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gplan-2/qa-data/report_M2.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=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=92 (样本20, min=89, 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=128 (样本31, min=123, max=132)
[日志清图校准对照] L1 d3 10x10: safe=90 (样本174, min=84, max=96)
[日志清图校准对照] L1 d4 12x12: safe=125 (样本126, min=117, max=133)
[日志清图校准对照] L2 d0 12x12: safe=128 (样本27, min=121, max=134)
[日志清图校准对照] L2 d1 12x12: safe=126 (样本51, min=120, max=132)
[日志清图校准对照] L2 d6 12x12: safe=127 (样本47, min=120, max=132)
[日志清图校准对照] L2 d9 12x12: safe=123 (样本230, min=116, max=131)
[日志清图校准对照] L3 d0 13x13: safe=149 (样本13, min=144, max=153)
[日志清图校准对照] L3 d1 13x13: safe=147 (样本4, min=147, max=151)
[日志清图校准对照] L3 d6 13x13: safe=148 (样本16, min=144, max=151)
[日志清图校准对照] L3 d9 14x14: safe=164 (样本90, min=156, max=177)
== R1 局级通关率(N=300/策略,零加成)==
normal: 通关3关 239/300 = 79.7% | 止步L1 0 (0.0%) 止步L2 13 (4.3%) 止步L3 48 (16.0%)
逐关通过率: L1 100.0% · L2(过L1后累计) 95.7% · 条件通过 L1→L2 95.7% · L2→L3 83.3%
perfect: 通关3关 268/300 = 89.3% | 止步L1 0 (0.0%) 止步L2 1 (0.3%) 止步L3 31 (10.3%)
逐关通过率: L1 100.0% · L2(过L1后累计) 99.7% · 条件通过 L1→L2 99.7% · L2→L3 89.6%
== 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% 1.5/2 84/86 /100 7.3 0.04 4% 2.4% 11.3
normal 1 elite 600 100% 3.4/3 90/93 /100 18.7 0.20 18% 11.3% 14.2
normal 1 boss 300 100% 6.0/6 94/98 /100 31.9 0.64 24% 16.8% 13.6
normal 2 normal 900 100% 4.3/4 88/90 /100 24.1 0.25 7% 14.1% 13.3
normal 2 boss 300 96% 7.4/7 98/99 /100 36.0 0.81 43% 28.6% 17.3
normal 3 normal 858 99% 4.7/5 84/85 /99 27.7 0.15 2% 15.4% 13.6
normal 3 boss 281 85% 10.4/10 95/98 /100 61.2 1.11 19% 23.2% 14.0
perfect 1 normal 600 100% 1.5/2 83/85 /100 6.8 0.00 4% 2.4% 11.3
perfect 1 elite 600 100% 3.4/4 92/92 /100 18.1 0.00 17% 11.8% 14.2
perfect 1 boss 300 100% 5.9/6 107/97 /170 32.9 0.00 18% 16.0% 13.4
perfect 2 normal 900 100% 4.3/4 91/89 /100 24.0 0.00 7% 13.6% 13.1
perfect 2 boss 300 100% 7.4/8 127/100 /184 39.7 0.00 34% 24.6% 16.8
perfect 3 normal 897 100% 4.8/5 84/84 /99 26.6 0.00 1% 15.5% 13.4
perfect 3 boss 297 90% 10.1/10 119/100 /175 66.5 0.00 12% 21.0% 14.2
== R2b 完成度分布桶(占该组场数%)==
组 <70 70-90 90-100 100-130 >130
normal L1 normal 14% 51% 25% 10% 0%
normal L1 elite 6% 34% 35% 25% 0%
normal L1 boss 1% 23% 39% 38% 0%
normal L2 normal 8% 42% 30% 20% 0%
normal L2 boss 0% 7% 44% 48% 0%
normal L3 normal 14% 51% 26% 9% 0%
normal L3 boss 2% 16% 47% 34% 1%
perfect L1 normal 13% 55% 21% 10% 0%
perfect L1 elite 5% 39% 30% 21% 4%
perfect L1 boss 2% 23% 35% 22% 18%
perfect L2 normal 8% 44% 27% 17% 5%
perfect L2 boss 0% 5% 28% 28% 39%
perfect L3 normal 14% 54% 23% 7% 2%
perfect L3 boss 2% 15% 31% 15% 37%
== R3 战斗成长数值(按关卡)==
normal L1: 英雄max_hp=[32] atk=[6] | normal敌HP均=3.4 elite敌HP均=39.7 boss敌HP均=72.0 | 英雄输出/轮均=12.95 敌输出/场均=2.8 变异伤/场均=0.4 雷伤/场均=0.1
normal L2: 英雄max_hp=[42] atk=[6] | normal敌HP均=53.7 elite敌HP均=— boss敌HP均=112.0 | 英雄输出/轮均=14.32 敌输出/场均=7.4 变异伤/场均=2.8 雷伤/场均=0.2
normal L3: 英雄max_hp=[52] atk=[6] | normal敌HP均=62.5 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=13.70 敌输出/场均=9.0 变异伤/场均=6.5 雷伤/场均=0.2
perfect L1: 英雄max_hp=[32] atk=[6] | normal敌HP均=3.3 elite敌HP均=39.8 boss敌HP均=72.0 | 英雄输出/轮均=12.88 敌输出/场均=2.8 变异伤/场均=0.4 雷伤/场均=0.0
perfect L2: 英雄max_hp=[42] atk=[6] | normal敌HP均=53.0 elite敌HP均=— boss敌HP均=112.0 | 英雄输出/轮均=14.05 敌输出/场均=6.9 变异伤/场均=2.7 雷伤/场均=0.0
perfect L3: 英雄max_hp=[52] atk=[6] | normal敌HP均=62.1 elite敌HP均=— boss敌HP均=140.0 | 英雄输出/轮均=13.60 敌输出/场均=8.8 变异伤/场均=6.3 雷伤/场均=0.0
== R3b 伤害输出构成(全战斗合计占比)==
normal: hero_attack=55.9% safe_cell=23.0% flag_hit=14.7% clear_reward=6.4%
perfect: hero_attack=56.4% safe_cell=22.2% flag_hit=16.3% clear_reward=5.0%
== 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 3.9 1.5 84 1.9% 100%
1.1 3.0 1.6 83 2.9% 100%
1.2 50.0 4.1 88 11.0% 100%
1.3 29.4 2.7 92 11.7% 100%
1.4 72.0 6.0 94 16.8% 100%
2.0 50.0 4.0 86 9.1% 100%
2.1 55.3 4.4 88 18.1% 100%
2.6 55.7 4.5 89 15.1% 100%
2.9 112.0 7.4 98 28.6% 96%
3.0 62.0 4.9 85 10.5% 100%
3.1 60.0 4.5 82 15.4% 99%
3.6 65.5 4.8 84 20.3% 99%
3.9 140.0 10.4 95 23.2% 85%
== R4 败北战斗画像(result=defeat 的战斗)==
normal: 败北场数=61 分布=L2boss×13 L3boss×42 L3normal×6
进场HP占比 均=47% 中位=44% | 败北场承伤%均=33%
perfect: 败北场数=32 分布=L2boss×1 L3boss×29 L3normal×2
进场HP占比 均=38% 中位=40% | 败北场承伤%均=20%
== 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 14.2 2.9 8.1 4.7 4.2 32
normal 2 300 4.0 29.8 12.6 14.9 8.8 18.8 42
normal 3 287 4.0 35.7 27.5 20.2 11.4 31.6 52
perfect 1 300 5.0 14.2 1.8 7.9 4.6 3.5 32
perfect 2 300 4.0 27.5 10.8 15.4 7.8 15.1 42
perfect 3 299 4.0 35.0 25.1 21.3 11.4 27.4 52