== safe_total 分母（生成器真值 calibrate_boards 200板/行；R₀ 免费展开基线）==
  L1 d0: safe=87 R₀均=68.6 (79% 免费展开)
  L1 d1: safe=87 R₀均=68.6 (79% 免费展开)
  L1 d2: safe=121 R₀均=83.2 (69% 免费展开)
  L1 d3: safe=121 R₀均=83.2 (69% 免费展开)
  L1 d4: safe=121 R₀均=83.2 (69% 免费展开)
  L2 d0: safe=121 R₀均=83.2 (69% 免费展开)
  L2 d1: safe=121 R₀均=83.2 (69% 免费展开)
  L2 d4: safe=121 R₀均=83.2 (69% 免费展开)
  L2 d5: safe=121 R₀均=83.2 (69% 免费展开)
  L2 d6: safe=121 R₀均=83.2 (69% 免费展开)
  L2 d7: safe=121 R₀均=83.2 (69% 免费展开)
  L2 d9: safe=121 R₀均=83.2 (69% 免费展开)
  L3 d0: safe=141 R₀均=91.1 (65% 免费展开)
  L3 d1: safe=141 R₀均=91.1 (65% 免费展开)
  L3 d4: safe=141 R₀均=91.1 (65% 免费展开)
  L3 d5: safe=141 R₀均=91.1 (65% 免费展开)
  L3 d6: safe=141 R₀均=91.1 (65% 免费展开)
  L3 d7: safe=141 R₀均=91.1 (65% 免费展开)
  L3 d9: safe=161 R₀均=92.5 (57% 免费展开)
  [日志清图校准对照] L1 d0 10x10: safe=91 (样本60, min=85, max=95)
  [日志清图校准对照] L1 d1 10x10: safe=91 (样本39, min=86, max=95)
  [日志清图校准对照] L1 d2 12x12: safe=123 (样本166, min=117, max=131)
  [日志清图校准对照] L1 d3 12x12: safe=124 (样本74, min=117, max=132)
  [日志清图校准对照] L1 d4 12x12: safe=122 (样本170, min=116, max=134)
  [日志清图校准对照] L2 d0 12x12: safe=124 (样本67, min=119, max=133)
  [日志清图校准对照] L2 d5 12x12: safe=122 (样本127, min=116, max=131)
  [日志清图校准对照] L2 d7 12x12: safe=126 (样本17, min=122, max=129)
  [日志清图校准对照] L2 d9 12x12: safe=123 (样本35, min=115, max=132)
  [日志清图校准对照] L3 d0 13x13: safe=146 (样本10, min=142, max=148)
  [日志清图校准对照] L3 d5 13x13: safe=142 (样本14, min=138, max=152)
  [日志清图校准对照] L3 d7 13x13: safe=143 (样本1, min=143, max=143)
  [日志清图校准对照] L3 d9 14x14: safe=164 (样本6, min=159, max=169)

== R1 局级通关率（N=300/策略，零加成）==
  normal: 通关3关 0/300 = 0.0% | 止步L1 217 (72.3%) 止步L2 75 (25.0%) 止步L3 8 (2.7%)
        逐关通过率: L1 27.7% · L2(过L1后累计) 2.7% · 条件通过 L1→L2 9.6% · L2→L3 0.0%
  perfect: 通关3关 14/300 = 4.7% | 止步L1 105 (35.0%) 止步L2 125 (41.7%) 止步L3 56 (18.7%)
        逐关通过率: L1 65.0% · L2(过L1后累计) 23.3% · 条件通过 L1→L2 35.9% · L2→L3 20.0%

== R2 战斗级（按 策略×关卡×档位）==
  策略       L 档位        场数     胜率     轮数均/中      完成度均/中/p90    挖安全格/场    踩雷/场   清图≥1    承伤%均    输出/轮
  normal   1 normal   600   100%   1.8/2         87/90  /100         9.3    0.07     8%    6.3%     6.4
  normal   1 elite    546    74%   5.8/6         92/97  /100        29.7    0.60    23%   52.8%     8.1
  normal   1 boss     156    53%   8.9/8         99/98  /100        36.4    1.13    46%   63.7%     9.3
  normal   2 normal   134    85%   5.6/5         91/96  /100        28.1    0.47    16%   26.2%     8.0
  normal   2 elite     83    61%   8.8/8         98/99  /100        36.2    0.82    46%   48.1%     9.4
  normal   2 boss      31    26%   5.9/5         92/96  /100        27.3    0.68    16%   38.2%    10.2
  normal   3 normal     8    88%   5.8/6         95/99  /100        44.9    0.50    38%   25.9%     9.3
  normal   3 elite      7     0%   9.1/9         98/99  /100        47.5    2.86     0%   44.3%     6.2
  perfect  1 normal   600   100%   1.9/2         87/89  /100         8.8    0.00     8%    7.5%     6.3
  perfect  1 elite    590    85%   5.8/6        109/98  /173        31.3    0.00    19%   47.9%     8.1
  perfect  1 boss     211    92%   8.7/9        146/150 /198        47.0    0.00    46%   49.0%     9.5
  perfect  2 normal   377    88%   5.4/5        105/96  /169        30.1    0.00    17%   27.2%     7.9
  perfect  2 elite    195    93%   8.2/8        139/100 /193        44.3    0.00    46%   35.6%     9.8
  perfect  2 boss     137    51%   6.4/7        119/100 /180        34.3    0.00    22%   34.0%    10.7
  perfect  3 normal   124    79%   5.5/6         91/88  /142        29.3    0.00     6%   27.3%     8.1
  perfect  3 elite     70    77%   8.9/9        130/100 /184        50.2    0.00    20%   30.8%     8.7
  perfect  3 boss      28    50%   9.4/10       115/99  /181        65.9    0.00    21%   27.6%     8.6

== R2b 完成度分布桶（占该组场数%）==
  组                             <70    70-90   90-100  100-130     >130
  normal L1 normal               7%      48%      28%      17%       0%
  normal L1 elite                4%      24%      40%      32%       0%
  normal L1 boss                 0%       1%      64%      33%       1%
  normal L2 normal               4%      29%      43%      23%       0%
  normal L2 elite                0%       6%      46%      48%       0%
  normal L2 boss                13%      23%      45%      16%       3%
  normal L3 normal               0%      12%      50%      38%       0%
  normal L3 elite                0%       0%      57%      43%       0%
  perfect L1 normal              8%      48%      28%      14%       1%
  perfect L1 elite               4%      24%      27%      22%      23%
  perfect L1 boss                0%       0%      18%      29%      52%
  perfect L2 normal              5%      31%      25%      21%      19%
  perfect L2 elite               0%       3%      18%      31%      48%
  perfect L2 boss                7%      13%      23%      23%      34%
  perfect L3 normal             19%      39%      21%      11%      10%
  perfect L3 elite               4%      13%      20%      14%      49%
  perfect L3 boss                7%      21%      29%      14%      29%

== R3 战斗成长数值（按关卡）==
  normal L1: 英雄max_hp=[20] atk=[2] | normal敌HP均=5.6 elite敌HP均=50.4 boss敌HP均=72.0 | 英雄输出/轮均=7.47 敌输出/场均=6.5 变异伤/场均=0.5 雷伤/场均=0.2
  normal L2: 英雄max_hp=[30] atk=[2] | normal敌HP均=44.7 elite敌HP均=68.0 boss敌HP均=85.0 | 英雄输出/轮均=8.75 敌输出/场均=10.5 变异伤/场均=3.6 雷伤/场均=0.2
  normal L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=50.0 elite敌HP均=76.0 boss敌HP均=— | 英雄输出/轮均=7.83 敌输出/场均=13.8 变异伤/场均=10.8 雷伤/场均=0.6
  perfect L1: 英雄max_hp=[20] atk=[2] | normal敌HP均=6.5 elite敌HP均=49.9 boss敌HP均=72.0 | 英雄输出/轮均=7.54 敌输出/场均=6.2 变异伤/场均=0.6 雷伤/场均=0.0
  perfect L2: 英雄max_hp=[30] atk=[2] | normal敌HP均=45.1 elite敌HP均=68.0 boss敌HP均=85.0 | 英雄输出/轮均=8.94 敌输出/场均=9.3 变异伤/场均=3.4 雷伤/场均=0.0
  perfect L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=50.3 elite敌HP均=76.0 boss敌HP均=105.0 | 英雄输出/轮均=8.37 敌输出/场均=11.4 变异伤/场均=6.9 雷伤/场均=0.0

== R3b 伤害输出构成（全战斗合计占比）==
  normal: hero_attack=32.3% safe_cell=31.7% flag_hit=21.2% clear_reward=14.9%
  perfect: safe_cell=33.8% hero_attack=29.5% flag_hit=24.0% clear_reward=12.7%

== R3c 逐深度明细（normal 策略）==
  L.d      敌HP均    轮均     完成度均    承伤%均     胜率
  1.0       7.9   1.9       88    7.1%   100%
  1.1       3.3   1.6       87    5.4%   100%
  1.2      50.0   6.9       96   54.4%    82%
  1.3      50.8   4.4       88   50.7%    63%
  1.4      72.0   8.9       99   63.7%    53%
  2.0      45.0   6.4       95   22.9%   100%
  2.5      68.0   8.8       98   48.1%    61%
  2.7      44.1   4.2       85   31.7%    61%
  2.9      85.0   5.9       92   38.2%    26%
  3.0      50.0   5.8       95   25.9%    88%
  3.5      76.0   9.1       98   44.3%     0%

== R4 败北战斗画像（result=defeat 的战斗）==
  normal: 败北场数=300 分布=L1boss×73 L1elite×144 L2boss×23 L2elite×32 L2normal×20 L3elite×7 L3normal×1
        进场HP占比 均=66% 中位=70% | 败北场承伤%均=73%
  perfect: 败北场数=286 分布=L1boss×16 L1elite×89 L2boss×67 L2elite×13 L2normal×45 L3boss×14 L3elite×16 L3normal×26
        进场HP占比 均=46% 中位=43% | 败北场承伤%均=47%

== R5 逐关 HP 经济（每局每关：承伤合计 vs 治疗+休息；开局回满，关间大奖励+10上限回满）==
  策略        L   局数    战斗/局     敌伤/局    变异+雷伤/局    战斗治疗/局    休息恢复/局     净消耗/局    期初上限
  normal    1  300     4.3     28.3        3.9      11.8       2.8      17.5      20
  normal    2   83     3.0     31.4       12.3      13.4       0.0      30.3      30
  normal    3    8     1.9     25.9       22.1       6.6       0.0      41.4      40
  perfect   1  300     4.7     28.8        2.8      15.0       3.9      12.7      20
  perfect   2  195     3.6     33.6       12.3      18.9       0.0      27.1      30
  perfect   3   70     3.2     36.0       21.9      18.5       0.0      39.5      40
