W4 批次:三项设计裁定落地(Boss 战 Plan B / 离线契约 v2 / 长明灯加法化)
Boss 战修复(Plan B,用户拍板): - HP 公式 15xPxhall_factor -> HP = P x boss_army_seconds_n(S=23.0→28.0 递增, 每场军列约 23-28 秒清空,战斗时长成为可直接书写的设计旋钮,结构性消除 高殿 P 抵消导致不可胜的旧 bug);hall_factor 降级为纯叙事/视觉参数 - 新增 souls_par 列(0→90000):开场冲锋 intro_dmg = HP x 10% x clamp(souls/souls_par,0,1), 上限 20%->10%;删 hp_factor/intro_dmg_souls_factor/intro_dmg_cap_ratio 三列 - 点击伤害 P x κ x combo_mult,κ = (0.010 + 0.052 x click_ratio) x (1 + 0.30 x m06_owned), click_ratio = 已购点击升级 / 12(κ 0.010→0.0806,满配点击占比约 20.5%±3pp) - 防双重计入:L5-12 点击升级 +1% output/s 留全局区(抬 P 同时抬军列 DPS 与点击 伤害,可接受),不得再计入 κ 分子(recompute 注释固化) 离线契约 v2(P-8,改契约不改表): - OfflineModel.settle 第三参 offline_mult -> offline_add(加法);各档效率 min(rate+add, 1.0) 硬顶 100%,离线永不超在线 - 长明灯 x1.15 乘性 -> +5%/级 加法(满级 +30%,各档封顶 100%) - 0-2h 100% 保持;8h = 6.2 等效小时(77.5% 效率) - Gate #9 拆 9a/9b/9c:9a FAIL->PASS(0-2h 全额 + 8h∈[5.5,6.5]), 9b 长明灯满级 8h∈[7.5,8.0] 且 ≤100%,9c 任意配置效率 ≤100% 数据与工具: - gen_balance_sheets.py 补登 W3 遗留 7 行 tune(防重跑静默丢失),self_check 更新 - boss_battles/upgrades schema 同步(offline_mult->offline_add enum,漏改会违反导入) 测试(runner 7->8 用例,Node 交叉验证 145 断言全过): - 可胜性哨兵重写为「十殿全可胜」:每殿 S_n<30、军列+点击≥HP、余时∈[2,8]、 满配余时差≥4、点击占比∈[15,25]、H10≈20.5%±3pp - κ 四档断言(0.010/0.036/0.062/0.0806,分母 12) - 新增 test_offline_contract.gd:契约 v2 数值面 + 9a/9b/9c 全 PASS + β 缓议
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@@ -36,3 +36,7 @@ tune_cam_follow_tau,number,0.35,,[W3 相机] 进度锚定跟随的指数平滑
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tune_cam_zoom_tau,number,0.3,,[W3 相机] 缩放与殿王战推近的指数平滑时间常数(秒)
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tune_boss_preview_min,number,15,,[B§6] 殿王战战前预告提前分钟数(与 H9-H10 prestige 预告同口径)
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tune_event_first_min,number,3,,[B§7] 事件系统解锁后首个事件的延迟分钟数(给玩家缓冲,避免刚解锁就来)
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tune_boss_kappa_base,number,0.01,,[systems-spec §1.2 B2] 殿王战点击伤害 κ 基数(零点击投资时 κ = 0.010;W4 方案 B)
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tune_boss_kappa_slope,number,0.052,,[systems-spec §1.2 B2] κ 随法器线进度斜率:κ = (base + slope × 已购点击升级/12) × (1 + m06阶×0.30);满配 κ = 0.0806
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tune_boss_intro_cap,number,0.1,,[systems-spec §1.2 B3] 开场冲锋伤害封顶 = HP × 本值(0.10;旧公式 20% 已废止)
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tune_boss_intro_enabled,number,1,,[systems-spec §1.2 B3] 开场冲锋开关(1 = 启用;门 #11 首轮数据回来前默认 1)
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@@ -1,11 +1,11 @@
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id,hall_id,hall_factor,hp_factor,army_dps_factor,intro_sec,intro_dmg_souls_factor,intro_dmg_cap_ratio,active_sec,combo_window_sec,combo_step,combo_cap,retry_cooldown_sec,reward_hp_ratio
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boss_hall_01,hall_01_qinguang,1,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_02,hall_02_chujiang,1.1,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_03,hall_03_songdi,1.2,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_04,hall_04_wuguan,1.3,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_05,hall_05_yama,1.4,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_06,hall_06_biancheng,1.6,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_07,hall_07_taishan,1.8,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_08,hall_08_dushi,2,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_09,hall_09_pingdeng,2.1,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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boss_hall_10,hall_10_zhuanlun,2.2,15,1,3,0.5,0.2,30,0.6,0.02,0.6,60,0.2
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id,hall_id,hall_factor,boss_army_seconds,souls_par,army_dps_factor,intro_sec,active_sec,combo_window_sec,combo_step,combo_cap,retry_cooldown_sec,reward_hp_ratio
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boss_hall_01,hall_01_qinguang,1,23,0,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_02,hall_02_chujiang,1.1,23.5,2,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_03,hall_03_songdi,1.2,24,18,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_04,hall_04_wuguan,1.3,24.5,120,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_05,hall_05_yama,1.4,25,600,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_06,hall_06_biancheng,1.6,25.5,2400,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_07,hall_07_taishan,1.8,26,7200,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_08,hall_08_dushi,2,26.5,21000,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_09,hall_09_pingdeng,2.1,27,48000,1,3,30,0.6,0.02,0.6,60,0.2
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boss_hall_10,hall_10_zhuanlun,2.2,28,90000,1,3,30,0.6,0.02,0.6,60,0.2
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@@ -101,9 +101,9 @@ up_gate_prestige,开通 · 轮回预告,Unlock: Rebirth Preview,gate_system,none
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up_gate_boss_retry,开通 · 殿王再战,Unlock: Boss Rematch,gate_system,none,hall_07_taishan,unlock,0,none,60000000,系统闸门:纯解锁零效果([B§2.3];成本外推 = 殿门阈值÷2,P-5)
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up_gate_bulkmax,开通 · 批量购置(×尽),Unlock: Bulk Buy Max,gate_system,none,hall_08_dushi,unlock,0,none,175000000,系统闸门:纯解锁零效果([B§2.3];成本外推 = 殿门阈值÷2,P-5)
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up_gate_enthrone,开通 · 敕封预告,Unlock: Enthronement Preview,gate_system,none,hall_09_pingdeng,unlock,0,none,400000000,系统闸门:纯解锁零效果([B§2.3];成本外推 = 殿门阈值÷2,P-5)
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up_offline_1,离线收益 · 沉淀 I,Offline Income · Settling I,offline,none,hall_04_wuguan,offline_mult,1.15,none,2000,离线效率 ×1.15(作用于衰减表全部时段;6 级满 ×2.31)
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up_offline_2,离线收益 · 沉淀 II,Offline Income · Settling II,offline,none,hall_04_wuguan,offline_mult,1.15,none,20000,离线效率 ×1.15(作用于衰减表全部时段;6 级满 ×2.31)
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up_offline_3,离线收益 · 沉淀 III,Offline Income · Settling III,offline,none,hall_04_wuguan,offline_mult,1.15,none,200000,离线效率 ×1.15(作用于衰减表全部时段;6 级满 ×2.31)
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up_offline_4,离线收益 · 沉淀 IV,Offline Income · Settling IV,offline,none,hall_04_wuguan,offline_mult,1.15,none,2000000,离线效率 ×1.15(作用于衰减表全部时段;6 级满 ×2.31)
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up_offline_5,离线收益 · 沉淀 V,Offline Income · Settling V,offline,none,hall_04_wuguan,offline_mult,1.15,none,20000000,离线效率 ×1.15(作用于衰减表全部时段;6 级满 ×2.31)
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up_offline_6,离线收益 · 沉淀 VI,Offline Income · Settling VI,offline,none,hall_04_wuguan,offline_mult,1.15,none,200000000,离线效率 ×1.15(作用于衰减表全部时段;6 级满 ×2.31)
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up_offline_1,离线收益 · 沉淀 I,Offline Income · Settling I,offline,none,hall_04_wuguan,offline_add,0.05,none,2000,离线效率 +5%(加法,直接加在衰减表各档速率上;6 级满 +30%,各档硬封顶 100%)
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up_offline_2,离线收益 · 沉淀 II,Offline Income · Settling II,offline,none,hall_04_wuguan,offline_add,0.05,none,20000,离线效率 +5%(加法,直接加在衰减表各档速率上;6 级满 +30%,各档硬封顶 100%)
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up_offline_3,离线收益 · 沉淀 III,Offline Income · Settling III,offline,none,hall_04_wuguan,offline_add,0.05,none,200000,离线效率 +5%(加法,直接加在衰减表各档速率上;6 级满 +30%,各档硬封顶 100%)
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up_offline_4,离线收益 · 沉淀 IV,Offline Income · Settling IV,offline,none,hall_04_wuguan,offline_add,0.05,none,2000000,离线效率 +5%(加法,直接加在衰减表各档速率上;6 级满 +30%,各档硬封顶 100%)
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up_offline_5,离线收益 · 沉淀 V,Offline Income · Settling V,offline,none,hall_04_wuguan,offline_add,0.05,none,20000000,离线效率 +5%(加法,直接加在衰减表各档速率上;6 级满 +30%,各档硬封顶 100%)
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up_offline_6,离线收益 · 沉淀 VI,Offline Income · Settling VI,offline,none,hall_04_wuguan,offline_add,0.05,none,200000000,离线效率 +5%(加法,直接加在衰减表各档速率上;6 级满 +30%,各档硬封顶 100%)
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