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gplan-2/qa-data/report_B2_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197, min=117, max=132)
[日志清图校准对照] L1 d3 12x12: safe=125 (样本71, min=119, max=132)
[日志清图校准对照] L1 d4 12x12: safe=123 (样本159, min=115, max=133)
[日志清图校准对照] L2 d0 12x12: safe=124 (样本66, min=116, max=134)
[日志清图校准对照] L2 d1 12x12: safe=126 (样本34, min=118, max=131)
[日志清图校准对照] L2 d6 12x12: safe=125 (样本36, min=120, max=131)
[日志清图校准对照] L2 d9 12x12: safe=123 (样本91, min=116, max=132)
[日志清图校准对照] L3 d0 13x13: safe=147 (样本18, min=141, max=150)
[日志清图校准对照] L3 d1 13x13: safe=148 (样本10, min=145, max=151)
[日志清图校准对照] L3 d6 13x13: safe=147 (样本7, min=144, max=149)
[日志清图校准对照] L3 d9 14x14: safe=161 (样本24, min=157, max=174)
== R1 局级通关率(N=300/策略,零加成)==
normal: 通关3关 10/300 = 3.3% | 止步L1 209 (69.7%) 止步L2 54 (18.0%) 止步L3 27 (9.0%)
逐关通过率: L1 30.3% · L2(过L1后累计) 12.3% · 条件通过 L1→L2 40.7% · L2→L3 27.0%
perfect: 通关3关 66/300 = 22.0% | 止步L1 110 (36.7%) 止步L2 62 (20.7%) 止步L3 62 (20.7%)
逐关通过率: L1 63.3% · L2(过L1后累计) 42.7% · 条件通过 L1→L2 67.4% · L2→L3 51.6%
== 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% 1.8/2 86/87 /100 8.5 0.06 8% 6.4% 6.6
normal 1 elite 558 77% 5.8/6 92/98 /100 30.1 0.62 28% 49.7% 8.5
normal 1 boss 173 53% 8.7/8 99/99 /100 36.2 1.10 45% 61.6% 9.0
normal 2 normal 263 92% 5.4/5 91/95 /100 28.3 0.45 19% 27.9% 8.1
normal 2 boss 71 52% 7.3/7 97/99 /100 33.5 0.75 39% 44.5% 11.3
normal 3 normal 104 91% 5.8/6 88/91 /100 34.9 0.32 8% 22.5% 8.1
normal 3 boss 28 36% 12.0/11 94/99 /100 59.6 1.00 36% 42.4% 8.5
perfect 1 normal 600 100% 1.8/2 86/87 /100 8.0 0.00 6% 6.5% 6.5
perfect 1 elite 593 85% 5.7/6 110/98 /172 31.2 0.00 19% 49.0% 8.1
perfect 1 boss 211 90% 8.9/10 154/165 /200 49.0 0.00 38% 52.7% 9.2
perfect 2 normal 562 98% 5.5/5 104/95 /172 29.9 0.00 15% 27.6% 7.9
perfect 2 boss 178 72% 7.5/8 134/100 /193 41.1 0.00 35% 37.8% 11.2
perfect 3 normal 369 93% 5.9/6 95/89 /143 34.2 0.00 7% 23.2% 7.9
perfect 3 boss 102 65% 11.3/12 131/140 /186 70.1 0.00 14% 33.5% 8.1
== 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 5% 23% 36% 36% 0%
normal L1 boss 2% 2% 52% 43% 2%
normal L2 normal 4% 30% 39% 26% 0%
normal L2 boss 1% 13% 41% 42% 3%
normal L3 normal 6% 42% 39% 12% 0%
normal L3 boss 4% 14% 39% 43% 0%
perfect L1 normal 11% 50% 24% 14% 0%
perfect L1 elite 4% 25% 27% 21% 24%
perfect L1 boss 1% 1% 14% 24% 60%
perfect L2 normal 4% 30% 28% 20% 17%
perfect L2 boss 3% 10% 17% 25% 45%
perfect L3 normal 8% 43% 24% 14% 10%
perfect L3 boss 5% 18% 16% 11% 51%
== 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=49.8 boss敌HP均=72.0 | 英雄输出/轮均=7.73 敌输出/场均=6.3 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=44.6 elite敌HP均=— boss敌HP均=85.0 | 英雄输出/轮均=8.74 敌输出/场均=9.4 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=50.0 elite敌HP均=— boss敌HP均=105.0 | 英雄输出/轮均=8.21 敌输出/场均=10.7 变异伤/场均=7.5 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=50.2 boss敌HP均=72.0 | 英雄输出/轮均=7.59 敌输出/场均=6.3 变异伤/场均=0.5 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=8.69 敌输出/场均=9.0 变异伤/场均=3.2 雷伤/场均=0.0
perfect L3: 英雄max_hp=[40] atk=[2] | normal敌HP均=49.6 elite敌HP均=— boss敌HP均=105.0 | 英雄输出/轮均=7.98 敌输出/场均=10.2 变异伤/场均=7.2 雷伤/场均=0.0
== R3b 伤害输出构成(全战斗合计占比)==
normal: safe_cell=32.7% hero_attack=31.0% flag_hit=21.4% clear_reward=14.9%
perfect: safe_cell=34.9% hero_attack=30.2% flag_hit=24.8% clear_reward=10.0%
== 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 8.7 1.9 88 7.5% 100%
1.1 3.3 1.6 83 5.2% 100%
1.2 50.0 6.8 96 49.2% 86%
1.3 49.6 4.6 88 50.3% 67%
1.4 72.0 8.7 99 61.6% 53%
2.0 45.0 6.3 94 23.3% 99%
2.1 44.2 5.0 90 33.3% 91%
2.6 44.6 4.9 89 27.2% 87%
2.9 85.0 7.3 97 44.5% 52%
3.0 50.0 6.5 92 19.1% 100%
3.1 50.0 5.5 86 22.7% 81%
3.6 50.0 5.3 87 26.3% 93%
3.9 105.0 12.0 94 42.4% 36%
== R4 败北战斗画像(result=defeat 的战斗)==
normal: 败北场数=290 分布=L1boss×82 L1elite×127 L2boss×34 L2normal×20 L3boss×18 L3normal×9
进场HP占比 均=66% 中位=70% | 败北场承伤%均=74%
perfect: 败北场数=234 分布=L1boss×21 L1elite×89 L2boss×50 L2normal×12 L3boss×36 L3normal×26
进场HP占比 均=52% 中位=50% | 败北场承伤%均=53%
== 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 4.4 28.2 4.0 11.6 3.2 17.4 20
normal 2 91 3.7 34.6 14.0 15.3 7.6 25.8 30
normal 3 37 3.6 38.1 28.2 21.4 8.1 36.8 40
perfect 1 300 4.7 29.4 2.5 15.1 3.9 12.9 20
perfect 2 190 3.9 35.1 12.6 18.2 7.7 21.9 30
perfect 3 128 3.7 37.4 26.6 23.1 9.6 31.3 40