- Package B 迭代七轮:enemy HP 阶梯重锚+阶段拔高(L2/L3 14 行+伤害轴 atk 3)、AP 6→8、 clear_blast 26/18/35→32/24/40、heal_minor 加强、hero max_hp 20、d3 缩板 10×10(板随战斗时长配) - 数值设计批(game-balancer 工作流):关卡怪物成长×永久锻造对齿,forge base_price 10→20 - 三阶段快照验证(report_M0/M1/M2):墙真实存在、锻造单调开门,拍板 B 接受现曲线 - 详见 qa-data/iteration_log.md(九段台账)与 数值设计_关卡成长×永久成长_v1.md - smoke 工具入库:adventure_monte_carlo.gd / calibrate_boards.gd;qa-data 原始 fulllog 不入库
117 lines
8.4 KiB
Plaintext
117 lines
8.4 KiB
Plaintext
== safe_total 分母(生成器真值 calibrate_boards 200板/行;R₀ 免费展开基线)==
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L1 d0: safe=87 R₀均=68.6 (79% 免费展开)
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L1 d1: safe=87 R₀均=68.6 (79% 免费展开)
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L1 d2: safe=121 R₀均=83.2 (69% 免费展开)
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L1 d3: safe=87 R₀均=68.6 (79% 免费展开)
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L1 d4: safe=121 R₀均=83.2 (69% 免费展开)
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L2 d0: safe=121 R₀均=83.2 (69% 免费展开)
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L2 d1: safe=121 R₀均=83.2 (69% 免费展开)
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L2 d4: safe=121 R₀均=83.2 (69% 免费展开)
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L2 d5: safe=121 R₀均=83.2 (69% 免费展开)
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L2 d6: safe=121 R₀均=83.2 (69% 免费展开)
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L2 d7: safe=121 R₀均=83.2 (69% 免费展开)
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L2 d9: safe=121 R₀均=83.2 (69% 免费展开)
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L3 d0: safe=141 R₀均=91.1 (65% 免费展开)
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L3 d1: safe=141 R₀均=91.1 (65% 免费展开)
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L3 d4: safe=141 R₀均=91.1 (65% 免费展开)
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L3 d5: safe=141 R₀均=91.1 (65% 免费展开)
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L3 d6: safe=141 R₀均=91.1 (65% 免费展开)
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L3 d7: safe=141 R₀均=91.1 (65% 免费展开)
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L3 d9: safe=161 R₀均=92.5 (57% 免费展开)
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[日志清图校准对照] L1 d0 10x10: safe=91 (样本56, min=85, max=96)
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[日志清图校准对照] L1 d1 10x10: safe=91 (样本30, min=87, max=95)
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[日志清图校准对照] L1 d2 12x12: safe=124 (样本198, min=117, max=132)
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[日志清图校准对照] L1 d3 10x10: safe=88 (样本305, min=83, max=96)
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[日志清图校准对照] L1 d4 12x12: safe=123 (样本216, min=115, max=133)
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[日志清图校准对照] L2 d0 12x12: safe=124 (样本128, min=116, max=134)
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[日志清图校准对照] L2 d1 12x12: safe=125 (样本82, min=118, max=131)
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[日志清图校准对照] L2 d6 12x12: safe=124 (样本75, min=118, max=132)
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[日志清图校准对照] L2 d9 12x12: safe=123 (样本120, min=114, max=132)
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[日志清图校准对照] L3 d0 13x13: safe=145 (样本29, min=139, max=151)
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[日志清图校准对照] L3 d1 13x13: safe=144 (样本13, min=139, max=149)
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[日志清图校准对照] L3 d6 13x13: safe=144 (样本10, min=141, max=150)
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[日志清图校准对照] L3 d9 14x14: safe=164 (样本10, min=155, max=174)
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== R1 局级通关率(N=300/策略,零加成)==
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normal: 通关3关 2/300 = 0.7% | 止步L1 151 (50.3%) 止步L2 111 (37.0%) 止步L3 36 (12.0%)
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逐关通过率: L1 49.7% · L2(过L1后累计) 12.7% · 条件通过 L1→L2 25.5% · L2→L3 5.3%
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perfect: 通关3关 18/300 = 6.0% | 止步L1 45 (15.0%) 止步L2 130 (43.3%) 止步L3 107 (35.7%)
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逐关通过率: L1 85.0% · L2(过L1后累计) 41.7% · 条件通过 L1→L2 49.0% · L2→L3 14.4%
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== R2 战斗级(按 策略×关卡×档位)==
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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
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normal 1 normal 600 100% 1.8/2 86/87 /100 8.5 0.06 8% 6.4% 6.7
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normal 1 elite 580 88% 5.3/5 96/99 /100 25.5 0.56 45% 35.9% 10.3
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normal 1 boss 232 64% 10.0/9 98/99 /100 37.0 1.03 49% 56.0% 9.6
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normal 2 normal 404 84% 6.2/6 94/98 /100 32.3 0.65 29% 33.3% 8.7
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normal 2 boss 85 45% 7.7/7 102/99 /100 35.2 0.78 42% 45.1% 12.6
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normal 3 normal 93 76% 7.0/7 91/96 /100 38.4 0.66 15% 36.4% 8.3
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normal 3 boss 16 12% 9.9/8 91/95 /100 48.3 0.38 12% 32.3% 8.0
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perfect 1 normal 600 100% 1.8/2 86/87 /100 8.0 0.00 6% 6.5% 6.5
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perfect 1 elite 599 94% 5.2/5 116/100 /179 26.8 0.00 40% 35.7% 9.9
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perfect 1 boss 263 97% 9.1/10 154/168 /200 49.2 0.00 39% 42.8% 9.7
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perfect 2 normal 742 94% 6.2/6 114/100 /178 34.5 0.00 23% 32.7% 8.4
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perfect 2 boss 209 60% 8.1/8 142/100 /240 44.0 0.00 40% 41.0% 12.1
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perfect 3 normal 336 81% 7.0/7 111/97 /172 41.3 0.00 11% 34.0% 8.1
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perfect 3 boss 60 30% 10.0/9 130/98 /195 68.1 0.00 13% 28.6% 8.7
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== R2b 完成度分布桶(占该组场数%)==
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组 <70 70-90 90-100 100-130 >130
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normal L1 normal 12% 46% 28% 15% 0%
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normal L1 elite 2% 12% 39% 47% 0%
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normal L1 boss 0% 0% 54% 46% 0%
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normal L2 normal 2% 18% 41% 39% 0%
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normal L2 boss 2% 7% 47% 35% 8%
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normal L3 normal 6% 22% 47% 25% 0%
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normal L3 boss 25% 12% 44% 12% 6%
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perfect L1 normal 11% 50% 24% 14% 0%
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perfect L1 elite 1% 14% 24% 34% 27%
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perfect L1 boss 0% 2% 16% 24% 59%
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perfect L2 normal 2% 21% 24% 25% 27%
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perfect L2 boss 5% 9% 15% 24% 47%
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perfect L3 normal 7% 25% 27% 13% 28%
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perfect L3 boss 13% 30% 10% 2% 45%
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== R3 战斗成长数值(按关卡)==
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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
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normal L2: 英雄max_hp=[30] atk=[2] | normal敌HP均=53.3 elite敌HP均=— boss敌HP均=112.0 | 英雄输出/轮均=9.37 敌输出/场均=10.6 变异伤/场均=3.6 雷伤/场均=0.3
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normal L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=61.7 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=8.26 敌输出/场均=14.3 变异伤/场均=6.9 雷伤/场均=0.2
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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
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perfect L2: 英雄max_hp=[30] atk=[2] | normal敌HP均=52.8 elite敌HP均=— boss敌HP均=112.0 | 英雄输出/轮均=9.22 敌输出/场均=10.4 变异伤/场均=3.6 雷伤/场均=0.0
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perfect L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=62.1 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=8.16 敌输出/场均=13.3 变异伤/场均=8.2 雷伤/场均=0.0
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== R3b 伤害输出构成(全战斗合计占比)==
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normal: hero_attack=29.3% safe_cell=29.3% clear_reward=22.8% flag_hit=18.6%
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perfect: safe_cell=32.0% hero_attack=29.1% flag_hit=22.8% clear_reward=16.2%
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== R3c 逐深度明细(normal 策略)==
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L.d 敌HP均 轮均 完成度均 承伤%均 胜率
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1.0 8.7 1.9 88 7.5% 100%
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1.1 3.3 1.6 83 5.2% 100%
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1.2 50.0 7.1 96 38.8% 93%
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1.3 34.2 3.4 95 32.9% 83%
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1.4 72.0 10.0 98 56.0% 64%
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2.0 50.0 7.0 96 26.1% 97%
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2.1 55.8 5.8 93 41.5% 76%
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2.6 54.4 5.7 94 32.3% 77%
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2.9 112.0 7.7 102 45.1% 45%
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3.0 62.0 8.5 95 33.3% 87%
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3.1 60.0 5.9 88 31.8% 67%
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3.6 63.8 6.0 88 48.6% 73%
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3.9 140.0 9.9 91 32.3% 12%
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== R4 败北战斗画像(result=defeat 的战斗)==
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normal: 败北场数=298 分布=L1boss×83 L1elite×68 L2boss×47 L2normal×64 L3boss×14 L3normal×22
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进场HP占比 均=65% 中位=65% | 败北场承伤%均=67%
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perfect: 败北场数=282 分布=L1boss×8 L1elite×37 L2boss×84 L2normal×46 L3boss×42 L3normal×65
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进场HP占比 均=48% 中位=47% | 败北场承伤%均=46%
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== 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)==
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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
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normal 1 300 4.7 25.1 4.2 11.3 4.0 14.0 20
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normal 2 149 3.3 34.8 13.7 14.6 6.4 27.5 30
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normal 3 38 2.9 41.1 21.1 15.9 6.1 40.2 40
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perfect 1 300 4.9 24.4 2.6 14.3 4.5 8.1 20
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perfect 2 255 3.7 38.7 13.3 19.3 7.5 25.1 30
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perfect 3 125 3.2 42.1 26.1 19.9 7.8 40.5 40
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