- 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
109 lines
7.8 KiB
Plaintext
109 lines
7.8 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=121 R₀均=83.2 (69% 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38, min=85, max=96)
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[日志清图校准对照] L1 d1 10x10: safe=92 (样本18, min=91, max=95)
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[日志清图校准对照] L1 d4 12x12: safe=125 (样本108, min=117, max=133)
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[日志清图校准对照] L2 d9 12x12: safe=124 (样本78, min=118, max=131)
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[日志清图校准对照] L3 d9 14x14: safe=166 (样本32, min=161, max=177)
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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 125/300 = 41.7% | 止步L1 107 (35.7%) 止步L2 20 (6.7%) 止步L3 48 (16.0%)
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逐关通过率: L1 64.3% · L2(过L1后累计) 57.7% · 条件通过 L1→L2 89.6% · L2→L3 72.3%
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perfect: 通关3关 172/300 = 57.3% | 止步L1 88 (29.3%) 止步L2 10 (3.3%) 止步L3 30 (10.0%)
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逐关通过率: L1 70.7% · L2(过L1后累计) 67.3% · 条件通过 L1→L2 95.3% · L2→L3 85.1%
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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 599 100% 2.1/2 84/85 /100 7.5 0.04 5% 11.3% 5.5
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normal 1 elite 595 97% 2.4/2 74/74 /89 9.8 0.01 0% 16.5% 5.6
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normal 1 boss 281 69% 7.5/8 93/97 /100 30.8 0.62 21% 54.8% 6.6
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normal 2 normal 579 100% 2.0/2 72/73 /88 8.5 0.00 0% 7.0% 5.4
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normal 2 boss 193 90% 7.2/7 93/95 /100 29.5 0.45 20% 43.4% 8.5
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normal 3 normal 519 100% 2.5/2 68/68 /85 10.3 0.00 0% 8.1% 5.5
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normal 3 boss 172 73% 11.2/11 91/94 /100 54.5 0.60 12% 37.2% 6.7
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perfect 1 normal 600 100% 2.1/2 84/85 /100 7.3 0.00 4% 11.9% 5.3
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perfect 1 elite 595 97% 2.5/2 73/74 /89 9.4 0.00 0% 17.3% 5.6
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perfect 1 boss 283 75% 7.5/8 108/96 /170 31.2 0.00 17% 55.0% 6.7
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perfect 2 normal 636 100% 2.1/2 72/73 /89 9.0 0.00 0% 7.1% 5.3
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perfect 2 boss 212 95% 7.3/7 104/95 /163 30.3 0.00 19% 40.3% 8.3
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perfect 3 normal 606 100% 2.5/2 67/68 /84 9.1 0.00 0% 7.3% 5.5
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perfect 3 boss 202 85% 11.3/11 110/96 /167 59.0 0.00 6% 36.3% 6.7
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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 14% 50% 25% 12% 0%
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normal L1 elite 36% 54% 8% 2% 0%
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normal L1 boss 3% 26% 34% 37% 1%
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normal L2 normal 43% 49% 8% 0% 0%
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normal L2 boss 2% 31% 37% 30% 1%
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normal L3 normal 53% 43% 4% 0% 0%
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normal L3 boss 7% 26% 44% 23% 1%
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perfect L1 normal 14% 50% 26% 9% 1%
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perfect L1 elite 39% 51% 8% 2% 0%
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perfect L1 boss 4% 25% 31% 18% 22%
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perfect L2 normal 42% 49% 8% 1% 0%
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perfect L2 boss 2% 33% 24% 24% 17%
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perfect L3 normal 58% 40% 2% 0% 0%
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perfect L3 boss 2% 33% 26% 10% 29%
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== R3 战斗成长数值(按关卡)==
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normal L1: 英雄max_hp=[17] atk=[2] | normal敌HP均=7.5 elite敌HP均=12.0 boss敌HP均=50.0 | 英雄输出/轮均=5.75 敌输出/场均=3.7 变异伤/场均=0.3 雷伤/场均=0.1
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normal L2: 英雄max_hp=[27] atk=[2] | normal敌HP均=7.4 elite敌HP均=— boss敌HP均=58.0 | 英雄输出/轮均=6.16 敌输出/场均=4.3 变异伤/场均=1.1 雷伤/场均=0.0
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normal L3: 英雄max_hp=[37] atk=[2] | normal敌HP均=10.5 elite敌HP均=— boss敌HP均=75.0 | 英雄输出/轮均=5.77 敌输出/场均=5.7 变异伤/场均=3.3 雷伤/场均=0.1
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perfect L1: 英雄max_hp=[17] atk=[2] | normal敌HP均=7.7 elite敌HP均=12.2 boss敌HP均=50.0 | 英雄输出/轮均=5.69 敌输出/场均=3.8 变异伤/场均=0.3 雷伤/场均=0.0
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perfect L2: 英雄max_hp=[27] atk=[2] | normal敌HP均=7.4 elite敌HP均=— boss敌HP均=58.0 | 英雄输出/轮均=6.03 敌输出/场均=4.1 变异伤/场均=1.0 雷伤/场均=0.0
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perfect L3: 英雄max_hp=[37] atk=[2] | normal敌HP均=10.6 elite敌HP均=— boss敌HP均=75.0 | 英雄输出/轮均=5.77 敌输出/场均=5.4 变异伤/场均=3.0 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=34.5% safe_cell=32.0% flag_hit=30.4% clear_reward=3.1%
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perfect: hero_attack=34.3% flag_hit=33.9% safe_cell=29.2% clear_reward=2.6%
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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 10.5 2.3 86 13.5% 100%
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1.1 4.5 1.9 82 9.1% 100%
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1.2 13.0 2.5 75 14.0% 99%
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1.3 10.9 2.4 73 19.0% 95%
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1.4 50.0 7.5 93 54.8% 69%
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2.0 9.7 2.0 71 6.0% 100%
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2.1 7.7 2.1 72 9.7% 100%
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2.6 4.8 1.9 72 5.3% 100%
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2.9 58.0 7.2 93 43.4% 90%
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3.0 15.0 3.1 72 10.0% 100%
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3.1 5.3 1.9 65 4.1% 100%
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3.6 11.1 2.5 67 10.0% 99%
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3.9 75.0 11.2 91 37.2% 73%
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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=175 分布=L1boss×88 L1elite×18 L1normal×1 L2boss×20 L3boss×47 L3normal×1
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进场HP占比 均=76% 中位=81% | 败北场承伤%均=66%
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perfect: 败北场数=128 分布=L1boss×71 L1elite×17 L2boss×10 L3boss×30
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进场HP占比 均=69% 中位=71% | 败北场承伤%均=62%
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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 4.9 18.1 1.9 2.6 4.4 13.1 17
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normal 2 193 4.0 17.4 4.6 2.0 4.4 15.6 27
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normal 3 173 4.0 22.6 13.6 3.5 6.3 26.5 37
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perfect 1 300 4.9 18.7 1.2 2.7 4.5 12.8 17
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perfect 2 212 4.0 16.6 4.0 2.1 4.0 14.5 27
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perfect 3 202 4.0 21.6 12.1 3.1 5.5 25.1 37
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