== 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=87 R₀均=68.6 (79% 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 10x10: safe=88 (样本488, min=82, max=96) [日志清图校准对照] L1 d3 10x10: safe=89 (样本291, min=82, max=96) [日志清图校准对照] L1 d4 12x12: safe=122 (样本215, min=115, max=132) [日志清图校准对照] L2 d0 12x12: safe=124 (样本134, min=116, max=134) [日志清图校准对照] L2 d1 12x12: safe=124 (样本87, min=117, max=131) [日志清图校准对照] L2 d6 12x12: safe=124 (样本71, min=117, max=131) [日志清图校准对照] L2 d9 12x12: safe=123 (样本55, min=117, max=132) [日志清图校准对照] L3 d0 13x13: safe=147 (样本7, min=143, max=151) [日志清图校准对照] L3 d1 13x13: safe=145 (样本4, min=145, max=148) [日志清图校准对照] L3 d6 13x13: safe=142 (样本1, min=142, max=142) [日志清图校准对照] L3 d9 14x14: safe=163 (样本3, min=157, max=165) == R1 局级通关率(N=300/策略,零加成)== normal: 通关3关 1/300 = 0.3% | 止步L1 166 (55.3%) 止步L2 118 (39.3%) 止步L3 15 (5.0%) 逐关通过率: L1 44.7% · L2(过L1后累计) 5.3% · 条件通过 L1→L2 11.9% · L2→L3 6.2% perfect: 通关3关 3/300 = 1.0% | 止步L1 43 (14.3%) 止步L2 208 (69.3%) 止步L3 46 (15.3%) 逐关通过率: L1 85.7% · L2(过L1后累计) 16.3% · 条件通过 L1→L2 19.1% · L2→L3 6.1% == 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 552 85% 4.5/4 97/100 /100 17.3 0.37 66% 33.9% 14.6 normal 1 boss 216 62% 10.3/9 98/99 /100 37.0 1.04 50% 60.0% 9.3 normal 2 normal 332 75% 6.3/6 94/98 /100 32.2 0.58 34% 41.0% 8.9 normal 2 boss 50 32% 6.4/7 107/97 /195 31.0 0.50 36% 41.0% 11.7 normal 3 normal 32 53% 5.8/6 89/95 /100 35.7 0.34 9% 40.1% 8.2 normal 3 boss 1 100% 11.0/11 180/180 /180 106.0 0.00 100% 26.7% 12.7 perfect 1 normal 600 100% 1.8/2 86/87 /100 8.0 0.00 6% 6.5% 6.5 perfect 1 elite 600 94% 4.2/4 120/100 /192 19.6 0.00 69% 31.4% 14.1 perfect 1 boss 265 97% 9.4/10 158/167 /257 50.3 0.00 41% 45.4% 9.2 perfect 2 normal 702 81% 6.3/6 116/100 /178 34.9 0.00 26% 41.7% 8.6 perfect 2 boss 126 39% 8.0/7 149/158 /263 43.2 0.00 29% 48.6% 10.9 perfect 3 normal 119 67% 6.3/7 101/91 /167 35.7 0.00 8% 40.8% 7.8 perfect 3 boss 10 30% 9.9/9 128/100 /273 69.1 0.00 20% 36.0% 7.9 == 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 0% 7% 41% 52% 0% normal L1 boss 0% 0% 55% 45% 0% normal L2 normal 2% 18% 40% 39% 0% normal L2 boss 12% 20% 34% 12% 22% normal L3 normal 6% 38% 38% 19% 0% normal L3 boss 0% 0% 0% 0% 100% perfect L1 normal 11% 50% 24% 14% 0% perfect L1 elite 1% 8% 25% 46% 20% perfect L1 boss 0% 0% 15% 25% 60% perfect L2 normal 3% 18% 26% 25% 29% perfect L2 boss 7% 17% 18% 6% 52% perfect L3 normal 13% 35% 22% 10% 20% perfect L3 boss 0% 30% 10% 20% 40% == 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=42.5 boss敌HP均=72.0 | 英雄输出/轮均=10.30 敌输出/场均=5.2 变异伤/场均=0.4 雷伤/场均=0.1 normal L2: 英雄max_hp=[25] atk=[2] | normal敌HP均=58.8 elite敌HP均=— boss敌HP均=130.0 | 英雄输出/轮均=9.24 敌输出/场均=10.2 变异伤/场均=3.3 雷伤/场均=0.3 normal L3: 英雄max_hp=[30] atk=[2] | normal敌HP均=62.4 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=8.33 敌输出/场均=11.9 变异伤/场均=8.2 雷伤/场均=0.1 perfect L1: 英雄max_hp=[20] atk=[2] | normal敌HP均=5.9 elite敌HP均=42.3 boss敌HP均=72.0 | 英雄输出/轮均=10.12 敌输出/场均=4.8 变异伤/场均=0.5 雷伤/场均=0.0 perfect L2: 英雄max_hp=[25] atk=[2] | normal敌HP均=59.0 elite敌HP均=— boss敌HP均=130.0 | 英雄输出/轮均=8.91 敌输出/场均=10.7 变异伤/场均=3.3 雷伤/场均=0.0 perfect L3: 英雄max_hp=[30] atk=[2] | normal敌HP均=61.8 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=7.81 敌输出/场均=12.1 变异伤/场均=6.3 雷伤/场均=0.0 == R3b 伤害输出构成(全战斗合计占比)== normal: clear_reward=32.3% hero_attack=26.2% safe_cell=24.7% flag_hit=16.8% perfect: safe_cell=28.5% hero_attack=27.4% clear_reward=23.1% flag_hit=21.1% == 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 49.7 5.2 99 31.2% 84% 1.3 34.0 3.6 96 37.1% 86% 1.4 72.0 10.3 98 60.0% 62% 2.0 50.0 6.9 97 30.9% 98% 2.1 66.5 5.8 92 52.0% 51% 2.6 61.3 6.0 94 39.7% 75% 2.9 130.0 6.4 107 41.0% 32% 3.0 62.0 7.2 94 35.8% 75% 3.1 60.0 4.4 85 34.2% 33% 3.6 71.5 4.5 80 75.0% 25% 3.9 140.0 11.0 180 26.7% 100% == R4 败北战斗画像(result=defeat 的战斗)== normal: 败北场数=299 分布=L1boss×82 L1elite×84 L2boss×34 L2normal×84 L3normal×15 进场HP占比 均=72% 中位=80% | 败北场承伤%均=75% perfect: 败北场数=297 分布=L1boss×8 L1elite×35 L2boss×77 L2normal×131 L3boss×7 L3normal×39 进场HP占比 均=57% 中位=56% | 败北场承伤%均=54% == 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 4.6 23.7 3.2 8.6 3.5 14.6 20 normal 2 134 2.9 29.2 11.0 12.2 3.4 24.5 25 normal 3 16 2.1 24.6 17.1 9.2 1.5 31.0 30 perfect 1 300 4.9 23.2 2.4 12.7 4.5 8.4 20 perfect 2 257 3.2 34.5 10.7 16.4 4.8 24.1 25 perfect 3 49 2.6 31.9 16.5 14.0 3.8 30.7 30