- 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
97 lines
6.7 KiB
Plaintext
97 lines
6.7 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=90 (样本58, min=85, max=95)
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[日志清图校准对照] L1 d1 10x10: safe=91 (样本33, min=88, max=96)
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[日志清图校准对照] L1 d2 12x12: safe=123 (样本158, min=116, max=131)
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[日志清图校准对照] L1 d3 12x12: safe=126 (样本26, min=119, max=132)
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[日志清图校准对照] L1 d4 12x12: safe=122 (样本43, min=116, max=129)
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[日志清图校准对照] L2 d0 12x12: safe=125 (样本10, min=123, max=133)
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[日志清图校准对照] L2 d5 12x12: safe=123 (样本21, min=119, max=129)
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[日志清图校准对照] L2 d7 12x12: safe=124 (样本1, min=124, max=124)
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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 0/300 = 0.0% | 止步L1 282 (94.0%) 止步L2 18 (6.0%) 止步L3 0 (0.0%)
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逐关通过率: L1 6.0% · L2(过L1后累计) 0.0% · 条件通过 L1→L2 0.0% · L2→L3 0.0%
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perfect: 通关3关 0/300 = 0.0% | 止步L1 257 (85.7%) 止步L2 43 (14.3%) 止步L3 0 (0.0%)
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逐关通过率: L1 14.3% · L2(过L1后累计) 0.0% · 条件通过 L1→L2 0.0% · L2→L3 0.0%
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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 87/90 /100 9.3 0.08 6% 7.5% 6.4
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normal 1 elite 514 53% 4.9/5 89/94 /100 26.3 0.50 20% 50.2% 8.3
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normal 1 boss 57 32% 6.8/7 94/98 /100 31.9 0.89 28% 50.8% 8.8
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normal 2 normal 26 65% 5.3/6 87/93 /100 23.0 0.69 4% 31.9% 7.6
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normal 2 elite 17 47% 7.5/7 95/99 /100 32.8 0.65 41% 41.0% 9.5
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perfect 1 normal 600 100% 1.8/2 86/87 /100 8.4 0.00 9% 7.5% 6.6
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perfect 1 elite 565 63% 5.0/5 100/93 /165 26.9 0.00 15% 47.0% 8.2
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perfect 1 boss 93 46% 7.0/7 124/100 /182 38.5 0.00 29% 48.1% 9.0
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perfect 2 normal 74 72% 4.9/5 101/93 /171 29.6 0.00 14% 24.4% 7.9
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perfect 2 elite 42 74% 7.8/8 139/160 /193 42.7 0.00 33% 36.9% 9.0
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perfect 2 boss 11 0% 2.1/2 76/74 /98 12.5 0.00 0% 17.2% 10.8
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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 7% 44% 34% 14% 0%
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normal L1 elite 8% 32% 34% 26% 0%
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normal L1 boss 5% 9% 61% 25% 0%
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normal L2 normal 15% 23% 46% 15% 0%
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normal L2 elite 0% 24% 29% 47% 0%
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perfect L1 normal 10% 49% 26% 14% 1%
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perfect L1 elite 8% 33% 25% 16% 16%
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perfect L1 boss 2% 10% 29% 26% 33%
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perfect L2 normal 3% 35% 24% 24% 14%
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perfect L2 elite 0% 2% 21% 24% 52%
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perfect L2 boss 27% 45% 27% 0% 0%
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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=5.8 elite敌HP均=50.4 boss敌HP均=72.0 | 英雄输出/轮均=7.37 敌输出/场均=4.8 变异伤/场均=0.4 雷伤/场均=0.1
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normal L2: 英雄max_hp=[27] atk=[2] | normal敌HP均=47.1 elite敌HP均=68.0 boss敌HP均=— | 英雄输出/轮均=8.32 敌输出/场均=9.6 变异伤/场均=3.3 雷伤/场均=0.3
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perfect L1: 英雄max_hp=[17] atk=[2] | normal敌HP均=5.8 elite敌HP均=49.9 boss敌HP均=72.0 | 英雄输出/轮均=7.48 敌输出/场均=4.8 变异伤/场均=0.4 雷伤/场均=0.0
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perfect L2: 英雄max_hp=[27] atk=[2] | normal敌HP均=45.6 elite敌HP均=68.0 boss敌HP均=85.0 | 英雄输出/轮均=8.48 敌输出/场均=7.5 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: safe_cell=32.3% hero_attack=32.1% flag_hit=24.2% clear_reward=11.3%
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perfect: hero_attack=32.0% safe_cell=31.4% flag_hit=26.7% clear_reward=9.9%
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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 8.1 1.9 88 8.7% 100%
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1.1 3.5 1.7 87 6.3% 100%
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1.2 50.0 6.3 95 55.3% 72%
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1.3 50.9 3.1 81 43.2% 27%
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1.4 72.0 6.8 94 50.8% 32%
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2.0 45.0 6.8 93 29.0% 94%
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2.5 68.0 7.5 95 41.0% 47%
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2.7 51.8 2.1 73 38.4% 0%
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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=300 分布=L1boss×39 L1elite×242 L1normal×1 L2elite×9 L2normal×9
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进场HP占比 均=55% 中位=53% | 败北场承伤%均=58%
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perfect: 败北场数=300 分布=L1boss×50 L1elite×207 L2boss×11 L2elite×11 L2normal×21
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进场HP占比 均=47% 中位=47% | 败北场承伤%均=50%
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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 3.9 18.8 2.6 2.7 0.9 17.8 17
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normal 2 18 2.4 22.9 8.7 2.9 0.0 28.6 27
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perfect 1 300 4.2 20.1 1.8 3.1 1.5 17.3 17
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perfect 2 43 3.0 22.2 8.9 3.3 0.0 27.8 27
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