- Kills
- 0
- +0 in the last 90 days
- Losses
- 1
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 0%
- ISK destroyed
- 0
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 0
- Losses
- 1
- Danger Ratio
- 100%
- Final Blows
- 0
- Points
- 0
ISK
- Destroyed
- 0
- Lost
- 365.7M
- Balance
- -365.7M
- ISK Efficiency
- 0%
Solo
- Solo Kills
- 0
- Solo Ratio
- 0%
- Avg Kills/Day
- —
Other
- NPC Losses
- 0
- NPC Loss Ratio
- 0%
- Activity
- Inactive
Damage Dealt0
Damage Ratio · 0%
Damage Taken10.1K
Activity
What they fly, where they fight, latest kills and losses
Most Valuable
The priciest kills in the window
Matchups
Who they kill, who kills them, what they lose
Last 90d
Killed
Killed By
Hulls LostLosses broken down by hull class.
In-game bio
Mission Standings
(L=agent level, Q=agent quality, NS=needed standing)
The formula to determine NS is 2L+Q/20-2
Examples:
Beginning at a standing of -1, you can only do L1/Q-20 missions.
See: 2*1+(-20/20)-2 = 2-1-2 = -1
For every increment in quality, you will need an additional 0.05 standing.
So:
L1/Q-19 -> NS-0.95
L1/Q-18 -> NS-0.90
L1/Q0 -> NS+0.00
L1/Q+1 -> NS+0.05
L1/Q+20 -> NS+1.00
L2/Q-20 -> NS+1.00
L3/Q-19 -> NS+3.05
L5/Q+1 -> NS+8.05
All clear now?
Turret Weapon Range
To determine the maximum range (M) of your turret weapon (before ammo modifications), you simply need to add 2 times the Falloff (F) to that Optimal Range (R), so M=F+2*R.
Now, from R to M, the damage taken by your target (after tracking speed is taken into effect and other random factors) will be reduced on a sliding scale from 0% at R
(L=agent level, Q=agent quality, NS=needed standing)
The formula to determine NS is 2L+Q/20-2
Examples:
Beginning at a standing of -1, you can only do L1/Q-20 missions.
See: 2*1+(-20/20)-2 = 2-1-2 = -1
For every increment in quality, you will need an additional 0.05 standing.
So:
L1/Q-19 -> NS-0.95
L1/Q-18 -> NS-0.90
L1/Q0 -> NS+0.00
L1/Q+1 -> NS+0.05
L1/Q+20 -> NS+1.00
L2/Q-20 -> NS+1.00
L3/Q-19 -> NS+3.05
L5/Q+1 -> NS+8.05
All clear now?
Turret Weapon Range
To determine the maximum range (M) of your turret weapon (before ammo modifications), you simply need to add 2 times the Falloff (F) to that Optimal Range (R), so M=F+2*R.
Now, from R to M, the damage taken by your target (after tracking speed is taken into effect and other random factors) will be reduced on a sliding scale from 0% at R