- Kills
- 0
- +0 in the last 90 days
- Losses
- 30
- +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
- 30
- Danger Ratio
- 100%
- Final Blows
- 0
- Points
- 0
ISK
- Destroyed
- 0
- Lost
- 1.27B
- Balance
- -1.27B
- 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 Taken156.7K
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
wNPC Damage Types: https://wiki.eveuniversity.org/NPC_damage_types
Stacking penalty mod for Nth module or rig=
0.5 ^ [ ((N-1) / 2.22292081)^2 ]
1st: 100%
2nd: 86.9%
3rd: 57.1%
4th: 28.3%
5th: 10.6%
note: modules with highest bonuses are calculated first.
Turret chance to hit:
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
When tracking is not an issue (Transversal = 0)
Optimal Range = 100% chance to hit, 102.495% dps
Optimal Range + 1/2 Falloff = ~85% chance to hit, 80% dps
Optimal Range + Falloff = 50% chance to hit, 40% dps
Optimal Range + Falloff x 2 = ~6% chance
Align time (seconds) = [mass(kg) / 1mil] x inertia x 1.386
Lock time (seconds) = [40000/ScanRes] / [asinh(SigRadius) ^2]
Standing to use agents:
Lv2 = 1.0
Lv3 = 3.0
Lv4 = 5.0
Lv5 = 7.0
Skill training rate = Primary attrib. + [0.5x Secondary attrib.] SP per minute
Stacking penalty mod for Nth module or rig=
0.5 ^ [ ((N-1) / 2.22292081)^2 ]
1st: 100%
2nd: 86.9%
3rd: 57.1%
4th: 28.3%
5th: 10.6%
note: modules with highest bonuses are calculated first.
Turret chance to hit:
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
When tracking is not an issue (Transversal = 0)
Optimal Range = 100% chance to hit, 102.495% dps
Optimal Range + 1/2 Falloff = ~85% chance to hit, 80% dps
Optimal Range + Falloff = 50% chance to hit, 40% dps
Optimal Range + Falloff x 2 = ~6% chance
Align time (seconds) = [mass(kg) / 1mil] x inertia x 1.386
Lock time (seconds) = [40000/ScanRes] / [asinh(SigRadius) ^2]
Standing to use agents:
Lv2 = 1.0
Lv3 = 3.0
Lv4 = 5.0
Lv5 = 7.0
Skill training rate = Primary attrib. + [0.5x Secondary attrib.] SP per minute