].interval(talr_s_2[cost].costLA cost_displayl@@ max_target? atk_scaleA,0@P<!?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0 ף>talr_s_2[cost].interval@ talr_s_2[cost].costd A cost_display @@ max_target ? atk_scaleA,0@P<#?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X00" ף>talr_s_2[cost].intervalX"talr_s_2[cost].cost|"A cost_display"@@ max_target"33? atk_scale.A(,<L8#?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0D$ ף>talr_s_2[cost].intervall$talr_s_2[cost].cost$A cost_display$@@ max_target$ff? atk_scaleBA(,<L8%?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0X& ף>talr_s_2[cost].interval&talr_s_2[cost].cost&A cost_display&@@ max_target&? atk_scaleVA(,<L8'?x-1 skchr_talr_2 缝线缠身停止攻击,立即束缚周围最多<@ba.vup>{max_target}名敌人,并每秒对被束缚的敌人造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害;技能开启期间逐渐消耗<@ba.vup>{cost_display}点部署费用|X0l( ף>talr_s_2[cost].interval(talr_s_2[cost].cost(A cost_display(@@ max_target(33s? atk_scale skchr_talr_2$) . skchr_talr_1 d 8 \0S$4@,*? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8`*?ability_range_forward_extend*?atkT$4@T+? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8+?ability_range_forward_extend+ ?atk&V$4@|,? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8,?ability_range_forward_extend,?atkNW$4@-? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8-?ability_range_forward_extend.>atkvX$4@.? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8/?ability_range_forward_extend0/Q>atkY$4@/? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8(0?ability_range_forward_extendX0>atkZ$4@1? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8P1?ability_range_forward_extend1>atk[$4@D2? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限8x2?ability_range_forward_extend2>atk]$4@l3? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限83?ability_range_forward_extend3k>atk>^$4@4? skchr_talr_1 量衣尺x攻击距离<@ba.vup>+{ability_range_forward_extend},攻击力<@ba.vup>+{atk:0%}\n<@ba.rem>持续时间无限84?ability_range_forward_extend4L>atk skchr_talr_1 5 :skchr_nothin_2 T$ d4_$4D(6?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$7? block_cnt7?prob7A attack_speed8@)nothin_s_2[a][attack_speed_down].durationP8 -nothin_s_2[a][attack_speed_down].attack_speed8?atkb$4DT9?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$:? block_cnt;ff>prob ;A attack_speed@;@)nothin_s_2[a][attack_speed_down].duration|;-nothin_s_2[a][attack_speed_down].attack_speed; ?atk*f$4D<?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$>? block_cnt4>ff>probL>A attack_speedl>@)nothin_s_2[a][attack_speed_down].duration>-nothin_s_2[a][attack_speed_down].attack_speed>?atkVi$4D??skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$DA? block_cnt`A>probxAA attack_speedA@)nothin_s_2[a][attack_speed_down].durationA-nothin_s_2[a][attack_speed_down].attack_speedB>atkl$4DB?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$pD? block_cntD33>probDA attack_speedD@)nothin_s_2[a][attack_speed_down].durationE-nothin_s_2[a][attack_speed_down].attack_speed@EQ>atko$4DF?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$G? block_cntG33>probGA attack_speedG@)nothin_s_2[a][attack_speed_down].duration,H-nothin_s_2[a][attack_speed_down].attack_speedlH>atkr$4D0I?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$J? block_cntJ33>probJA attack_speedK@)nothin_s_2[a][attack_speed_down].durationXK-nothin_s_2[a][attack_speed_down].attack_speedK>atkv$4D\L ?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$M? block_cntN>prob(NpA attack_speedHN@)nothin_s_2[a][attack_speed_down].durationN-nothin_s_2[a][attack_speed_down].attack_speedN>atk2y$4DO ?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$ Q? block_cntprobTQpA attack_speedtQ@)nothin_s_2[a][attack_speed_down].durationQ-nothin_s_2[a][attack_speed_down].attack_speedQk>atk^|$4DR ?skchr_nothin_2 阴晴圆缺技能开启时,攻击力<@ba.vup>+{atk:0%},且以下三种效果中随机获得一种:每次攻击使目标攻击速度<@ba.vup>{nothin_s_2[a][attack_speed_down].attack_speed}(持续<@ba.vup>{nothin_s_2[a][attack_speed_down].duration}秒且不叠加);攻击速度<@ba.vup>+{attack_speed};获得<@ba.vup>+{prob:0%}的物理闪避,阻挡数<@ba.vup>+{block_cnt}\n<@ba.rem>技能持续时间无限,可主动关闭技能;d@$LT? block_cnthT>probTpA attack_speedT@)nothin_s_2[a][attack_speed_down].durationT-nothin_s_2[a][attack_speed_down].attack_speedUL>atkskchr_nothin_2DUZskchr_nothin_1  | dL4@$4DXLV?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<$W>#hp_recovery_per_sec_by_max_hp_ratioXW taunt_leveltWL> max_hp_ratioW? block_cnt @$4DX`X?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<8Y)\>#hp_recovery_per_sec_by_max_hp_ratiolY taunt_levelYL> max_hp_ratioY? block_cnt@$4DXtZ?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<L[>#hp_recovery_per_sec_by_max_hp_ratio[ taunt_level[L> max_hp_ratio[? block_cnt2@$4DX\?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<`]=#hp_recovery_per_sec_by_max_hp_ratio] taunt_level]L> max_hp_ratio]? block_cntF@$4DX^ ?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<t_G=#hp_recovery_per_sec_by_max_hp_ratio_ taunt_level_L> max_hp_ratio_? block_cntZ@$4DX` ?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<a=#hp_recovery_per_sec_by_max_hp_ratioa taunt_levelaL> max_hp_ratioa? block_cntn@$4DXb ?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<cQ=#hp_recovery_per_sec_by_max_hp_ratioc taunt_levelcL> max_hp_ratio d? block_cnt@$4DXd ?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<e ף=#hp_recovery_per_sec_by_max_hp_ratioe taunt_levelfL> max_hp_ratio f? block_cnt@$4DXf ?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<g)\=#hp_recovery_per_sec_by_max_hp_ratiog taunt_levelhL> max_hp_ratio4h? block_cnt@$4DXi ?skchr_nothin_1 知难而退主动开启:当生命低于<@ba.vup>{max_hp_ratio:0%}时自身停止攻击且不阻挡敌人,更不容易受到敌人的攻击,每秒回复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的生命值\n被动效果:<@ba.rem>携带此技能时阻挡数+1;\<iu=#hp_recovery_per_sec_by_max_hp_ratio j taunt_level(jL> max_hp_ratioHj? block_cntskchr_nothin_1xj oskchr_strong_2 d  4P*/(,<Lk?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 k?scalel?atkr0(,<Ll ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 4mff>scaleLm ?atk1(,<Ln ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 |n>scalen?atk3(,<L\o ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 o>scaleo>atkJ4(,<Lp ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限  q33>scale$qQ>atk5(,<Lq ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 Tr33>scalelr>atk6(,<L4s ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 s33>scales>atk"8(,<L|t ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 t>scalet>atkj9(,<Lu ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 ,v>scaleDvk>atk:(,<L w ?x-4skchr_strong_2 刺身拼盘攻击力<@ba.vup>+{atk:0%},每次攻击治疗周围一名友方单位相当于造成伤害<@ba.vup>{scale:0%}的生命值\n<@ba.rem>持续时间无限 tw>scalewL>atkskchr_strong_2w@ ,}skchr_strong_1 tX< f$4<x?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(x@attack@silencey333?atk~$4<y?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(z@attack@silence(z?atk$4<z?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限( {@attack@silence@{?atk$4<|?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(8|?attack@silenceX|ff>atkƦ$4<}?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(P}?attack@silencep}>atkާ$4<4~?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(h~?attack@silence~33>atk$4<L?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(?attack@silence>atk$4<d?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(?attack@silence>atk&$4<|?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(?attack@silenceЁL>atk>$4<?skchr_strong_1断螯~攻击力<@ba.vup>+{atk:0%},攻击目标失去特殊能力<@ba.vup>{attack@silence}秒\n<@ba.rem>持续时间无限(Ȃ?attack@silence>atkskchr_strong_1 skchr_vrdant_2 h $ XH­A(8H\?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$l #=hp_ratioB attack_speedA(8H?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$ #=hp_ratioȅB attack_speedBA(8H܈?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$ #=hp_ratiopB attack_speedA(8H?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$, #=hp_ratioHHB attack_speed²A(8H\?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$l #=hp_ratio4B attack_speedA(8H?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$ #=hp_ratioȊ B attack_speedBA(8H܍?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$ #=hp_ratio B attack_speedA(8H# ?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$, #=hp_ratioHA attack_speed·A(8H\# ?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$l #=hp_ratioA attack_speedA(8H# ?skchr_vrdant_2 双刃毒藤伤害类型变为法术,攻击速度<@ba.vup>+{attack_speed},每次攻击到敌人时使自身流失<@ba.vdown>{hp_ratio:0%}的生命$ #=hp_ratioȏA attack_speedskchr_vrdant_2 tskchr_vrdant_1 c(8'skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},pAmagic_resistance,>max_hpd(8'skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},PAmagic_resistanceGa>max_hpe(8(skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},0Amagic_resistance L>max_hpzf(8)skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},ؓ Amagic_resistanceQ8>max_hpjg(8*skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},Ȕ@magic_resistance #>max_hpZh(8+skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},@magic_resistanceܕ>max_hpJi(8,skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},@magic_resistance̖)\>max_hp:j(8-skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},@magic_resistance=max_hp*k(8.skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},@magic_resistanceG=max_hpl(8v/skchr_vrdant_1 苍翠屏障U最大生命值<@ba.vup>+{max_hp:0%},法术抗性<@ba.vup>+{magic_resistance},x@magic_resistance=max_hpskchr_vrdant_1ș@skcom_born_up[3] <dzm A(<0 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}КL?atkL?defNn A(<1 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}333?atk333?def"o A(<~2 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}x?atk?defo A(<R3 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}L?atk`?defp A(<&4 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%} ff>atk4ff>defq A(<4 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>atk>defrr A(<5 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}ȟ>atkܟ33>defFs A(<6 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>atk>deft A(<v7 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}p33>atk>deft A(<J8 skcom_born_up一击即退·γ型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}D>atkX>defskcom_born_up[3]skcom_born_up[2] <d6v A(<9 skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}?atk?def w A(<f: skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}`>atkt>defw A(<:; skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}4>atkH33>defx A(<< skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>atk>defy A(<< skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}ܦ33>atk>defZz A(<= skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>atkħ>def.{ A(<> skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}>atk>def| A(<^? skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}X>atklL>def| A(<2@ skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%},>atk@L>def} A(<A skcom_born_up一击即退·β型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}L>atkL>defskcom_born_up[2]@skcom_born_up[1]<d~ A(<BB skcom_born_up一击即退·α型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}<>atkP>def A(<C skcom_born_up一击即退·α型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}L>atk$>def A(<C skcom_born_up一击即退·α型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}L>atkL>defb A(<D skcom_born_up一击即退·α型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}L>atk̮>def6 A(<E skcom_born_up一击即退·α型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}L>atk=def A(<fF skcom_born_up一击即退·α型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}`>atkt=defރ A(<:G skcom_born_up一击即退·α型H部署后攻击力<@ba.vup>+{atk:0%},防御力<@ba.vup>+{def:0%}4=atkH=defskcom_born_up[1]t skchr_gravel_2 T$d4"(0~Hskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$ Adurationܲ @hp_ratioN(0Iskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$ Aduration @hp_ratioz(0Jskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$ Aduration4@hp_ratio(0Lskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$D Aduration`ff?hp_ratio҉(0.Mskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$p Aduration?hp_ratio(0ZNskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$ Aduration?hp_ratio*(0Oskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$ȹ Aduration33?hp_ratioV(0Pskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$ Aduration?hp_ratio(0Qskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$ Aduration<̌?hp_ratio(0 Sskchr_gravel_2鼠群部署后获得可吸收相当于自己最大生命<@ba.vup>{hp_ratio:0%}的<$ba.barrier>屏障,该屏障会在<@ba.vup>{duration}秒内持续衰减$L Adurationh?hp_ratioskchr_gravel_2skchr_gravel_1 $DdF(0Tskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$@Aduration@def"(0~Uskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$x Aduration33s@def(0ZVskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$TAdurationpfff@defړ(06Wskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$0AdurationLY@def(0Xskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$ @duration(ffF@def(0Xskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$@duration9@defn(0Yskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$@duration,@defJ(0Zskchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$@duration@def&(0[skchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$|@duration @def(0^\skchr_gravel_1影袭U部署后防御力<@ba.vup>+{def:0%},在<@ba.vup>{duration}秒内持续衰减$X@durationt@defskchr_gravel_1$skchr_wscoot_2   NA,0@P(?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,(@attack@max_targetL@attack@atk_scaleʌA,0@Ph( ?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target33?attack@atk_scaleFA,0@P( ?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避, @attack@max_targetDff?attack@atk_scaleA,0@P`( ?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target?attack@atk_scale>A,0@P(?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target<33?attack@atk_scaleA,0@PX(?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target?attack@atk_scale6A,0@P(?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target4ff?attack@atk_scaleA,0@PP(?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target?attack@atk_scale.A,0@P(?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target,?attack@atk_scaleA(,<L(?2-3skchr_wscoot_2 招无虚发攻击范围<@ba.vup>扩大,同时攻击<@ba.vup>2名敌人,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,且攻击无法被闪避,@attack@max_target33?attack@atk_scaleskchr_wscoot_2 Tskchr_wscoot_1 pA(8H( ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%} ?defHB attack_speed~pA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}H>def8B attack_speednpA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}ff>def(B attack_speed^pA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}>defB attack_speedNpA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}p>defB attack_speed>pA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}>defA attack_speed.pA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}z>defA attack_speedpA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}>defA attack_speedpA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}pk>defA attack_speedpA(8H ?skchr_wscoot_1 以攻为守H攻击速度<@ba.vup>+{attack_speed},防御力<@ba.vup>+{def:0%}`L>deftA attack_speedskchr_wscoot_1  skchr_humus_2 D  DZ A(8H-? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$? block_cntL?+humus_s_2[peak_2].peak_performance.hp_ratiofff?&humus_s_2[peak_2].peak_performance.atkH?+humus_s_2[peak_1].peak_performance.hp_ratioff>&humus_s_2[peak_1].peak_performance.atk A(8H-? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$t? block_cntL?+humus_s_2[peak_2].peak_performance.hp_ratio= W?&humus_s_2[peak_2].peak_performance.atk?+humus_s_2[peak_1].peak_performance.hp_ratio@= >&humus_s_2[peak_1].peak_performance.atkA(8Hl-? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$0? block_cntLL?+humus_s_2[peak_2].peak_performance.hp_ratioG?&humus_s_2[peak_2].peak_performance.atk?+humus_s_2[peak_1].peak_performance.hp_ratio>&humus_s_2[peak_1].peak_performance.atkA(8H(-? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$? block_cntL?+humus_s_2[peak_2].peak_performance.hp_ratioDQ8?&humus_s_2[peak_2].peak_performance.atk|?+humus_s_2[peak_1].peak_performance.hp_ratioQ>&humus_s_2[peak_1].peak_performance.atkJA(8H2? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$? block_cntL?+humus_s_2[peak_2].peak_performance.hp_ratio #?&humus_s_2[peak_2].peak_performance.atk8?+humus_s_2[peak_1].peak_performance.hp_ratiot ף>&humus_s_2[peak_1].peak_performance.atkA(8H2? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$d? block_cntL?+humus_s_2[peak_2].peak_performance.hp_ratio)\?&humus_s_2[peak_2].peak_performance.atk?+humus_s_2[peak_1].peak_performance.hp_ratio0)\>&humus_s_2[peak_1].peak_performance.atkA(8H\2? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$ ? block_cnt&humus_s_2[peak_1].peak_performance.atk~A(8H7? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$? block_cntL?+humus_s_2[peak_2].peak_performance.hp_ratio4= >&humus_s_2[peak_2].peak_performance.atkl?+humus_s_2[peak_1].peak_performance.hp_ratio= W>&humus_s_2[peak_1].peak_performance.atk: A(8H7? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$? block_cntL?+humus_s_2[peak_2].peak_performance.hp_ratioQ>&humus_s_2[peak_2].peak_performance.atk(?+humus_s_2[peak_1].peak_performance.hp_ratiodQ8>&humus_s_2[peak_1].peak_performance.atk"A(8H7? skchr_humus_2 高效处理9技能持续时间内阻挡数<@ba.vup>+1,生命值高于<@ba.vup>{humus_s_2[peak_1].peak_performance.hp_ratio:0%}时,获得<@ba.vup>+{humus_s_2[peak_1].peak_performance.atk:0%}攻击力的<$ba.strong>精力充沛;高于<@ba.vup>{humus_s_2[peak_2].peak_performance.hp_ratio:0%}时效果翻倍d$T? block_cntpL?+humus_s_2[peak_2].peak_performance.hp_ratio>&humus_s_2[peak_2].peak_performance.atk?+humus_s_2[peak_1].peak_performance.hp_ratio >&humus_s_2[peak_1].peak_performance.atk skchr_humus_2l  skchr_humus_1 tdTD4$$4Dp? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 Bvalue @ atk_scale$4D|? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 Bvalue@ atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 Bvalue33@ atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 Bvalue @ atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 pBvalueff@ atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 pBvalue@ atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 pBvalue33? atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 HBvalueff? atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 HBvalue? atk_scale$4D? skchr_humus_1 固废切割n下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%},并额外回复自身<@ba.kw>{value}生命值 HBvalue ? atk_scale skchr_humus_1P skchr_quartz_2 4 Tt1A(8Hp (?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$P> fake_damagel@attack@s2_stun>attack@s2_buff_prob?attack@s2_atk_scaleB attack_speed? damage_scalen3A(8Hp -?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$ > fake_damage @attack@s2_stun >attack@s2_buff_prob ?attack@s2_atk_scale@ B attack_speed` ? damage_scale5A(8Hpt-?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$( > fake_damageD @attack@s2_stund >attack@s2_buff_prob ?attack@s2_atk_scale B attack_speed ? damage_scaleF8A(8Hp-?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$> fake_damage@attack@s2_stun>attack@s2_buff_prob?attack@s2_atk_scaleB attack_speed8? damage_scale:A(8HpL2?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$> fake_damage@attack@s2_stun<>attack@s2_buff_prob`fff?attack@s2_atk_scalepB attack_speed? damage_scale=A(8Hp2?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$l> fake_damage@attack@s2_stun>attack@s2_buff_probfff?attack@s2_atk_scale\B attack_speed? damage_scale?A(8Hp$2?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$> fake_damage@attack@s2_stun>attack@s2_buff_prob8fff?attack@s2_atk_scale\HB attack_speed|? damage_scaleAA(8Hp7 ?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$D> fake_damage`@attack@s2_stun>attack@s2_buff_probL?attack@s2_atk_scale4B attack_speed? damage_scalebDA(8Hp7 ?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$> fake_damage@attack@s2_stun>attack@s2_buff_probL?attack@s2_atk_scale4 B attack_speedT? damage_scaleFA(8Hph7 ?skchr_quartz_2 全力相搏%自身受到的伤害提升<@ba.vdown>{fake_damage:0%},攻击速度<@ba.vup>+{attack_speed},每次攻击造成相当于攻击力<@ba.vup>{attack@s2_atk_scale:0%}的物理伤害且有<@ba.vup>{attack@s2_buff_prob:0%}概率<$ba.stun>晕眩目标<@ba.vup>{attack@s2_stun}秒pH$> fake_damage8@attack@s2_stunX>attack@s2_buff_prob|L?attack@s2_atk_scale B attack_speed? damage_scaleskchr_quartz_2@l$ skchr_utage_2   (< skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(\ ? respawn_time| ?hp_ratio Aduration ̌?atk(<z skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(!? respawn_time!?hp_ratio"pAduration0"?atk(< skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(T#? respawn_timet#?hp_ratio#pAduration#fff?atk(<r skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH($? respawn_time$?hp_ratio %pAduration(%L?atk(< skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(L&? respawn_timel&?hp_ratio&`Aduration&@?atk(<j skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH('? respawn_time'?hp_ratio(`Aduration (333?atk(< skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(D)? respawn_timed)?hp_ratio)`Aduration)ff&?atk(<b skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(*? respawn_time*?hp_ratio*PAduration+?atk(< skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(<,? respawn_time\,?hp_ratiox,PAduration, ?atk (<r skchr_utage_2落地斩·破门部署后立即流失<@ba.vdown>{hp_ratio:0%}当前生命,并在<@ba.vup>{duration}秒内攻击力<@ba.vup>+{atk:0%},伤害类型变为<@ba.vup>法术hH(-? respawn_time-?hp_ratio .PAduration(.?atk skchr_utage_2P. 3 skchr_utage_1  l d \YA(8@1 ? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值</=#hp_recovery_per_sec_by_max_hp_ratio/@defVZA(8@2? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<1 ף=#hp_recovery_per_sec_by_max_hp_ratio<1ff?def[A(8@D4? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<\2 ף=#hp_recovery_per_sec_by_max_hp_ratio2?def\A(8@5? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<3 ף=#hp_recovery_per_sec_by_max_hp_ratio3?defR^A(8@6? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<5)\=#hp_recovery_per_sec_by_max_hp_ratio85?def_A(8@@8? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<X6)\=#hp_recovery_per_sec_by_max_hp_ratio633?def`A(8@9? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<7)\=#hp_recovery_per_sec_by_max_hp_ratio7ff?defNbA(8@:? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<9u=#hp_recovery_per_sec_by_max_hp_ratio49?defcA(8@<<? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<T:u=#hp_recovery_per_sec_by_max_hp_ratio:̌?defdA$4<L;? skchr_utage_1分神停止攻击,阻挡数变为<@ba.vup>0,防御力<@ba.vup>+{def:0%},每秒恢复<@ba.vup>{hp_recovery_per_sec_by_max_hp_ratio:0%}的最大生命值<;u=#hp_recovery_per_sec_by_max_hp_ratio;?def skchr_utage_1<xAskchr_cutter_2 ` L 4-,0@PL? ?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4|=@cutter_s_2[drone].atk_scale=@ atk_scale=@ max_target:/,0@P@ ?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4?@cutter_s_2[drone].atk_scale0?ff@ atk_scaleL?@ max_target0,0@P\B?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4@@cutter_s_2[drone].atk_scale@@ atk_scale@@ max_targetJ2,0@PC?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4B@cutter_s_2[drone].atk_scale@B33s@ atk_scale\B@ max_target3,0@PlE?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4C@cutter_s_2[drone].atk_scaleCfff@ atk_scaleC@ max_targetZ5,0@PF?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4$E@cutter_s_2[drone].atk_scalePE`@ atk_scalelE@ max_target6,0@P|H?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4F@cutter_s_2[drone].atk_scaleFY@ atk_scaleF@ max_targetj8(,<LG?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T40H@cutter_s_2[drone].atk_scale\HL@ atk_scalexH@ max_target9(,<LDI?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T4I@cutter_s_2[drone].atk_scaleIffF@ atk_scaleI@ max_targetr;(,<LJ?x-1skchr_cutter_2 绯红刺刀对周围最多<@ba.vup>{max_target}个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害\n<@ba.rem>对飞行单位的攻击力系数加倍T48K@cutter_s_2[drone].atk_scaledK@@ atk_scaleK@ max_targetskchr_cutter_2K (Qskchr_cutter_1 l0|@b=,4DLN ?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害  M@times$MY@ atk_scale>,4DL4P ?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 DN@times\NL@ atk_scale?,4DLlQ ?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 |O@timesO@@ atk_scale A,4DLR?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 P@timesP333@ atk_scaleBB,4DLS?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 Q@timesRff&@ atk_scalezC,4DLU?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 $S@times{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 \T@timestT@ atk_scaleE,4DLW?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 U@timesU @ atk_scale"G,4DLX?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 V@timesVff@ atk_scaleZH,4DLY?3-12skchr_cutter_1红移立即投掷<@ba.vup>{times}把飞刀随机攻击前方的敌人,每把造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 X@timesX@ atk_scaleskchr_cutter_1LX]skchr_jaksel_2 td T D4$A(8Hl[?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,H\?base_attack_timel\?attack@atk_scale\?jaksel_skill_2[evade].probA(8Hl_?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,T^?base_attack_timex^ff?attack@atk_scale^?jaksel_skill_2[evade].prob"pA(8Hla#?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,``?base_attack_time`?attack@atk_scale`?jaksel_skill_2[evade].prob. A(8Hlc& ?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,lbL?base_attack_timeb?attack@atk_scaleb?jaksel_skill_2[evade].prob: A(8Hle& ?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,xdL?base_attack_timed33?attack@atk_scaled?jaksel_skill_2[evade].probF A(8Hlg& ?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,fL?base_attack_timef̬?attack@atk_scalef?jaksel_skill_2[evade].probR A$4Dhg(?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,h?base_attack_timehff?attack@atk_scaleh>jaksel_skill_2[evade].probZ A$4Dhi(?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,j?base_attack_timej?attack@atk_scalej>jaksel_skill_2[evade].probb A$4Dhk(?skchr_jaksel_2全神贯注! 停止攻击敌人。额外获得物理闪避<@ba.vup>{jaksel_skill_2[evade].prob:0%}。闪避成功后立即对一名敌人进行反击,造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害。(反击频率不小于<@ba.vup>{base_attack_time:0%}的攻击间隔)T,l?base_attack_timel?attack@atk_scalel>jaksel_skill_2[evade].probskchr_jaksel_2$mrskchr_jaksel_1 DD>n$4D(n?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}n @ atk_scalen$4Dn?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}n33@ atk_scaleo$4Do?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}o @ atk_scalerp$4D\p?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}Ppff@ atk_scale.q$4Dq?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} q@ atk_scaleq$4Dq?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}q33? atk_scaler$4Dr?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}rff? atk_scalebs$4DLs?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@s? atk_scalet$4Dt?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}s? atk_scalet$4Dt?skchr_jaksel_1给你一拳!;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}t? atk_scaleskchr_jaksel_1t(`zskchr_brownb_2 XH l A$4@hu?skchr_brownb_2 急速拳'攻击间隔<@ba.vup>大幅度减小ubase_attack_timeJ A$4@hv?skchr_brownb_2 急速拳'攻击间隔<@ba.vup>大幅度减小|vbase_attack_time A$4@hPw?skchr_brownb_2 急速拳'攻击间隔<@ba.vup>大幅度减小,wbase_attack_time A$4@lx?skchr_brownb_2 急速拳*攻击间隔<@ba.vup>较大幅度减小w base_attack_time^ A$4@lx!?skchr_brownb_2 急速拳*攻击间隔<@ba.vup>较大幅度减小x base_attack_time A$4@lhy"?skchr_brownb_2 急速拳*攻击间隔<@ba.vup>较大幅度减小Hy base_attack_timeƣ A$4@lz#?skchr_brownb_2 急速拳*攻击间隔<@ba.vup>较大幅度减小y base_attack_timez A$4@`z&?skchr_brownb_2 急速拳攻击间隔<@ba.vup>减小zbase_attack_time" A$4@`x{'?skchr_brownb_2 急速拳攻击间隔<@ba.vup>减小L{base_attack_timeʥ A$4@` |(?skchr_brownb_2 急速拳攻击间隔<@ba.vup>减小{base_attack_timeskchr_brownb_2,|,skchr_brownb_1 p,d4(4`2skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避}?probb(4`skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避}?prob(4`Zskchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避(~ff>prob(4`skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避~>prob(4`skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避PQ>prob(4`skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避>probF(4`skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避x>prob(4`>skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避 >probn(4`skchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避k>prob (4`zskchr_brownb_1 高机动*获得<@ba.vup>{prob:0%}的物理闪避HL>probskchr_brownb_1tskchr_frncat_2 $`P& B(8@pP-?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}d@?defx@?atk B(8@pP(?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}$ff&?def8ff&?atk B(8@p@P#?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%} ?def ?atkf B(8@pP?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}ff>defff>atk& B(8@pP?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}d= >defx= >atk B(8@pP?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}$>def8>atk B(8@p@P?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}Q>defQ>atkf B(8@pP?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}>def>atk& B(8@pP?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}d>defx>atk B(8@pP?skchr_frncat_2炸毛-攻击力和防御力各<@ba.vup>+{atk:0%}$q=>def8q=>atkskchr_frncat_2`؏skchr_frncat_1  0 H`xz$4<d?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4@frncat_s_1[debuff].duration̾frncat_s_1[debuff].atk@?atk$4<Ԍ?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`40@frncat_s_1[debuff].duration\33frncat_s_1[debuff].atk333?atkZ$4<D?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4@frncat_s_1[debuff].duration̎frncat_s_1[debuff].atkff&?atkʏ$4<?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4@frncat_s_1[debuff].duration<frncat_s_1[debuff].atkd?atk:$4<$?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4@frncat_s_1[debuff].durationLfrncat_s_1[debuff].atkԑ ?atk$4<?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4@frncat_s_1[debuff].durationLfrncat_s_1[debuff].atkD?atk$4<?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4`@frncat_s_1[debuff].durationLfrncat_s_1[debuff].atkff>atk$4<t?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4Е@frncat_s_1[debuff].durationfrncat_s_1[debuff].atk$>atk$4<?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4@@frncat_s_1[debuff].durationlfrncat_s_1[debuff].atk33>atkj$4<T?skchr_frncat_1挠伤下次攻击时攻击力<@ba.vup>+{atk:0%},<@ba.vup>{frncat_s_1[debuff].duration}秒内使击中目标攻击力<@ba.vup>-{-frncat_s_1[debuff].atk:0%}`4@frncat_s_1[debuff].durationܘfrncat_s_1[debuff].atk>atkskchr_frncat_1,` skchr_estell_2 PdxpA(8Hx ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 0 block_cntX?atkpA(8H` ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 1 block_cnt@̬?atkpA(8HH ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 2 block_cnt(?atkpA(8H0 ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 3 block_cnt33?atk~pA(8H ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 v4 block_cnť?atkfpA(8H ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 ^5 block_cntff?atkNpA(8H ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 F6 block_cntȟ?atk6pA(8HТ ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 .7 block_cnt33s?atkpA(8H ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 8 block_cntfff?atkpA(8H ?skchr_estell_2 舍身突击H攻击力<@ba.vup>+{atk:0%},不再成为其他角色的治疗目标 8 block_cntY?atkskchr_estell_2  skchr_lolxh_2 , $ tdZA(8H #? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4LHCattack@def_penetrate_fixedx?attack@hp_ratio333?atkA(8H % ? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X44Cattack@def_penetrate_fixed$?attack@hp_ratioD?atkA(8H L' ? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4*Cattack@def_penetrate_fixedЧ?attack@hp_ratio?atk^A(8H ( ? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4P Cattack@def_penetrate_fixed|?attack@hp_ratio>atk A(8H +? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4Cattack@def_penetrate_fixed(?attack@hp_ratioH33>atkA(8H P+? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4 Cattack@def_penetrate_fixedԬ?attack@hp_ratio>atkbA(8H +? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4TCattack@def_penetrate_fixed?attack@hp_ratio>atkpA$4Dd-? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4Battack@def_penetrate_fixed(?attack@hp_ratioHL>atkpA$4D -? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4Battack@def_penetrate_fixedб?attack@hp_ratio>atk^pA$4D-? skchr_lolxh_2 碎金为刃攻击力<@ba.vup>+{atk:0%},远程攻击不再降低攻击力,额外攻击一名目标,目标生命值低于一半时额外追加一次无视敌人<@ba.vup>{attack@def_penetrate_fixed}防御力的攻击X4LBattack@def_penetrate_fixedx?attack@hp_ratio=atk skchr_lolxh_28 skchr_lolxh_1  , d4r(,<L4ȴ ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,攻击速度<@ba.vup>+{attack_speed},获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人(t B attack_speedff>prob(,<L4\ ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,攻击速度<@ba.vup>+{attack_speed},获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人( B attack_speed(33>prob(,<L4 ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,攻击速度<@ba.vup>+{attack_speed},获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人(A attack_speed33>prob.(,<L4 ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,攻击速度<@ba.vup>+{attack_speed},获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人(0A attack_speedP33>prob«(,<L4 ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,攻击速度<@ba.vup>+{attack_speed},获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人(ĻA attack_speed>probV(,<L4 ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,攻击速度<@ba.vup>+{attack_speed},获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人(XpA attack_speedx>prob(,<L4@ ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,攻击速度<@ba.vup>+{attack_speed},获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人( A attack_speed >prob~(,<L Կ ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人$V attack_speedt>prob(,<L < ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人$VX attack_speed>probN(,<L  ?x-5 skchr_lolxh_1 掠光尾影<@ba.rem>可以在下列状态和初始状态间切换:\n攻击范围改为自身周围<@ba.rem>4格,获得<@ba.vup>{prob:0%}的物理闪避,同时攻击阻挡的所有敌人$Y attack_speedDL>prob skchr_lolxh_1pTskchr_spikes_2 `  Hp"A,0@P?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,@attack@max_target ?attack@atk_scaleA,0@P(  ?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,P@attack@max_targett?attack@atk_scaleA,0@P" ?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,@attack@max_target?attack@atk_scaleZA,0@P# ?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标, @attack@max_targetD33?attack@atk_scaleA,0@P`&?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,@attack@max_target̬?attack@atk_scale*A,0@P&?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,@attack@max_targetff?attack@atk_scaleA,0@P0&?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,X@attack@max_target|?attack@atk_scalepA(,<LT(?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,@attack@max_target?attack@atk_scale^pA(,<L(?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标, @attack@max_targetD33?attack@atk_scale”pA(,<L(?3-1skchr_spikes_2致命恶作剧攻击范围扩大,远程攻击不再降低攻击力,攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,额外攻击一名目标,@attack@max_targeť?attack@atk_scaleskchr_spikes_2 Xskchr_spikes_1 tdTD4$pA(8D,?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害 ?attack@atk_scalepA(8D8 ?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害,33?attack@atk_scalepA(8DD ?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害8̬?attack@atk_scalepA(8DP ?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害Dff?attack@atk_scalepA(8D\ ?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害P?attack@atk_scalepA(8Dh!?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害\?attack@atk_scalepA(8Dt"?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害h33?attack@atk_scalepA(8D#?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害ť?attack@atk_scalepA(8D$?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害ff?attack@atk_scalepA$4@T%?skchr_spikes_1 小玩笑阻挡数变为0,攻击变为二连击,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的物理伤害?attack@atk_scaleskchr_spikes_18skchr_frostl_2 d `\rA$4D 2?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< T@debuffl>probHB attack_speed move_speed A$4D p4?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< @debuff33>prob,4B attack_speedL move_speed A$4D 5?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< @debuff>prob B attack_speedG move_speedj A$4D 6?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< L?debuffd>prob| B attack_speed= ׾ move_speedA$4D h7?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< ?debuff L>prob$A attack_speedD̾ move_speedA$4D 8?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< ?debuffL>probA attack_speed\¾ move_speedbA$4D 9?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< D?debuff\L>probtA attack_speedQ move_speed A$4D `:?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< ?debuff>probpA attack_speed<{ move_speedA$4D ;?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< ?debuff>prob A attack_speed ף move_speedZA$4D <?skchr_frostl_2 凝冰枪刃攻击速度<@ba.vup>+{attack_speed};每次攻击使命中目标移动速度<@ba.vup>-{-move_speed:0%},并有<@ba.vup>{prob:0%}的几率使其<$ba.root>束缚<@ba.vup>{debuff}秒`< <?debuffT>probl@ attack_speed move_speedskchr_frostl_284skchr_frostl_1 D t <ln$4D?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$$? atk_scale@@@duration\ move_speed$4D(?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$? atk_scale @durationff move_speed6$4D?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$33? atk_scale @duration$̾ move_speed$4D?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$P̬? atk_scalel @duration33 move_speed$4DT?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$ff? atk_scale@duration move_speedb$4D?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$? atk_scale4@durationP move_speed $4D?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$|? atk_scale@duration)\ move_speed*"$4D?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$33? atk_scale?duration move_speed#$4D?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$Ď? atk_scale`?duration|k move_speed$$4DH?skchr_frostl_1 寒霜枪刃下次攻击造成攻击力<@ba.vup>{atk_scale:0%}的物理伤害,令命中目标在<@ba.vup>{duration}秒内移动速度<@ba.vup>-{-move_speed:0%}D$ff? atk_scale?durationL move_speedskchr_frostl_1skchr_peacok_2 |`XL @ 4(,0@L\\ ?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(@ failure.stun@success.silence4`@success.atk_scaleX?prob,0@L\d?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(@ failure.stun@success.silence<L@success.atk_scale`?prob,0@L\l?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(@ failure.stun$`@success.silenceD9@success.atk_scaleh?prob,0@L\t?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL( @ failure.stun,@@success.silenceLff&@success.atk_scalep?prob,0@L\|?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(@ failure.stun4 @success.silenceT@success.atk_scalex?prob,0@L\ ?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(@ failure.stun< @success.silence\33@success.atk_scale?prob,0@L\ ?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL($ @ failure.stunD @success.silenced @success.atk_scale ?prob(,<HXP ?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(( @ failure.stunH @success.silenceh @success.atk_scale ?prob(,<HXT ?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(,@ failure.stunL@success.silencel33?success.atk_scale?prob  (,<HXl?x-1skchr_peacok_2 创世纪 使周围所有敌人立即受到攻击力<@ba.vup>{success.atk_scale:0%}的法术伤害并失去特殊能力<@ba.vup>{success.silence}秒\n<@ba.rem>有{prob:0%}的几率失败,失败时范围内的所有友方单位全部<$ba.stun>晕眩{failure.stun}秒tL(D@ failure.stund@success.silenceff?success.atk_scale?probskchr_peacok_2Lskchr_peacok_1 4 $ td$4<?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(HAatk_scale_fakeh@peacok_s_1[crit].atk_scaleL=peacok_s_1[crit].prob@ atk_scale$4<?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(33@atk_scale_fake@peacok_s_1[crit].atk_scale@L=peacok_s_1[crit].probh33? atk_scaleF$4<0?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(ff@atk_scale_fake@peacok_s_1[crit].atk_scaleL=peacok_s_1[crit].probff? atk_scale$4<?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(L@atk_scale_fakel@peacok_s_1[crit].atk_scaleL=peacok_s_1[crit].prob? atk_scale$4<?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(33@atk_scale_fake@peacok_s_1[crit].atk_scaleDL=peacok_s_1[crit].probl33? atk_scaleJ$4<4?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(@atk_scale_fake@peacok_s_1[crit].atk_scaleL=peacok_s_1[crit].prob? atk_scale$4<?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(Pff@atk_scale_fakep@peacok_s_1[crit].atk_scaleL=peacok_s_1[crit].probff? atk_scale$4<?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(@atk_scale_fake@peacok_s_1[crit].atk_scaleHL=peacok_s_1[crit].probp? atk_scaleN$4<8?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(@atk_scale_fake@peacok_s_1[crit].atk_scaleL=peacok_s_1[crit].prob ? atk_scale $4< ?skchr_peacok_1断罪下次攻击的攻击力提升至<@ba.vup>{atk_scale:0%}(有<@ba.vup>{peacok_s_1[crit].prob:0%}的概率变为<@ba.vup>{atk_scale_fake:0%})\n<@ba.rem>可充能3次X(T!33@atk_scale_faket!@peacok_s_1[crit].atk_scale!L=peacok_s_1[crit].prob!33? atk_scaleskchr_peacok_1!p' skchr_gyuki_2 TPLpA(8HD% ? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}"?atkjM`A(8H&? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}#̬?atk*NPA(8H&? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}|$?atkN@A(8H'? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}<%ff?atkO0A$4D& ? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}%?atkfP0A$4D& ? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}&33s?atk"Q0A$4Dx' ? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}p'fff?atkQ A$4D4(#? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%},(Y?atkR A$4D(#? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%}(L?atkVS A$4D)#? skchr_gyuki_2 恶鬼之力?防御力<@ba.vdown>降至0,攻击力<@ba.vup>+{atk:0%})@?atk skchr_gyuki_2)P D/skchr_doberm_2 ( $  ~TA(8@-F(?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(*@@ talent_scale+L?atk~UA(8@.H&?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(+9@ talent_scale,333?atk~VA(8@/I$?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(,333@ talent_scale-?atk~WA(8@0J"?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(-,@ talent_scale.?atk~XA(8@1K ?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(.ff&@ talent_scale/>atk~YA(8@2L ?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(/ @ talent_scale0>atk~ZA(8@3M ?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(0@ talent_scale1>atk~[A(8@4N?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(133@ talent_scale2>atk~\A(8@5O?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(2 @ talent_scale3>atk~]A(8@6P?skchr_doberm_2鞭策`攻击力<@ba.vup>+{atk:0%},第一天赋的效果提升至<@ba.vup>{talent_scale:0.0}倍(3ff@ talent_scale4>atkskchr_doberm_284 skchr_doberm_1 $`PV5$4H@5?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}8533@ atk_scale6$4H6?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}5 @ atk_scale6$4H6?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}6ff@ atk_scale7$4H7?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}x7@ atk_scaleV8$4H@8?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}88? atk_scale9$4H9?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}833? atk_scale9$4H9?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}9? atk_scale:$4H:?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}x:ff? atk_scaleV;$4H@;?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}8;? atk_scale<$4H<?skchr_doberm_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%};? atk_scaleskcom_powerstrike[2]skchr_doberm_1D<Askchr_wintim_2  0 H`xfA(8H??skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D =?cost=?attack@sluggish= B attack_speedfhA(8HA?skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D $??cost+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D @?cost@?attack@sluggish@A attack_speedFkA(8HC!?skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D B?costB?attack@sluggish+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D tC?costC?attack@sluggishCA attack_speed&nA(8HF#?skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D D?costD?attack@sluggishEA attack_speedoA(8H0H$?skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D TF?costlF?attack@sluggishFA attack_speedqA(8HI%?skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D G?costG?attack@sluggishG0A attack_speedvrA(8HK&?skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D 4I?costLI?attack@sluggishlIA attack_speedsA(8HL'?skchr_wintim_2 循理归因攻击速度<@ba.vup>+{attack_speed},每次攻击获得<@ba.vup>{cost}点部署费用,并使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒D J?costJ?attack@sluggishJ@ attack_speedskchr_wintim_2KL Pskchr_wintim_1 dD$*L(8HXN?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$PL333@ atk_scalelL@@costFM(8HtO?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$lM @ atk_scaleM@@costbN(8HP?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$N33@ atk_scaleN@@cost~O$4DhO?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$Off@ atk_scaleO@@costP$4DP?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$P@ atk_scaleP@@costQ$4DQ?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$Q33? atk_scaleQ@@costR$4DR?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$Rff? atk_scaleS@@costS$4DS ?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$T? atk_scaleT@@costT$4DT ?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$U? atk_scale4U@@costV$4DU ?skchr_wintim_1 数据分析z下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,并获得<@ba.vup>{cost}点部署费用$0V? atk_scaleLV@@costskchr_wintim_1xV<[skchr_bstalk_2 ,D\ t *pA(8P0Y(?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ 4X?costLX?interval attack@atkX333? attack@defX@AvaluepA(8P0[*?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ Z?cost0Z?interval attack@atkdZ? attack@defZ@AvaluepA(8P0]+?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ [?cost\?interval attack@atkH\ ? attack@defd\@AvalueֆpA(8P0p_,?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ ]?cost]?interval attack@atk,^? attack@defH^@AvaluepA(8P0Ta- ?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ _?cost_?interval attack@atk`ff> attack@def,`@AvaluepA(8P08c. ?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ a?costa?intervalr attack@atka> attack@defb@AvaluepA(8P0e/ ?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ c?costc?intervalV attack@atkc33> attack@defc@AvaluefpA(8P0g0 ?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ pe?coste?interval: attack@atke> attack@defe@AvalueJpA(8P0h1 ?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}|\@ Tg?costlg?interval attack@atkg> attack@defg@Avalue.pA(8P0j2 ?skchr_bstalk_2“大家一起上”立即在战术点周围四格的所有近战位临时召唤磐蟹(不包括战术点本身);技能持续时间内回复总共<@ba.vup>{value}点部署费用,所有磐蟹的防御力<@ba.vup>+{attack@def:0%}`D 8i?costPi?interval attack@atkiL> attack@defi@Avalueskchr_bstalk_2i Hoskchr_bstalk_1 j(8Hm?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)kAcostk(8H n  ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)kAcostl(8Ho! ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)lAcostm(8Ho" ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)mAcostn(8Hp# ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)nAcosto(8Hq$ ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)oAcostp(8Hr% ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)pAcostq(8Hs& ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)qAcostr(8Ht' ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)rAcost~s(8Hu( ?skchr_bstalk_1 定点指令r立即获得<@ba.vup>{cost}点部署费用,并立刻刷新援军(如已存在则恢复其所有生命值)sAcostskchr_bstalk_1sX{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< `u?costxuAvalueu?intervalu?attack@heal_scale*:A,0@Px ?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< w?cost,wAvalueDw?interval`wff>attack@heal_scale;A,0@P|z?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< x?costxAvaluex?intervaly>attack@heal_scale=A,0@P0|?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< |z?costzAvaluez?intervalz33>attack@heal_scaleF?A,0@P}?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< 0|?costH|Avalue`|?interval||>attack@heal_scale@A,0@P?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< }?cost}Avalue~?interval0~>attack@heal_scaleBA,0@PL?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< ?costAvalue?interval>attack@heal_scalebDA,0@P!?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< L?costdAvalue|?interval>attack@heal_scaleFA,0@P"?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< ?costAvalue0?intervalL>attack@heal_scaleGA,0@Ph#?x-4skchr_myrtle_2 治愈之翼停止攻击,持续时间内回复总共<@ba.vup>{value}点部署费用,并每秒治疗周围一名友方单位相当于桃金娘攻击力<@ba.vup>{attack@heal_scale:0%}的生命\< ?cost̄Avalue?interval>attack@heal_scaleskchr_myrtle_28H  skchr_vigna_2 <TlA(8@ ? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},@?base_attack_timed@atkҰA(8@l? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},(?base_attack_timeLff?atkA(8@T? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},?base_attack_time433?atkA(8@<? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},?base_attack_time?atkA$4< ? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},܉?base_attack_time33?atknA$4<Ċ ? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},?base_attack_timeff?atkRA$4< ? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},?base_attack_timeȋ?atk6A$4<#? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},?base_attack_timě?atkA$4<p#? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},l?base_attack_time?atkA$4<T#? skchr_vigna_2槌音G攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},P?base_attack_timetfff?atk skchr_vigna_2pB  skchr_vigna_1 T\\RA(8Pp# ? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}L?atkA(8Pp%? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}4333?atkA(8Pp<%? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}ܐ?atkJA(8Pp%? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}?atkA$4LlH%? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}(ff>atkA$4Ll%? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}̒>atk:A$4Ll%? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}p33>atk޽A$4Ll4(? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}>atkA$4Llؔ(? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}>atk&A$4Ll|(? skchr_vigna_1攻击力强化·β型攻击力<@ba.vup>+{atk:0%}\L>atkskcom_atk_up[2] skchr_vigna_1  skchr_scave_2 JpA(8P? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} 0AcostЖ333?atk>pA(8Pؙ ? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} 0Acostė?atk2pA(8P̚!? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} 0Acost?atk&pA(8P"? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} 0Acost>atkpA(8P#? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} 0AcostQ>atkpA(8P$? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} |0Acost>atkpA(8P%? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} p0Acost>atkpA(8P& ? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} d0Acost|>atkpA(8P' ? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} X0Acostpk>atkpA(8Px( ? skchr_scave_2冲锋号令·攻击M立即获得<@ba.vup>{cost}点部署费用\n攻击力<@ba.vup>+{atk:0%} L0AcostdL>atk skchr_scave_2skchr_blackd_2 lD |T,>pA(8P آ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`08@@blackd_s_2[once].cost`Ablackd_s_2[period].trig_cnt)\?blackd_s_2[period].interval?blackd_s_2[period].costL?blackd_s_2[period].defbpA(8P  ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0\@@blackd_s_2[once].costAblackd_s_2[period].trig_cnt)\?blackd_s_2[period].intervalܣ?blackd_s_2[period].cost333?blackd_s_2[period].defpA(8P  !?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0@@blackd_s_2[once].costAblackd_s_2[period].trig_cntԥ)\?blackd_s_2[period].interval?blackd_s_2[period].cost(?blackd_s_2[period].defpA(8P D"?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0@@blackd_s_2[once].cosţAblackd_s_2[period].trig_cnt)\?blackd_s_2[period].interval$?blackd_s_2[period].costL?blackd_s_2[period].defpA(8P h# ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0ȩ@@blackd_s_2[once].costAblackd_s_2[period].trig_cnt)\?blackd_s_2[period].intervalH?blackd_s_2[period].costpף>blackd_s_2[period].defpA(8P $ ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0@@blackd_s_2[once].costAblackd_s_2[period].trig_cnt@)\?blackd_s_2[period].intervall?blackd_s_2[period].cost(>blackd_s_2[period].defpA(8P % ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0@@blackd_s_2[once].cost8Ablackd_s_2[period].trig_cntd)\?blackd_s_2[period].interval?blackd_s_2[period].cost>blackd_s_2[period].def:pA(8P Ա& ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`04@@blackd_s_2[once].cost\Ablackd_s_2[period].trig_cnt)\?blackd_s_2[period].interval?blackd_s_2[period].costܰp>blackd_s_2[period].def^pA(8P ' ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0X@@blackd_s_2[once].costAblackd_s_2[period].trig_cnt)\?blackd_s_2[period].intervalز?blackd_s_2[period].cost>blackd_s_2[period].defpA(8P ( ?skchr_blackd_2冲锋号令·防御立即获得<@ba.vup>{blackd_s_2[once].cost}点部署费用\n技能持续期间内逐渐获得<@ba.vup>{blackd_s_2[period].trig_cnt}点部署费用,防御力<@ba.vup>+{blackd_s_2[period].def:0%}`0|@@blackd_s_2[once].costAblackd_s_2[period].trig_cntд)\?blackd_s_2[period].interval?blackd_s_2[period].cost$>blackd_s_2[period].defskchr_blackd_2` غ skchr_caper_2 A(8H? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物@cnt?atkA(8H? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物x@cnt?atkA(8H ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物l@cntff>atkA(8H ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物`@cntt>atkA(8H| ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物T@cnth33>atkA(8Hp ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物H@cnt\>atkA(8Hd  ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物<@cntP>atkpA(8HX! ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物0@cntDL>atkpA(8HL" ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物$@cnt8>atkpA(8H@# ? skchr_caper_2 乐趣加倍X攻击力<@ba.vup>+{atk:0%},每次攻击额外发射<@ba.vup>1个回旋投射物@cnt,=atk skchr_caper_2T(s  skchr_caper_1 $`Pr$4H\? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}T33@ atk_scale2$4H? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} @ atk_scale$4H? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff@ atk_scale$4H? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}@ atk_scaler$4H\? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}T? atk_scale2$4H? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33? atk_scale$4H? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4H? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff? atk_scaler$4H\? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}T? atk_scale2$4H? skchr_caper_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scaleskcom_powerstrike[2] skchr_caper_1`skchr_totter_2 d `\A(8@ (?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@attack@s2n.max_target@attack@s2c.atk_scale@HB attack_speedA(8@ T*?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@attack@s2n.max_target @attack@s2c.atk_scale4B attack_speedbA(8@ +?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@@attack@s2n.max_targeth @attack@s2c.atk_scale B attack_speed A(8@ -?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@attack@s2n.max_targetff@attack@s2c.atk_scale8 B attack_speedA(8@ L0?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@attack@s2n.max_target33@attack@s2c.atk_scaleA attack_speedZA(8@ 1?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\08@@attack@s2n.max_target`@attack@s2c.atk_scaleA attack_speedA(8@ 2?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@attack@s2n.max_target?attack@s2c.atk_scale0A attack_speedA(8@ D5?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@attack@s2n.max_target33?attack@s2c.atk_scalepA attack_speedRA(8@ 6?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\00@@attack@s2n.max_targetX?attack@s2c.atk_scale A attack_speedA(8@ 7?skchr_totter_2破虹攻击速度<@ba.vup>+{attack_speed},每次攻击额外攻击<@ba.vup>2个目标,仅攻击到一个敌人时对其造成相当于攻击力<@ba.vup>{attack@s2c.atk_scale:0%}的物理伤害\0@@attack@s2n.max_targetff?attack@s2c.atk_scale(@ attack_speedskchr_totter_2\ skchr_totter_1 tdTD4$v$4<`?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_target @ atk_scale$4<l?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_targetff@ atk_scale$4<x?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_target@ atk_scale$4<?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_target33? atk_scale$4<?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_targetff? atk_scale$4<?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_target? atk_scale$4<?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_target? atk_scale$4<?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_target? atk_scale$4<?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_target33? atk_scale$4<?skchr_totter_1贯日r下次攻击额外攻击<@ba.vup>1个目标,造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害$@ max_targetff? atk_scaleskchr_totter_1@skchr_acdrop_2 D|$\ A(8H2#?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射H>atkA(8HP5?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射 p>atkzA(8H8?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射{>atk>A(8H:?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射 ף>atkA(8H<?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射X>atkA(8H`>?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射)\>atkA(8H$@?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射>atkNA(8HB ?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射u>atkA(8HD ?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射hGa>atkA(8HpF ?skchr_acdrop_2 扳机时刻@攻击力<@ba.vup>+{atk:0%},攻击变为<@ba.vup>2连射,L>atkskchr_acdrop_2TLskchr_acdrop_1 t T,tA(8Hp#?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}@B attack_speedA(8HpT%?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}xB attack_speednA(8Hp'?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}`B attack_speed"A(8Hp(?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}\HB attack_speedA(8Hpp- ?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}4B attack_speedA(8Hp$- ?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed} B attack_speed>A(8Hp- ?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}x B attack_speedA$4DlH2?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}(A attack_speedA$4Dl2?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}A attack_speedRA$4Dl2?skchr_acdrop_1 花式点射'攻击速度<@ba.vup>+{attack_speed}A attack_speedskchr_acdrop_1(4 skchr_glaze_2   n B(8H ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,Xfff?base_attack_time|?atkB(8H ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,fff?base_attack_timeL?atkf B(8H ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,Pfff?base_attack_timet333?atk!B(8H| ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,fff?base_attack_time?atk^#B(8H ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,Hfff?base_attack_timel?atk$A(8Ht ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,fff?base_attack_time?atkV&A(8H ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,@fff?base_attack_timed?atk'A(8Hl ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,fff?base_attack_time>atkN)A(8H ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,8fff?base_attack_time\>atk*A(8Hd ? skchr_glaze_2 雷达定位攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大至整个战场,但攻击间隔<@ba.vdown>略微增大,且在攻击超出原本攻击范围的敌方单位时攻击前摇<@ba.vdown>增大,fff?base_attack_time>atk skchr_glaze_2 x skchr_glaze_1 d  4P,B(8DL ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒(P?attack@sluggishp?ability_range_forward_extend-B(8D ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒(?attack@sluggish?ability_range_forward_extendB/B(8D ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒(L?attack@sluggish?ability_range_forward_extend0A(8D$  ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒((L?attack@sluggishH?ability_range_forward_extend1A(8Dl  ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒(p333?attack@sluggish?ability_range_forward_extend3A(8D  ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒( 333?attack@sluggish ?ability_range_forward_extendb4A(8D   ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒( 333?attack@sluggish ?ability_range_forward_extend5A(8DD! ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒(H ?attack@sluggishh ?ability_range_forward_extend6A(8D" ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒( ?attack@sluggish ?ability_range_forward_extend:8A(8D# ? skchr_glaze_1 阻挡弹攻击范围<@ba.vup>+{ability_range_forward_extend}格,且攻击会使目标<$ba.sluggish>停顿<@ba.vup>{attack@sluggish}秒(?attack@sluggish?ability_range_forward_extend skchr_glaze_1<skchr_pinecn_2 D DA(,<LH?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,?pinecn_s_2[d].atk?pinecn_s_2[c].atkL?pinecn_s_2[b].atk,?pinecn_s_2[a].atkA(,<L?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,|̌?pinecn_s_2[d].atkfff?pinecn_s_2[c].atk333?pinecn_s_2[b].atk?pinecn_s_2[a].atkfA(,<L?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,8ff?pinecn_s_2[d].atk\Y?pinecn_s_2[c].atkff&?pinecn_s_2[b].atkff>pinecn_s_2[a].atk"A(,<L|?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,?pinecn_s_2[d].atkL?pinecn_s_2[c].atk<?pinecn_s_2[b].atk`>pinecn_s_2[a].atkA(,<L8?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,33s?pinecn_s_2[d].atk@?pinecn_s_2[c].atk ?pinecn_s_2[b].atk33>pinecn_s_2[a].atkA(,<L?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,lfff?pinecn_s_2[d].atk333?pinecn_s_2[c].atk?pinecn_s_2[b].atk>pinecn_s_2[a].atkVA(,<L?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,(Y?pinecn_s_2[d].atkLff&?pinecn_s_2[c].atkpff>pinecn_s_2[b].atk>pinecn_s_2[a].atkA(,<Ll?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,L?pinecn_s_2[d].atk?pinecn_s_2[c].atk,>pinecn_s_2[b].atkPL>pinecn_s_2[a].atkA(,<L(?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,@?pinecn_s_2[d].atk ?pinecn_s_2[c].atk33>pinecn_s_2[b].atk >pinecn_s_2[a].atkA(,<L?1-3skchr_pinecn_2 电能过载攻击力<@ba.vup>+{pinecn_s_2[a].atk:0%},攻击范围<@ba.vdown>缩短;每使用过一次技能额外追加攻击力<@ba.vup>+20%的效果(最多+60%)|T,\ 333?pinecn_s_2[d].atk ?pinecn_s_2[c].atk >pinecn_s_2[b].atk =pinecn_s_2[a].atkskchr_pinecn_2! x&skchr_pinecn_1 d  D$d"$4@" ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D`"@@cntt"zCdef_penetrate_fixed"@ atk_scalev#$4@`# ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D#@@cnt#fCdef_penetrate_fixed#33? atk_scale$$4@$ ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D%@@cnt,%\Cdef_penetrate_fixedP%? atk_scale.&$4@& ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次Dt&@@cnt&RCdef_penetrate_fixed&ff? atk_scale'$4@t' ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D'@cnt'HCdef_penetrate_fixed(? atk_scale($4@( ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D,)@cnt@)>Cdef_penetrate_fixedd)? atk_scaleB*$4@,* ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D*@cnt*4Cdef_penetrate_fixed*33? atk_scale+$4@+ ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D+?cnt+*Cdef_penetrate_fixed,? atk_scale,$4@, ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D@-?cntT- Cdef_penetrate_fixedx-ff? atk_scaleV.$4@@. ?skchr_pinecn_1 RMA长钉立即以<@ba.vup>{atk_scale:0%}的攻击力进行一次攻击,无视敌人<@ba.vup>{def_penetrate_fixed}的防御力\n<@ba.rem>可充能{cnt}次D.?cnt.Cdef_penetrate_fixed.? atk_scaleskchr_pinecn_1/|4 skchr_yuki_2 4 $ tdYA$4< 0? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,033attack@move_speed0?attack@duration0L?attack@atk_scaleb[A$4<1? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,L2 ףattack@move_speedp2?attack@duration2333?attack@atk_scale]A$4<d3? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,3attack@move_speed4?attack@duration<4333?attack@atk_scale^A$4<5? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,5)\attack@move_speed5?attack@duration5333?attack@atk_scalef`A$4<6? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,P7q=attack@move_speedt7?attack@duration7?attack@atk_scalebA$4<h8? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,8attack@move_speed 9?attack@duration@9?attack@atk_scalecA$4<: ? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,:attack@move_speed:?attack@duration:?attack@atk_scalejeA$4<;!? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,T降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,>kattack@move_speed$>?attack@durationD>?attack@atk_scalehA$4<?#? skchr_yuki_2凝武攻击变为投掷回旋的大飞镖,短时间内使命中目标的移动速度<@ba.vup>降低{-attack@move_speed:0%},并每秒受到相当于攻击力<@ba.vup>{attack@atk_scale:0%}的<@ba.vup>法术伤害P,?Gaattack@move_speed??attack@duration??attack@atk_scale skchr_yuki_2(@dE skchr_yuki_1 p(TjA(8@|tC ? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格 A@ability_range_forward_extendkA(8@|DD ? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格A@ability_range_forward_extendzlA(8@|E ? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格B@ability_range_forward_extendJmA(8@|E ? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格C@ability_range_forward_extendnA(8@|F? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格`D@ability_range_forward_extendnA(8@|G? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格0E@ability_range_forward_extendoA(8@|TH? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格F@ability_range_forward_extendpA$4<xF? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格F@ability_range_forward_extendVqA$4<xG? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格G@ability_range_forward_extend"rA$4<xxH ? skchr_yuki_1敌飙:攻击范围<@ba.vup>+{ABILITY_RANGE_FORWARD_EXTEND}格dH@ability_range_forward_extend skchr_yuki_1H N skchr_mm_2 td T D4$VsA$0@HI? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(xJ?attack@sluggishJ> attack@probJ? attack@stunJ?atkJ?base_attack_timebuA$0@HK? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(Lfff?attack@sluggishL> attack@probĽ? attack@stunĽ?atkL?base_attack_timenwA$0@HM? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(Nfff?attack@sluggishN> attack@probŇ? attack@stunN?atkN?base_attack_timezyA$0@HO? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(Pfff?attack@sluggishP> attack@probP? attack@stunPfff?atkQ?base_attack_time{A$0@HQ? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(RL?attack@sluggishR> attack@probR? attack@stunSY?atkS?base_attack_time}A$0@HS? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(TL?attack@sluggishT> attack@probT? attack@stun UL?atk U?base_attack_timeA$0@HU? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(VL?attack@sluggishV> attack@probV? attack@stunW@?atk,W?base_attack_timeA$0@HX? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(XL?attack@sluggishX> attack@probYfff? attack@stun$Y333?atk8Y?base_attack_timeA$0@H Z? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(ZL?attack@sluggishZ> attack@prob[fff? attack@stun0[ff&?atkD[?base_attack_time…A$0@H\? skchr_mm_2 束缚电击攻击间隔<@ba.vdown>略微增大,攻击力<@ba.vup>+{atk:0%},击中目标时使其<$ba.sluggish>停顿<@ba.vup>{attack@sluggish:0.0}秒,另外还有<@ba.vup>{attack@prob:0%}的几率使其<$ba.stun>晕眩<@ba.vup>{attack@stun:0.0}秒hH(\L?attack@sluggish]> attack@prob ]fff? attack@stun<]?atkP]?base_attack_time skchr_mm_2]< b skchr_mm_1 tX< ^$0<^? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$^ @sluggish^@ atk_scale_$0<_? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$_ @sluggish_33? atk_scale`$0<`? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$` @sluggishaff? atk_scalea$0<a? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$b@sluggishb? atk_scaleb$0<b? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$c@sluggish4c? atk_scaled$0<c? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$0d@sluggishLdff? atk_scale*e$0<e? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$He@sluggishde? atk_scaleBf$0<,f? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$`f?sluggish|f? atk_scaleZg$0<Dg? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$xg?sluggishg33? atk_scalerh$0<\h? skchr_mm_1 麻痹弹~下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},并使目标<$ba.sluggish>停顿<@ba.vup>{sluggish:0.0}秒$h?sluggishh̬? atk_scale skchr_mm_1h Pn skchr_clour_2 A(8H$l ? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,i@attack@max_targetjff>atkA(8Hm? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,j@attack@max_target k>atkzA(8Hn? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,k@attack@max_targetl33>atkrA(8H o? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,l@attack@max_targetl>atkjA(8Hp? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,m@attack@max_targetmL>atkbA(8Hp? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,n@attack@max_targetnL>atkZA(8Hq? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,o@attack@max_targetoL>atkRpA(8Hr? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,p@attack@max_targetp=atkJpA(8Hs? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,q@attack@max_targetq=atkBpA$4Dr? skchr_clour_2 双弦开弓O攻击力<@ba.vup>+{atk:0%},每次攻击额外攻击<@ba.vup>1个目标,r@attack@max_targetr=atk skchr_clour_2rhxskchr_shotst_2 d L 4$4Hs?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$t@durationt̾deft@ atk_scale*$4Hu?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$ v@duration(v33def5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$w@durationw33defwff? atk_scale:$4Hx?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$y@duration8y33defLy? atk_scale£$4Hz?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$z@durationzdefz33? atk_scaleJ$4H{?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$,|@durationH|def\|? atk_scaleҦ$4H(}?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$}@duration}def}ff? atk_scaleZ$4H~?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$<@durationXdefl? atk_scale$4H8?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$Ā@durationdef? atk_scalej$4H?skchr_shotst_2碎甲击·扩散立即对攻击范围内至多<@ba.vup>5个敌人造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,<@ba.vup>{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$L@durationhdef|33? atk_scaleskchr_shotst_2p $skchr_shotst_1 P TX^$4@?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$@duration$33def8ff? atk_scale$4@?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$X@durationt ףdef? atk_scale$4@T?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$@durationĆRdef؆? atk_scaleN$4@?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$@durationdef(? atk_scale$4@?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$H@durationddefx? atk_scale$4@D?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$@durationdefȊ33? atk_scale>$4@?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$@durationdef̬? atk_scale$4@?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$8@durationTLdefhff? atk_scale޷$4@4?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$@durationLdef? atk_scale.$4@?skchr_shotst_1 碎甲击下一次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害,{duration}秒内使命中目标的防御力<@ba.vup>-{-def:0%}<$؏@durationLdef? atk_scaleskchr_shotst_18 skchr_jesica_2 A(8H(?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 X@?probpL?atk޻A(8Hx*?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 L@?probd333?atkҼA(8Hl+?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 @@?probX?atkƽA(8H`,?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 4@?probL?atkA(8HT- ?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 (@?prob@ff>atkA(8HH. ?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 @?prob4>atkA(8H</ ?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 @?prob(33>atkA(8H00 ?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 @?prob>atkA(8H$1 ?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 @?prob>atk~A(8H2 ?skchr_jesica_2 掩护烟幕T攻击力<@ba.vup>+{atk:0%},获得<@ba.vup>{prob:0%}的物理和法术闪避 @?probL>atkskchr_jesica_2,N skchr_jesica_1 $`PJ$4H4?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},33@ atk_scale $4H?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%} @ atk_scaleʜ$4H?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff@ atk_scale$4Ht?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}l@ atk_scaleJ$4H4?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},? atk_scale $4H?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33? atk_scaleʟ$4H?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4Ht?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}lff? atk_scaleJ$4H4?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%},? atk_scale $4H?skchr_jesica_1强力击·β型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scaleskcom_powerstrike[2]skchr_jesica_180  skchr_pudd_2 p<l8A(8H#? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,@attack@max_targeť?atkA(8H%? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,@attack@max_targetܤ?atkJA(8H&? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,@attack@max_target fff?atkzA(8H'? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,@attack@max_target+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,H@attack@max_targetl?atkA(8Ht) ? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,x@attack@max_target ?atk A(8H* ? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,@attack@max_target̪?atk:A(8Hԭ+ ? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,ث@attack@max_targetff>atkjA(8H, ? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,@attack@max_target,33>atkA(8H4- ? skchr_pudd_2 扩散电流技能开启时,攻击力<@ba.vup>+{atk:0%},攻击可在敌人间重复跳跃,最多弹跳<@ba.vup>{attack@max_target}次,8@attack@max_target\>atk skchr_pudd_2skchr_indigo_2 L p ( D6A(8Hlб(?skchr_indigo_2 光影迷宫#攻击间隔<@ba.vup>缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4x?indigo_s_2[damage].intervalL>indigo_s_2[damage].atk_scale԰@@ talent_scale?base_attack_timerA(8Hx *?skchr_indigo_2 光影迷宫/攻击间隔<@ba.vup>一定程度缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4?indigo_s_2[damage].interval{.>indigo_s_2[damage].atk_scale@@ talent_scale一定程度缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4?indigo_s_2[damage].interval4{.>indigo_s_2[damage].atk_scaled @ talent_scaleff&?base_attack_timeA(8Hx,?skchr_indigo_2 光影迷宫/攻击间隔<@ba.vup>一定程度缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4P?indigo_s_2[damage].interval|>indigo_s_2[damage].atk_scale @ talent_scale̷ff&?base_attack_timeJA(8Ht- ?skchr_indigo_2 光影迷宫)攻击间隔<@ba.vup>略微缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4?indigo_s_2[damage].interval=indigo_s_2[damage].atk_scale@ talent_scale333?base_attack_timeA(8Ht(. ?skchr_indigo_2 光影迷宫)攻击间隔<@ba.vup>略微缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4ػ?indigo_s_2[damage].interval=indigo_s_2[damage].atk_scale4@ talent_scaleT333?base_attack_timeA(8Htl/ ?skchr_indigo_2 光影迷宫)攻击间隔<@ba.vup>略微缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4?indigo_s_2[damage].intervalH=indigo_s_2[damage].atk_scalex@ talent_scale333?base_attack_timeA(8Hx0 ?skchr_indigo_2 光影迷宫,攻击间隔<@ba.vup>小幅度缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4d?indigo_s_2[damage].interval=indigo_s_2[damage].atk_scale? talent_scaleL?base_attack_time^A(8Hx1 ?skchr_indigo_2 光影迷宫,攻击间隔<@ba.vup>小幅度缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4?indigo_s_2[damage].interval=indigo_s_2[damage].atk_scale? talent_scale(L?base_attack_timeA(8Hx@2 ?skchr_indigo_2 光影迷宫,攻击间隔<@ba.vup>小幅度缩短,天赋的触发几率提升至<@ba.vup>{talent_scale:0.0}倍,攻击范围内处于<$ba.root>束缚状态的敌人每<@ba.vup>{indigo_s_2[damage].interval}秒受到相当于深靛攻击力<@ba.vup>{indigo_s_2[damage].atk_scale:0%}的法术伤害h4?indigo_s_2[damage].interval =indigo_s_2[damage].atk_scaleP? talent_scalepL?base_attack_timeskchr_indigo_28 skchr_indigo_1 D t <lZ@,0@P?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,Lbase_attack_time@?attack@atk_scale@,0@P\?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,Lbase_attack_time>attack@atk_scale"@,0@P?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,Lbase_attack_time(>attack@atk_scale@,0@P$?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,HLbase_attack_timel>attack@atk_scale@,0@P?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,Lbase_attack_timep>attack@atk_scaleN@,0@P?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,Lbase_attack_time4Q>attack@atk_scale@,0@PP?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,tLbase_attack_time33>attack@atk_scale@,0@P?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,Lbase_attack_time ף>attack@atk_scalez@,0@P?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,attack@atk_scaleޖ@,0@P|?4-1skchr_indigo_1灯塔守卫者攻击范围<@ba.vup>改变,攻击间隔<@ba.vup>大幅度缩短,每次攻击造成相当于攻击力<@ba.vup>{attack@atk_scale:0%}的法术伤害,Lbase_attack_time>attack@atk_scaleskchr_indigo_1Ї xskchr_stward_1P$4H?skchr_stward_1强力击·α型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}33? atk_scale$4H?skchr_stward_1强力击·α型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff? atk_scale$4Hx?skchr_stward_1强力击·α型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}p? atk_scaleN$4H8?skchr_stward_1强力击·α型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}0? atk_scale$4H?skchr_stward_1强力击·α型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}? atk_scale$4H?skchr_stward_1强力击·α型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}ff? atk_scale$4Hx?skchr_stward_1强力击·α型;下次攻击的攻击力提高至<@ba.vup>{atk_scale:0%}p? atk_scaleskcom_powerstrike[1]skchr_stward_14skchr_cammou_2 td T D4$nA,0@T -?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$? attack@stunq=> attack@prob 333?atkzA,0@T-?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$333? attack@stunq=> attack@prob(?atkA,0@T$- ?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$333? attack@stunq=> attack@prob$R?atkA,0@T0- ?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$333? attack@stunk> attack@prob0z?atkA,0@T<-?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$> attack@stun k> attack@prob< ?atkA,0@TH-?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$> attack@stun,k> attack@probH?atkA,0@TT-?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$> attack@stun8k> attack@probTH>atk¬A(,<P-?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$$> attack@stun@L> attack@prob\>atkʮA(,<P$-?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$,> attack@stunHL> attack@probd(>atkҰA(,<P,-?3-3skchr_cammou_2同步索敌攻击;攻击范围<@ba.vup>扩大,攻击力<@ba.vup>+{atk:0%},释放浮游单元锁定敌人攻击,自身与浮游单元有<@ba.vup>{attack@prob:0%}的概率<$ba.stun>晕眩敌人<@ba.vup>{attack@stun:0.0}秒\n<@ba.rem>浮游单元锁敌后直至敌人被击杀或技能结束后返回干员身边D$4> attack@stunPL> attack@probl>atkskchr_cammou_20  skchr_greyy_2 p<l8FA$4D<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(@ talent_scaleB attack_speedvA$4D<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍( 33? talent_scale,B attack_speedA$4D<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(l? talent_scaleB attack_speedA$4D\<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(? talent_scalepB attack_speed6A$4D<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(? talent_scale\B attack_speedf A$4D<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(? talent_scaleHB attack_speed!A$4D<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(,? talent_scaleL4B attack_speed"A$4D<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(\? talent_scale| B attack_speed#A$4DL<? skchr_greyy_2 静电释放攻击速度<@ba.vup>+{attack_speed},天赋<$ba.sluggish>停顿的持续时间提升至<@ba.vup>{talent_scale:0.0}倍(? talent_scale B attack_speed skchr_greyy_2 X skchr_fmout_2 d  4PA,0@H0U2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 T Atimel?atkA,0@HxZ2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 0Atimefff?atk"A,0@HZ2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 @AtimeL?atkjA,0@HZ2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 ,PAtimeD333?atkA,0@HP_2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 t`Atime ?atkA,0@H_2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 `Atime?atkBA,0@H_2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 `Atimeff>atkA,0@H(d2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 LpAtimed>atkA,0@Hpd2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 pAtime33>atkA,0@H d2?3-3 skchr_fmout_2命运攻击力<@ba.vup>+{atk:0%},攻击范围<@ba.vup>扩大,同时攻击攻击范围内所有敌人\n<@ba.rem>技能时间结束后远山停止攻击{time}秒 pAtime>atk skchr_fmout_2X skchr_nights_2 Tt<2A$4D$ ?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8 \ @max_hpt ?atk pB attack_speed4A$4DX ?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8  @max_hp ?atk \B attack_speed65A$4D ?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8  @max_hp ?atk HB attack_speedj6A$4D ?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8  @max_hp ff>atk$ 4B attack_speed7A$4D #?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8 ,@max_hpD>atkX B attack_speed8A$4D(#?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8 `@max_hpx33>atk B attack_speed:A$4D\#?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8 @max_hp>atk B attack_speed:;A$4D#?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8 @max_hp>atk B attack_speedn<A$4D#?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8 @max_hpL>atk( B attack_speed=A$4D#?skchr_nights_2 赤色之瞳u最大生命值<@ba.vdown>-{-max_hp:0%};攻击力<@ba.vup>+{atk:0%},攻击速度<@ba.vup>+{attack_speed}8 0@max_hpH>atk\ B attack_speedskchr_nights_2skchr_akkord_2 8  | T,B?B(8H0 ?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,fff?attack@range_radius<>attack@aoe_atk_scaled?atk@B(8Hl4 ?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,fff?attack@range_radiusL>attack@aoe_atk_scale ?atkbBB(8H4?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,8fff?attack@range_radius\L>attack@aoe_atk_scale?atkCB(8H4?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,fff?attack@range_radiusL>attack@aoe_atk_scaleff>atkEB(8H8?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,Xfff?attack@range_radius|>attack@aoe_atk_scaleff>atkGB(8H8?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,fff?attack@range_radius >attack@aoe_atk_scale4>atkHB(8H+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,xfff?attack@range_radius>attack@aoe_atk_scale33>atk2JB(8H"<?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,!fff?attack@range_radius,!=attack@aoe_atk_scaleT!33>atkKB(8H\$@?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,"fff?attack@range_radius"=attack@aoe_atk_scale">atkRMB(8H%@ ?skchr_akkord_2 震爆调谐攻击力<@ba.vup>+{atk:0%},每次攻击在攻击范围内的其他干员处施加一次音爆,造成相当于<@ba.vup>{attack@aoe_atk_scale:0%}攻击力的群体法术伤害X,($fff?attack@range_radiusL$=attack@aoe_atk_scalet$>atkskchr_akkord_2$ *skchr_akkord_1 t%$4D%?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次%@ atk_scale&$4D&?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次&33? atk_scale'$4Dx' ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次'ff? atk_scalez($4Dd( ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次(? atk_scalef)$4DP) ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次t)? atk_scaleR*$4D<* ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次`*? atk_scale>+$4D(+ ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次L+? atk_scale*,$4D, ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次8,33? atk_scale-$4D- ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次$-̬? atk_scale.$4D- ?skchr_akkord_1 反拍重音h下次攻击造成相当于攻击力<@ba.vup>{atk_scale:0%}的法术伤害\n<@ba.rem>可充能2次.ff? atk_scaleskchr_akkord_1@. X skchr_catap_1\xXA$4P@/-? skchr_catap_1爆破范围提升·α型G普通攻击的爆炸范围提升至<@ba.vup>{attack@range_scale:0%}L/@attack@range_scaleYA$4P 0.? skchr_catap_1爆破范围提升·α型G普通攻击的爆炸范围提升至<@ba.vup>{attack@range_scale:0%},0?attack@range_scaleZA$4P10? skchr_catap_1爆破范围提升·α型G普通攻击的爆炸范围提升至<@ba.vup>{attack@range_scale:0%} 1?attack@range_scale[A$4P12? skchr_catap_1爆破范围提升·α型G普通攻击的爆炸范围提升至<@ba.vup>{attack@range_scale:0%}1?attack@range_scalej\A$4P23? skchr_catap_1爆破范围提升·α型G普通攻击的爆炸范围提升至<@ba.vup>{attack@range_scale:0%}2?attack@range_scaleJ]A$4P35? skchr_catap_1爆破范围提升·α型G普通攻击的爆炸范围提升至<@ba.vup>{attack@range_scale:0%}3?attack@range_scale*^A$4P47? skchr_catap_1爆破范围提升·α型G普通攻击的爆炸范围提升至<@ba.vup>{attack@range_scale:0%}4?attack@range_scaleskcom_blowrange_up[1] skchr_catap_14X: skchr_spot_1|dL4A,0@T$8(?x-4 skchr_spot_1次级治疗模式Z攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围的友方角色进行治疗,6ff?base_attack_time,6ff>atkA,0@T89(?x-4 skchr_spot_1次级治疗模式Z攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围的友方角色进行治疗,7ff?base_attack_time@7>atkA,0@TL:(?x-4 skchr_spot_1次级治疗模式Z攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围的友方角色进行治疗,08ff?base_attack_timeT833>atkA,0@T`;(?x-4 skchr_spot_1次级治疗模式Z攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围的友方角色进行治疗,D9ff?base_attack_timeh9>atkA,0@Tt<(?x-4 skchr_spot_1次级治疗模式Z攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围的友方角色进行治疗,X:ff?base_attack_time|:>atkA,0@T=(?x-4 skchr_spot_1次级治疗模式Z攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围的友方角色进行治疗,l;ff?base_attack_time;L>atk$  pA,0@T>(?x-4 skchr_spot_1次级治疗模式Z攻击力<@ba.vup>+{atk:0%},停止攻击并专心对周围的友方角色进行治疗,atk skchr_spot_1<@\B skchr_kroos_1|T,=$4H=? skchr_kroos_1二连射·自动下次攻击时连续射击<@ba.vup>{times}次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害  >@times8>33? atk_scale?$4H?? skchr_kroos_1二连射·自动下次攻击时连续射击<@ba.vup>{times}次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 D?@times\?ff? atk_scale:@$4H$@? skchr_kroos_1二连射·自动下次攻击时连续射击<@ba.vup>{times}次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 h@@times@? atk_scale^A$4HHA? skchr_kroos_1二连射·自动下次攻击时连续射击<@ba.vup>{times}次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 A@timesA? atk_scaleB$4HlB? skchr_kroos_1二连射·自动下次攻击时连续射击<@ba.vup>{times}次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 B@timesB̌? atk_scaleC$4HC? skchr_kroos_1二连射·自动下次攻击时连续射击<@ba.vup>{times}次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 C@timesCff? atk_scaleD$4HD? skchr_kroos_1二连射·自动下次攻击时连续射击<@ba.vup>{times}次,每次射击造成相当于攻击力<@ba.vup>{atk_scale:0%}的物理伤害 D@timesE? atk_scale skchr_kroos_1@EJskchr_wyvern_1o A(8PH?skchr_wyvern_1冲锋号令·援军H获得<@ba.vup>{cost}点部署费用,攻击力<@ba.vup>+{atk:0%}PF33>atkdF@costp A(8PpI?skchr_wyvern_1冲锋号令·援军H获得<@ba.vup>{cost}点部署费用,攻击力<@ba.vup>+{atk:0%}@G>atkTG@costq A(8P`J?skchr_wyvern_1冲锋号令·援军H获得<@ba.vup>{cost}点部署费用,攻击力<@ba.vup>+{atk:0%}0H>atkDH@costr A(8PPK?skchr_wyvern_1冲锋号令·援军H获得<@ba.vup>{cost}点部署费用,攻击力<@ba.vup>+{atk:0%} IL>atk4I@costs A(8P@L?skchr_wyvern_1冲锋号令·援军H获得<@ba.vup>{cost}点部署费用,攻击力<@ba.vup>+{atk:0%}J>atk$J@costt A(8P0M?skchr_wyvern_1冲锋号令·援军H获得<@ba.vup>{cost}点部署费用,攻击力<@ba.vup>+{atk:0%}K=atkK@costu A$4LK?skchr_wyvern_1冲锋号令·援军H获得<@ba.vup>{cost}点部署费用,攻击力<@ba.vup>+{atk:0%}KL=atkL@costskchr_wyvern_1,Lp   < skchr_midn_1Ddv B(8L|OF? 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