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gplan-2/qa-data/report_B4_min.txt
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DKChan 8acd107533 feat(balance): Package B 七轮数值优化+关卡成长×永久成长对齿批——worktree adventure-mc-playtest 落籍
- 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
2026-09-23 02:32:25 +08:00

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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=121 R₀均=83.2 (69% 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 12x12: safe=124 (样本198, min=117, max=132)
[日志清图校准对照] L1 d3 12x12: safe=125 (样本50, min=119, max=132)
[日志清图校准对照] L1 d4 12x12: safe=122 (样本219, min=115, max=133)
[日志清图校准对照] L2 d0 12x12: safe=124 (样本96, min=116, max=134)
[日志清图校准对照] L2 d1 12x12: safe=126 (样本47, min=118, max=131)
[日志清图校准对照] L2 d6 12x12: safe=126 (样本49, min=119, max=132)
[日志清图校准对照] L2 d9 12x12: safe=123 (样本146, min=114, max=132)
[日志清图校准对照] L3 d0 13x13: safe=146 (样本27, min=141, max=151)
[日志清图校准对照] L3 d1 13x13: safe=148 (样本17, min=142, max=151)
[日志清图校准对照] L3 d6 13x13: safe=147 (样本13, min=141, max=152)
[日志清图校准对照] L3 d9 14x14: safe=163 (样本42, min=157, max=174)
== R1 局级通关率(N=300/策略,零加成)==
normal: 通关3关 22/300 = 7.3% | 止步L1 152 (50.7%) 止步L2 78 (26.0%) 止步L3 48 (16.0%)
逐关通过率: L1 49.3% · L2(过L1后累计) 23.3% · 条件通过 L1→L2 47.3% · L2→L3 31.4%
perfect: 通关3关 113/300 = 37.7% | 止步L1 45 (15.0%) 止步L2 61 (20.3%) 止步L3 81 (27.0%)
逐关通过率: L1 85.0% · L2(过L1后累计) 64.7% · 条件通过 L1→L2 76.1% · L2→L3 58.2%
== 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% 1.8/2 86/87 /100 8.5 0.06 8% 6.4% 6.7
normal 1 elite 580 87% 5.6/5 91/96 /100 28.8 0.53 25% 40.1% 8.5
normal 1 boss 225 66% 10.0/9 98/99 /100 36.9 1.06 51% 54.9% 9.5
normal 2 normal 422 93% 5.4/5 92/95 /100 29.3 0.51 20% 28.1% 8.3
normal 2 boss 118 59% 8.0/7 96/99 /100 34.3 0.85 44% 37.3% 11.6
normal 3 normal 202 94% 5.7/6 88/90 /100 34.2 0.28 9% 20.9% 8.3
normal 3 boss 58 38% 11.5/11 93/98 /100 57.9 1.12 26% 35.4% 8.2
perfect 1 normal 600 100% 1.8/2 86/87 /100 8.0 0.00 6% 6.5% 6.5
perfect 1 elite 599 93% 5.6/5 108/98 /171 30.4 0.00 17% 38.9% 8.2
perfect 1 boss 259 98% 9.1/10 152/167 /200 48.1 0.00 41% 44.3% 9.8
perfect 2 normal 754 97% 5.5/5 105/95 /172 30.5 0.00 14% 27.6% 8.0
perfect 2 boss 235 83% 7.9/8 141/100 /193 44.6 0.00 40% 31.2% 11.7
perfect 3 normal 568 96% 6.0/6 96/90 /152 34.3 0.00 7% 21.8% 8.0
perfect 3 boss 169 67% 11.2/12 132/143 /184 70.5 0.00 16% 27.6% 8.5
== 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 6% 27% 34% 33% 0%
normal L1 boss 0% 0% 55% 45% 0%
normal L2 normal 4% 27% 39% 30% 0%
normal L2 boss 2% 9% 47% 42% 0%
normal L3 normal 6% 44% 36% 15% 0%
normal L3 boss 9% 12% 47% 33% 0%
perfect L1 normal 11% 50% 24% 14% 0%
perfect L1 elite 4% 28% 26% 20% 23%
perfect L1 boss 0% 1% 14% 26% 59%
perfect L2 normal 4% 30% 28% 19% 19%
perfect L2 boss 1% 6% 14% 29% 50%
perfect L3 normal 8% 41% 26% 12% 12%
perfect L3 boss 7% 15% 12% 12% 54%
== 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=45.0 boss敌HP均=72.0 | 英雄输出/轮均=7.93 敌输出/场均=5.6 变异伤/场均=0.5 雷伤/场均=0.2
normal L2: 英雄max_hp=[30] atk=[2] | normal敌HP均=45.2 elite敌HP均=— boss敌HP均=85.0 | 英雄输出/轮均=9.06 敌输出/场均=9.0 变异伤/场均=3.3 雷伤/场均=0.3
normal L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=49.8 elite敌HP均=— boss敌HP均=105.0 | 英雄输出/轮均=8.30 敌输出/场均=9.6 变异伤/场均=7.6 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=45.2 boss敌HP均=72.0 | 英雄输出/轮均=7.80 敌输出/场均=5.3 变异伤/场均=0.6 雷伤/场均=0.0
perfect L2: 英雄max_hp=[30] atk=[2] | normal敌HP均=44.7 elite敌HP均=— boss敌HP均=85.0 | 英雄输出/轮均=8.88 敌输出/场均=8.5 变异伤/场均=3.4 雷伤/场均=0.0
perfect L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=49.8 elite敌HP均=— boss敌HP均=105.0 | 英雄输出/轮均=8.13 敌输出/场均=9.2 变异伤/场均=7.4 雷伤/场均=0.0
== R3b 伤害输出构成(全战斗合计占比)==
normal: safe_cell=32.5% hero_attack=30.3% flag_hit=20.6% clear_reward=16.7%
perfect: safe_cell=35.1% hero_attack=29.0% flag_hit=24.7% clear_reward=11.2%
== 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 50.0 7.1 96 38.8% 93%
1.3 39.7 4.1 86 41.6% 80%
1.4 72.0 10.0 98 54.9% 66%
2.0 45.0 6.2 94 23.3% 99%
2.1 45.6 4.9 90 33.3% 88%
2.6 44.9 5.1 91 27.8% 92%
2.9 85.0 8.0 96 37.3% 59%
3.0 50.0 6.4 91 16.1% 100%
3.1 50.0 5.5 87 21.6% 89%
3.6 49.4 5.1 85 25.4% 94%
3.9 105.0 11.5 93 35.4% 38%
== R4 败北战斗画像(result=defeat 的战斗)==
normal: 败北场数=278 分布=L1boss×77 L1elite×75 L2boss×48 L2normal×30 L3boss×36 L3normal×12
进场HP占比 均=62% 中位=65% | 败北场承伤%均=63%
perfect: 败北场数=187 分布=L1boss×4 L1elite×41 L2boss×41 L2normal×20 L3boss×56 L3normal×25
进场HP占比 均=48% 中位=47% | 败北场承伤%均=40%
== 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 4.7 26.3 4.3 12.3 3.9 14.4 20
normal 2 148 3.6 33.0 14.1 15.4 7.3 24.4 30
normal 3 70 3.7 35.8 29.8 21.1 8.6 35.9 40
perfect 1 300 4.9 25.8 2.8 15.5 4.5 8.6 20
perfect 2 255 3.9 33.1 13.1 18.4 7.7 20.1 30
perfect 3 194 3.8 35.1 28.0 23.6 9.7 29.8 40