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gplan-2/sim-data/report_M1.txt
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== 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24, min=88, max=96)
[日志清图校准对照] L1 d1 10x10: safe=91 (样本26, min=89, max=95)
[日志清图校准对照] L1 d2 12x12: safe=126 (样本86, min=121, max=132)
[日志清图校准对照] L1 d3 10x10: safe=89 (样本255, min=83, max=96)
[日志清图校准对照] L1 d4 12x12: safe=124 (样本206, min=116, max=133)
[日志清图校准对照] L2 d0 12x12: safe=126 (样本83, min=121, max=134)
[日志清图校准对照] L2 d1 12x12: safe=125 (样本73, min=116, max=132)
[日志清图校准对照] L2 d6 12x12: safe=126 (样本74, min=119, max=132)
[日志清图校准对照] L2 d9 12x12: safe=122 (样本251, min=116, max=131)
[日志清图校准对照] L3 d0 13x13: safe=147 (样本30, min=140, max=153)
[日志清图校准对照] L3 d1 13x13: safe=148 (样本24, min=140, max=153)
[日志清图校准对照] L3 d6 13x13: safe=147 (样本22, min=142, max=150)
[日志清图校准对照] L3 d9 14x14: safe=163 (样本78, min=155, max=175)
== R1 局级通关率(N=300/策略,零加成)==
normal: 通关3关 66/300 = 22.0% | 止步L1 10 (3.3%) 止步L2 97 (32.3%) 止步L3 127 (42.3%)
逐关通过率: L1 96.7% · L2(过L1后累计) 64.3% · 条件通过 L1→L2 66.6% · L2→L3 34.2%
perfect: 通关3关 164/300 = 54.7% | 止步L1 9 (3.0%) 止步L2 23 (7.7%) 止步L3 104 (34.7%)
逐关通过率: L1 97.0% · L2(过L1后累计) 89.3% · 条件通过 L1→L2 92.1% · L2→L3 61.2%
== 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% 1.6/2 84/86 /100 7.4 0.04 5% 3.2% 9.1
normal 1 elite 600 100% 4.1/4 93/97 /100 22.2 0.35 30% 19.2% 12.2
normal 1 boss 297 98% 7.6/7 97/99 /100 35.6 0.90 39% 29.3% 11.6
normal 2 normal 866 99% 5.1/5 91/93 /100 27.9 0.39 14% 21.2% 10.8
normal 2 boss 284 68% 8.1/7 99/99 /100 36.0 0.88 48% 40.8% 14.9
normal 3 normal 565 93% 5.6/6 88/89 /100 33.2 0.30 7% 22.8% 10.9
normal 3 boss 154 43% 11.9/11 95/98 /100 59.4 1.23 21% 34.4% 10.7
perfect 1 normal 600 100% 1.6/2 83/85 /100 7.0 0.00 4% 3.2% 9.0
perfect 1 elite 600 99% 4.1/4 101/97 /136 21.9 0.00 26% 20.9% 11.9
perfect 1 boss 292 100% 7.2/7 127/100 /184 38.9 0.00 31% 24.8% 11.4
perfect 2 normal 873 100% 5.0/5 99/93 /157 28.1 0.00 12% 20.0% 10.7
perfect 2 boss 289 93% 8.4/9 144/156 /193 45.1 0.00 40% 33.3% 14.8
perfect 3 normal 799 96% 5.7/6 92/88 /100 32.3 0.00 5% 22.7% 10.7
perfect 3 boss 234 70% 11.2/12 132/143 /187 71.0 0.00 19% 27.8% 11.4
== R2b 完成度分布桶(占该组场数%)==
组 <70 70-90 90-100 100-130 >130
normal L1 normal 14% 50% 25% 11% 0%
normal L1 elite 3% 22% 37% 37% 0%
normal L1 boss 0% 9% 45% 46% 0%
normal L2 normal 4% 33% 36% 27% 0%
normal L2 boss 1% 4% 47% 45% 2%
normal L3 normal 9% 41% 35% 15% 0%
normal L3 boss 5% 14% 48% 31% 2%
perfect L1 normal 13% 54% 22% 10% 0%
perfect L1 elite 3% 25% 32% 30% 10%
perfect L1 boss 0% 9% 25% 26% 40%
perfect L2 normal 5% 34% 29% 19% 13%
perfect L2 boss 0% 4% 18% 24% 54%
perfect L3 normal 8% 49% 26% 10% 8%
perfect L3 boss 7% 11% 16% 13% 53%
== R3 战斗成长数值(按关卡)==
normal L1: 英雄max_hp=[26] atk=[4] | normal敌HP均=3.8 elite敌HP均=41.6 boss敌HP均=72.0 | 英雄输出/轮均=10.84 敌输出/场均=3.9 变异伤/场均=0.4 雷伤/场均=0.1
normal L2: 英雄max_hp=[36] atk=[4] | normal敌HP均=53.9 elite敌HP均=— boss敌HP均=112.0 | 英雄输出/轮均=11.85 敌输出/场均=9.4 变异伤/场均=3.1 雷伤/场均=0.2
normal L3: 英雄max_hp=[46] atk=[4] | normal敌HP均=62.4 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=10.83 敌输出/场均=11.6 变异伤/场均=7.2 雷伤/场均=0.3
perfect L1: 英雄max_hp=[26] atk=[4] | normal敌HP均=3.7 elite敌HP均=42.1 boss敌HP均=72.0 | 英雄输出/轮均=10.63 敌输出/场均=3.8 变异伤/场均=0.4 雷伤/场均=0.0
perfect L2: 英雄max_hp=[36] atk=[4] | normal敌HP均=53.1 elite敌HP均=— boss敌HP均=112.0 | 英雄输出/轮均=11.73 敌输出/场均=8.4 变异伤/场均=3.2 雷伤/场均=0.0
perfect L3: 英雄max_hp=[46] atk=[4] | normal敌HP均=62.1 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=10.85 敌输出/场均=11.0 变异伤/场均=7.0 雷伤/场均=0.0
== R3b 伤害输出构成(全战斗合计占比)==
normal: hero_attack=45.7% safe_cell=26.3% flag_hit=16.5% clear_reward=11.5%
perfect: hero_attack=45.3% safe_cell=26.9% flag_hit=19.0% clear_reward=8.8%
== 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 4.7 1.5 85 2.9% 100%
1.1 3.0 1.6 83 3.6% 100%
1.2 50.0 5.1 92 18.0% 100%
1.3 33.1 3.2 95 20.5% 99%
1.4 72.0 7.6 97 29.3% 98%
2.0 50.0 5.0 91 14.5% 100%
2.1 55.5 5.0 90 26.8% 99%
2.6 56.2 5.1 91 22.2% 99%
2.9 112.0 8.1 99 40.8% 68%
3.0 62.0 6.0 90 16.8% 100%
3.1 60.0 5.4 87 22.8% 93%
3.6 65.4 5.4 86 29.2% 86%
3.9 140.0 11.9 95 34.4% 43%
== R4 败北战斗画像(result=defeat 的战斗)==
normal: 败北场数=234 分布=L1boss×7 L1elite×3 L2boss×91 L2normal×6 L3boss×88 L3normal×39
进场HP占比 均=52% 中位=52% | 败北场承伤%均=46%
perfect: 败北场数=136 分布=L1boss×1 L1elite×8 L2boss×21 L2normal×2 L3boss×70 L3normal×34
进场HP占比 均=46% 中位=43% | 败北场承伤%均=35%
== 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 5.0 19.2 3.6 10.1 5.1 7.7 26
normal 2 290 4.0 37.1 14.1 16.8 8.5 25.9 36
normal 3 193 3.7 43.3 28.8 21.0 10.5 40.7 46
perfect 1 300 5.0 18.8 2.2 10.7 5.0 5.3 26
perfect 2 291 4.0 33.5 12.8 18.8 8.2 19.3 36
perfect 3 268 3.9 42.3 27.0 23.5 10.9 34.9 46