- 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
111 lines
8.0 KiB
Plaintext
111 lines
8.0 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60, min=85, max=96)
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[日志清图校准对照] L1 d1 10x10: safe=91 (样本29, min=87, max=96)
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[日志清图校准对照] L1 d2 12x12: safe=124 (样本180, min=116, max=132)
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[日志清图校准对照] L1 d3 12x12: safe=126 (样本21, min=120, max=132)
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[日志清图校准对照] L1 d4 12x12: safe=122 (样本44, min=116, max=130)
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[日志清图校准对照] L2 d0 12x12: safe=125 (样本10, min=121, max=130)
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[日志清图校准对照] L2 d1 12x12: safe=126 (样本4, min=126, max=131)
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[日志清图校准对照] L2 d6 12x12: safe=125 (样本6, min=122, max=131)
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[日志清图校准对照] L2 d9 12x12: safe=124 (样本8, min=117, max=125)
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[日志清图校准对照] L3 d0 13x13: safe=144 (样本4, min=142, max=145)
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[日志清图校准对照] L3 d1 13x13: safe=149 (样本1, min=149, max=149)
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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 275 (91.7%) 止步L2 23 (7.7%) 止步L3 2 (0.7%)
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逐关通过率: L1 8.3% · L2(过L1后累计) 0.7% · 条件通过 L1→L2 8.0% · L2→L3 0.0%
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perfect: 通关3关 3/300 = 1.0% | 止步L1 263 (87.7%) 止步L2 25 (8.3%) 止步L3 9 (3.0%)
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逐关通过率: L1 12.3% · L2(过L1后累计) 4.0% · 条件通过 L1→L2 32.4% · L2→L3 25.0%
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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 85/87 /100 8.4 0.06 8% 7.8% 6.7
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normal 1 elite 528 58% 4.9/5 89/95 /100 26.6 0.46 23% 46.7% 8.5
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normal 1 boss 79 32% 6.4/6 96/98 /100 32.7 1.00 29% 47.8% 9.0
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normal 2 normal 64 80% 5.4/5 90/94 /100 27.8 0.47 12% 29.6% 7.8
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normal 2 boss 12 17% 5.0/6 90/96 /100 27.2 0.58 25% 21.3% 11.5
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normal 3 normal 4 50% 5.5/6 87/100 /100 33.7 0.00 50% 21.6% 7.9
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perfect 1 normal 600 100% 1.8/2 86/87 /100 8.2 0.00 7% 7.5% 6.6
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perfect 1 elite 560 61% 4.9/5 102/94 /165 27.1 0.00 14% 48.0% 8.1
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perfect 1 boss 84 44% 7.4/8 121/100 /187 37.6 0.00 25% 50.9% 8.8
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perfect 2 normal 103 87% 5.2/5 101/93 /160 29.0 0.00 12% 30.2% 8.2
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perfect 2 boss 24 50% 5.8/6 113/100 /174 31.6 0.00 21% 28.5% 11.3
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perfect 3 normal 33 91% 5.5/5 96/89 /143 34.2 0.00 9% 23.4% 8.3
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perfect 3 boss 9 33% 8.3/8 101/88 /171 52.2 0.00 0% 20.7% 8.6
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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 11% 47% 26% 15% 0%
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normal L1 elite 12% 26% 30% 32% 0%
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normal L1 boss 3% 11% 54% 30% 1%
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normal L2 normal 5% 33% 31% 31% 0%
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normal L2 boss 8% 25% 42% 25% 0%
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normal L3 normal 25% 25% 0% 50% 0%
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perfect L1 normal 13% 47% 26% 13% 1%
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perfect L1 elite 11% 29% 24% 17% 19%
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perfect L1 boss 1% 11% 38% 18% 32%
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perfect L2 normal 2% 35% 30% 18% 15%
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perfect L2 boss 4% 25% 21% 21% 29%
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perfect L3 normal 3% 48% 27% 9% 12%
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perfect L3 boss 0% 56% 11% 11% 22%
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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=49.9 boss敌HP均=72.0 | 英雄输出/轮均=7.65 敌输出/场均=4.7 变异伤/场均=0.5 雷伤/场均=0.2
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normal L2: 英雄max_hp=[27] atk=[2] | normal敌HP均=44.9 elite敌HP均=— boss敌HP均=85.0 | 英雄输出/轮均=8.40 敌输出/场均=7.6 变异伤/场均=3.6 雷伤/场均=0.3
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normal L3: 英雄max_hp=[37] atk=[2] | normal敌HP均=50.0 elite敌HP均=— boss敌HP均=— | 英雄输出/轮均=7.95 敌输出/场均=8.0 变异伤/场均=12.8 雷伤/场均=0.0
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perfect L1: 英雄max_hp=[17] atk=[2] | normal敌HP均=5.8 elite敌HP均=50.2 boss敌HP均=72.0 | 英雄输出/轮均=7.45 敌输出/场均=4.9 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=45.2 elite敌HP均=— boss敌HP均=85.0 | 英雄输出/轮均=8.77 敌输出/场均=8.1 变异伤/场均=2.4 雷伤/场均=0.0
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perfect L3: 英雄max_hp=[37] atk=[2] | normal敌HP均=48.2 elite敌HP均=— boss敌HP均=105.0 | 英雄输出/轮均=8.39 敌输出/场均=8.5 变异伤/场均=6.9 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=31.5% hero_attack=31.1% flag_hit=24.0% clear_reward=13.4%
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perfect: safe_cell=31.9% hero_attack=31.8% flag_hit=27.0% clear_reward=9.2%
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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 8.7 2.0 88 9.8% 100%
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1.1 3.0 1.6 83 5.8% 100%
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1.2 50.0 6.2 95 49.5% 76%
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1.3 49.8 3.2 81 42.9% 35%
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1.4 72.0 6.4 96 47.8% 32%
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2.0 45.0 7.2 96 29.6% 96%
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2.1 45.8 4.2 85 31.3% 62%
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2.6 43.2 4.4 90 26.7% 80%
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2.9 85.0 5.0 90 21.3% 17%
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3.0 50.0 7.0 100 28.4% 100%
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3.1 50.0 4.0 74 14.9% 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×54 L1elite×221 L2boss×10 L2normal×13 L3normal×2
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进场HP占比 均=54% 中位=53% | 败北场承伤%均=54%
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perfect: 败北场数=297 分布=L1boss×47 L1elite×216 L2boss×12 L2normal×13 L3boss×6 L3normal×3
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进场HP占比 均=49% 中位=47% | 败北场承伤%均=53%
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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 4.0 18.8 3.0 2.8 1.3 17.7 17
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normal 2 25 3.0 23.2 12.6 3.2 4.8 27.8 27
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normal 3 2 2.0 16.0 25.5 3.5 0.0 38.0 37
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perfect 1 300 4.1 20.2 1.8 3.2 1.4 17.4 17
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perfect 2 37 3.4 27.7 8.4 3.9 6.2 26.0 27
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perfect 3 12 3.5 29.6 24.2 6.4 8.7 38.8 37
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