== 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=87 R₀均=68.6 (79% 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56, min=85, max=96) [日志清图校准对照] L1 d1 10x10: safe=91 (样本30, min=87, max=95) [日志清图校准对照] L1 d2 12x12: safe=124 (样本198, min=117, max=132) [日志清图校准对照] L1 d3 10x10: safe=88 (样本305, min=83, max=96) [日志清图校准对照] L1 d4 12x12: safe=123 (样本216, min=115, max=133) [日志清图校准对照] L2 d0 12x12: safe=124 (样本101, min=116, max=134) [日志清图校准对照] L2 d1 12x12: safe=126 (样本47, min=118, max=131) [日志清图校准对照] L2 d6 12x12: safe=125 (样本57, min=120, max=132) [日志清图校准对照] L2 d9 12x12: safe=123 (样本127, min=114, max=132) [日志清图校准对照] L3 d0 13x13: safe=145 (样本23, min=137, max=151) [日志清图校准对照] L3 d1 13x13: safe=148 (样本19, min=143, max=151) [日志清图校准对照] L3 d6 13x13: safe=148 (样本17, min=141, max=152) [日志清图校准对照] L3 d9 14x14: safe=164 (样本35, min=157, max=174) == R1 局级通关率(N=300/策略,零加成)== normal: 通关3关 30/300 = 10.0% | 止步L1 151 (50.3%) 止步L2 70 (23.3%) 止步L3 49 (16.3%) 逐关通过率: L1 49.7% · L2(过L1后累计) 26.3% · 条件通过 L1→L2 53.0% · L2→L3 38.0% perfect: 通关3关 119/300 = 39.7% | 止步L1 45 (15.0%) 止步L2 57 (19.0%) 止步L3 79 (26.3%) 逐关通过率: L1 85.0% · L2(过L1后累计) 66.0% · 条件通过 L1→L2 77.6% · L2→L3 60.1% == 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 86/87 /100 8.5 0.06 8% 6.4% 6.7 normal 1 elite 580 88% 5.3/5 96/99 /100 25.5 0.56 45% 35.9% 10.3 normal 1 boss 232 64% 10.0/9 98/99 /100 37.0 1.03 49% 56.0% 9.6 normal 2 normal 428 93% 5.5/5 92/96 /100 29.6 0.46 21% 27.8% 8.3 normal 2 boss 121 65% 7.9/7 96/99 /100 34.2 0.78 41% 34.8% 11.3 normal 3 normal 228 93% 5.8/6 88/90 /100 34.6 0.34 11% 21.9% 8.3 normal 3 boss 64 47% 10.6/10 92/98 /100 56.5 1.06 23% 28.1% 8.2 perfect 1 normal 600 100% 1.8/2 86/87 /100 8.0 0.00 6% 6.5% 6.5 perfect 1 elite 599 94% 5.2/5 116/100 /179 26.8 0.00 40% 35.7% 9.9 perfect 1 boss 263 97% 9.1/10 154/168 /200 49.2 0.00 39% 42.8% 9.7 perfect 2 normal 755 97% 5.4/5 104/95 /170 30.1 0.00 15% 27.4% 8.1 perfect 2 boss 235 84% 7.6/8 138/100 /192 41.9 0.00 33% 29.8% 11.2 perfect 3 normal 582 95% 6.0/6 97/91 /157 35.1 0.00 6% 22.4% 7.9 perfect 3 boss 168 71% 10.5/11 125/100 /179 67.4 0.00 12% 26.0% 8.3 == R2b 完成度分布桶(占该组场数%)== 组 <70 70-90 90-100 100-130 >130 normal L1 normal 12% 46% 28% 15% 0% normal L1 elite 2% 12% 39% 47% 0% normal L1 boss 0% 0% 54% 46% 0% normal L2 normal 3% 28% 38% 31% 0% normal L2 boss 2% 11% 46% 41% 0% normal L3 normal 7% 41% 37% 15% 0% normal L3 boss 6% 22% 42% 30% 0% perfect L1 normal 11% 50% 24% 14% 0% perfect L1 elite 1% 14% 24% 34% 27% perfect L1 boss 0% 2% 16% 24% 59% perfect L2 normal 5% 29% 28% 21% 18% perfect L2 boss 1% 7% 18% 24% 49% perfect L3 normal 8% 39% 28% 11% 14% perfect L3 boss 3% 21% 19% 11% 45% == R3 战斗成长数值(按关卡)== normal L1: 英雄max_hp=[20] atk=[2] | normal敌HP均=6.0 elite敌HP均=42.4 boss敌HP均=72.0 | 英雄输出/轮均=8.69 敌输出/场均=5.3 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=45.1 elite敌HP均=— boss敌HP均=80.0 | 英雄输出/轮均=8.97 敌输出/场均=8.8 变异伤/场均=3.3 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=— boss敌HP均=92.0 | 英雄输出/轮均=8.26 敌输出/场均=9.3 变异伤/场均=7.5 雷伤/场均=0.3 perfect L1: 英雄max_hp=[20] atk=[2] | normal敌HP均=5.9 elite敌HP均=42.6 boss敌HP均=72.0 | 英雄输出/轮均=8.50 敌输出/场均=5.0 变异伤/场均=0.5 雷伤/场均=0.0 perfect L2: 英雄max_hp=[30] atk=[2] | normal敌HP均=44.6 elite敌HP均=— boss敌HP均=80.0 | 英雄输出/轮均=8.79 敌输出/场均=8.4 变异伤/场均=3.3 雷伤/场均=0.0 perfect L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=49.9 elite敌HP均=— boss敌HP均=92.0 | 英雄输出/轮均=8.02 敌输出/场均=9.3 变异伤/场均=7.1 雷伤/场均=0.0 == R3b 伤害输出构成(全战斗合计占比)== normal: safe_cell=31.5% hero_attack=29.0% flag_hit=19.8% clear_reward=19.7% perfect: safe_cell=34.4% hero_attack=28.5% flag_hit=24.1% clear_reward=13.0% == 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 8.7 1.9 88 7.5% 100% 1.1 3.3 1.6 83 5.2% 100% 1.2 50.0 7.1 96 38.8% 93% 1.3 34.2 3.4 95 32.9% 83% 1.4 72.0 10.0 98 56.0% 64% 2.0 45.0 6.3 94 22.6% 99% 2.1 45.4 5.1 91 33.8% 90% 2.6 45.0 5.0 91 27.0% 92% 2.9 80.0 7.9 96 34.8% 65% 3.0 50.0 6.4 91 16.5% 99% 3.1 50.0 5.8 89 22.2% 91% 3.6 49.9 5.1 86 27.4% 90% 3.9 92.0 10.6 92 28.1% 47% == R4 败北战斗画像(result=defeat 的战斗)== normal: 败北场数=270 分布=L1boss×83 L1elite×68 L2boss×42 L2normal×28 L3boss×34 L3normal×15 进场HP占比 均=63% 中位=65% | 败北场承伤%均=63% perfect: 败北场数=181 分布=L1boss×8 L1elite×37 L2boss×37 L2normal×20 L3boss×49 L3normal×30 进场HP占比 均=48% 中位=47% | 败北场承伤%均=42% == 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 4.7 25.1 4.2 11.3 4.0 14.0 20 normal 2 149 3.7 32.4 14.0 15.6 7.5 23.3 30 normal 3 79 3.7 34.3 29.4 21.4 8.9 33.4 40 perfect 1 300 4.9 24.4 2.6 14.3 4.5 8.1 20 perfect 2 255 3.9 32.6 12.6 17.9 7.7 19.5 30 perfect 3 198 3.8 35.1 27.0 23.0 9.8 29.2 40