== 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=87 R₀均=68.6 (79% 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 10x10: safe=88 (样本473, min=82, max=96) [日志清图校准对照] L1 d3 10x10: safe=88 (样本250, min=83, max=95) [日志清图校准对照] L1 d4 10x10: safe=88 (样本422, min=81, max=95) [日志清图校准对照] L2 d0 12x12: safe=124 (样本123, min=118, max=133) [日志清图校准对照] L2 d5 12x12: safe=122 (样本205, min=115, max=131) [日志清图校准对照] L2 d7 12x12: safe=124 (样本36, min=119, max=129) [日志清图校准对照] L2 d9 12x12: safe=122 (样本17, min=116, max=132) [日志清图校准对照] L3 d0 13x13: safe=146 (样本3, min=144, max=147) [日志清图校准对照] L3 d5 13x13: safe=144 (样本3, min=141, max=152) == 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 146 (48.7%) 止步L2 152 (50.7%) 止步L3 2 (0.7%) 逐关通过率: L1 51.3% · L2(过L1后累计) 0.7% · 条件通过 L1→L2 1.3% · L2→L3 0.0% perfect: 通关3关 0/300 = 0.0% | 止步L1 44 (14.7%) 止步L2 241 (80.3%) 止步L3 15 (5.0%) 逐关通过率: L1 85.3% · L2(过L1后累计) 5.0% · 条件通过 L1→L2 5.9% · L2→L3 0.0% == 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 545 81% 4.7/4 97/99 /100 17.3 0.39 61% 37.6% 13.3 normal 1 boss 194 79% 5.6/4 107/100 /100 19.1 0.37 79% 30.7% 19.8 normal 2 normal 232 76% 6.1/6 92/97 /100 29.2 0.59 23% 36.7% 8.4 normal 2 elite 148 53% 7.6/7 100/99 /100 36.2 0.76 52% 49.2% 11.3 normal 2 boss 28 7% 6.4/6 87/94 /100 23.8 0.75 7% 49.0% 10.0 normal 3 normal 2 100% 6.5/7 100/100 /100 53.4 0.00 50% 28.3% 11.2 normal 3 elite 2 0% 9.0/11 95/96 /96 42.9 1.00 0% 50.0% 6.8 perfect 1 normal 600 100% 1.9/2 87/89 /100 8.8 0.00 8% 7.5% 6.4 perfect 1 elite 596 94% 4.3/4 123/100 /194 19.9 0.00 65% 31.6% 13.2 perfect 1 boss 262 98% 5.9/4 163/100 /295 27.5 0.00 93% 27.6% 19.1 perfect 2 normal 448 73% 5.8/6 111/99 /176 32.1 0.00 24% 34.9% 8.3 perfect 2 elite 256 75% 9.1/9 152/153 /258 48.9 0.00 50% 49.8% 10.8 perfect 2 boss 70 21% 5.9/6 120/97 /196 31.9 0.00 21% 43.7% 11.0 perfect 3 normal 19 84% 7.4/7 105/96 /175 39.5 0.00 11% 44.2% 8.3 perfect 3 elite 14 29% 7.8/7 128/100 /199 56.4 0.00 21% 32.6% 8.3 perfect 3 boss 2 0% 11.0/18 128/185 /185 68.2 0.00 0% 35.0% 7.8 == 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 1% 5% 46% 48% 0% normal L1 boss 0% 1% 43% 46% 10% normal L2 normal 7% 22% 36% 35% 0% normal L2 elite 0% 6% 45% 45% 4% normal L2 boss 18% 25% 43% 14% 0% normal L3 normal 0% 0% 0% 100% 0% normal L3 elite 0% 0% 100% 0% 0% perfect L1 normal 8% 48% 28% 14% 1% perfect L1 elite 0% 7% 28% 43% 21% perfect L1 boss 0% 0% 24% 39% 37% perfect L2 normal 6% 21% 24% 23% 25% perfect L2 elite 1% 5% 14% 29% 51% perfect L2 boss 21% 16% 17% 9% 37% perfect L3 normal 16% 11% 37% 16% 21% perfect L3 elite 0% 14% 21% 29% 36% perfect L3 boss 0% 50% 0% 0% 50% == 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=43.3 boss敌HP均=71.3 | 英雄输出/轮均=11.17 敌输出/场均=4.5 变异伤/场均=0.3 雷伤/场均=0.1 normal L2: 英雄max_hp=[25] atk=[2] | normal敌HP均=55.7 elite敌HP均=88.0 boss敌HP均=130.0 | 英雄输出/轮均=9.55 敌输出/场均=10.5 变异伤/场均=3.4 雷伤/场均=0.2 normal L3: 英雄max_hp=[30] atk=[2] | normal敌HP均=62.0 elite敌HP均=98.0 boss敌HP均=— | 英雄输出/轮均=9.00 敌输出/场均=11.8 变异伤/场均=9.8 雷伤/场均=0.5 perfect L1: 英雄max_hp=[20] atk=[2] | normal敌HP均=6.5 elite敌HP均=42.3 boss敌HP均=72.0 | 英雄输出/轮均=11.46 敌输出/场均=4.2 变异伤/场均=0.4 雷伤/场均=0.0 perfect L2: 英雄max_hp=[25] atk=[2] | normal敌HP均=56.4 elite敌HP均=88.0 boss敌HP均=130.0 | 英雄输出/轮均=9.39 敌输出/场均=10.2 变异伤/场均=3.6 雷伤/场均=0.0 perfect L3: 英雄max_hp=[30] atk=[2] | normal敌HP均=61.3 elite敌HP均=98.0 boss敌HP均=140.0 | 英雄输出/轮均=8.24 敌输出/场均=11.7 变异伤/场均=8.6 雷伤/场均=0.0 == R3b 伤害输出构成(全战斗合计占比)== normal: clear_reward=39.3% hero_attack=24.1% safe_cell=21.1% flag_hit=15.5% perfect: clear_reward=32.5% safe_cell=24.5% hero_attack=24.4% flag_hit=18.7% == 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 49.7 5.6 99 34.5% 82% 1.3 35.5 3.6 96 41.3% 79% 1.4 71.3 5.6 107 30.7% 79% 2.0 50.0 7.0 95 33.5% 96% 2.5 88.0 7.6 100 49.2% 53% 2.7 67.0 4.4 84 42.9% 36% 2.9 130.0 6.4 87 49.0% 7% 3.0 62.0 6.5 100 28.3% 100% 3.5 98.0 9.0 95 50.0% 0% == R4 败北战斗画像(result=defeat 的战斗)== normal: 败北场数=300 分布=L1boss×40 L1elite×106 L2boss×26 L2elite×70 L2normal×56 L3elite×2 进场HP占比 均=69% 中位=76% | 败北场承伤%均=71% perfect: 败北场数=300 分布=L1boss×6 L1elite×38 L2boss×55 L2elite×64 L2normal×122 L3boss×2 L3elite×10 L3normal×3 进场HP占比 均=50% 中位=44% | 败北场承伤%均=51% == 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 4.5 20.1 2.5 6.9 3.2 12.6 20 normal 2 154 2.6 27.9 10.2 12.0 0.0 26.1 25 normal 3 2 2.0 23.5 21.5 13.0 0.0 32.0 30 perfect 1 300 4.9 20.4 1.9 10.3 4.5 7.6 20 perfect 2 256 3.0 30.7 11.0 16.2 0.0 25.5 25 perfect 3 15 2.3 27.3 20.0 15.8 0.0 31.5 30