== 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 10x10: safe=88 (样本440, min=81, max=97) [日志清图校准对照] L2 d0 12x12: safe=124 (样本126, min=116, max=131) [日志清图校准对照] L2 d1 12x12: safe=124 (样本93, min=117, max=132) [日志清图校准对照] L2 d6 12x12: safe=123 (样本75, min=117, max=131) [日志清图校准对照] L2 d9 12x12: safe=123 (样本64, min=117, max=134) [日志清图校准对照] L3 d0 13x13: safe=143 (样本6, min=139, max=149) [日志清图校准对照] L3 d1 13x13: safe=146 (样本5, 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=163, max=163) == R1 局级通关率(N=300/策略,零加成)== normal: 通关3关 2/300 = 0.7% | 止步L1 139 (46.3%) 止步L2 146 (48.7%) 止步L3 13 (4.3%) 逐关通过率: L1 53.7% · L2(过L1后累计) 5.0% · 条件通过 L1→L2 9.3% · L2→L3 13.3% perfect: 通关3关 2/300 = 0.7% | 止步L1 39 (13.0%) 止步L2 220 (73.3%) 止步L3 39 (13.0%) 逐关通过率: L1 87.0% · L2(过L1后累计) 13.7% · 条件通过 L1→L2 15.7% · L2→L3 4.9% == 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 75% 6.2/4 103/100 /100 18.3 0.48 74% 34.5% 18.6 normal 2 normal 402 75% 6.3/6 94/98 /100 31.9 0.61 31% 42.9% 8.7 normal 2 boss 62 24% 5.9/6 101/97 /164 28.1 0.39 29% 40.5% 11.3 normal 3 normal 32 66% 6.3/6 87/91 /100 32.6 0.47 9% 37.3% 8.4 normal 3 boss 4 50% 8.8/10 115/100 /180 71.1 0.00 50% 31.7% 10.6 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 98% 6.4/5 175/100 /300 29.2 0.00 93% 29.5% 18.1 perfect 2 normal 711 81% 6.3/6 115/100 /179 35.2 0.00 24% 41.4% 8.4 perfect 2 boss 129 32% 7.8/7 145/100 /260 44.1 0.00 35% 47.9% 11.1 perfect 3 normal 105 73% 6.5/7 101/95 /168 36.4 0.00 9% 40.5% 7.8 perfect 3 boss 13 15% 9.5/7 122/100 /184 61.2 0.00 8% 38.7% 8.2 == 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% 48% 46% 6% normal L2 normal 3% 17% 41% 38% 0% normal L2 boss 11% 26% 34% 13% 16% normal L3 normal 9% 38% 41% 12% 0% normal L3 boss 0% 25% 0% 50% 25% perfect L1 normal 11% 50% 24% 14% 0% perfect L1 elite 1% 8% 25% 46% 20% perfect L1 boss 0% 0% 25% 34% 41% perfect L2 normal 2% 17% 29% 25% 28% perfect L2 boss 7% 14% 20% 9% 50% perfect L3 normal 11% 28% 31% 11% 18% perfect L3 boss 15% 23% 0% 15% 46% == 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=11.77 敌输出/场均=4.4 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=59.4 elite敌HP均=— boss敌HP均=130.0 | 英雄输出/轮均=9.09 敌输出/场均=10.6 变异伤/场均=3.1 雷伤/场均=0.3 normal L3: 英雄max_hp=[30] atk=[2] | normal敌HP均=61.1 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=8.64 敌输出/场均=11.0 变异伤/场均=7.9 雷伤/场均=0.2 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=71.7 | 英雄输出/轮均=11.73 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=58.9 elite敌HP均=— boss敌HP均=130.0 | 英雄输出/轮均=8.84 敌输出/场均=10.6 变异伤/场均=3.5 雷伤/场均=0.0 perfect 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=7.87 敌输出/场均=12.1 变异伤/场均=6.0 雷伤/场均=0.0 == R3b 伤害输出构成(全战斗合计占比)== normal: clear_reward=38.1% hero_attack=23.8% safe_cell=22.5% flag_hit=15.6% perfect: clear_reward=29.6% safe_cell=25.8% hero_attack=25.3% flag_hit=19.4% == 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 6.2 103 34.5% 75% 2.0 50.0 7.0 96 32.5% 97% 2.1 66.5 5.7 91 52.5% 54% 2.6 64.2 6.1 95 44.8% 73% 2.9 130.0 5.9 101 40.5% 24% 3.0 62.0 7.5 92 39.6% 73% 3.1 60.0 4.9 81 27.9% 55% 3.6 60.7 5.8 83 48.9% 67% 3.9 140.0 8.8 115 31.7% 50% == R4 败北战斗画像(result=defeat 的战斗)== normal: 败北场数=298 分布=L1boss×55 L1elite×84 L2boss×47 L2normal×99 L3boss×2 L3normal×11 进场HP占比 均=69% 中位=75% | 败北场承伤%均=70% perfect: 败北场数=298 分布=L1boss×4 L1elite×35 L2boss×88 L2normal×132 L3boss×11 L3normal×28 进场HP占比 均=55% 中位=53% | 败北场承伤%均=55% == 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 20.0 2.5 6.9 3.5 12.0 20 normal 2 161 2.9 30.6 10.4 12.8 3.5 24.8 25 normal 3 15 2.4 26.4 19.9 13.4 3.3 29.6 30 perfect 1 300 4.9 20.4 1.9 10.1 4.5 7.7 20 perfect 2 261 3.2 34.1 11.4 16.3 5.0 24.2 25 perfect 3 41 2.9 34.8 17.2 16.1 5.1 30.8 30