- Kill
- 0
- +0 negli ultimi 90 giorni
- Perdite
- 12
- +0 negli ultimi 90 giorni
- Efficienza
- Efficienza ISK 0%
- ISK distrutti
- 0
- +0 negli ultimi 90 giorni
- Attività
- Inattivo
- 0 kill/giorno · ultimi 90 giorni
Scheda di combattimento
Numeri da eve-kill, di tutta la carriera
Combattimento
- Kill
- 0
- Perdite
- 12
- Indice di pericolo
- 100%
- Colpi finali
- 0
- Punti
- 0
ISK
- Distrutti
- 0
- Persi
- 3.98B
- Bilancio
- -3.98B
- Efficienza ISK
- 0%
Solo
- Kill in solo
- 0
- Percentuale solo
- 0%
- Kill medie/giorno
- —
Altro
- Perdite contro NPC
- 0
- Quota perdite NPC
- 0%
- Attività
- Inattivo
Danni inflitti0
Rapporto danni · 0%
Danni subiti400.9K
Attività
Cosa vola, dove combatte, le ultime kill e perdite
I più preziosi
Le kill più costose del periodo
Chi incontra
Chi uccide, da chi viene ucciso e cosa perde
Ultimi 90g
Uccisi
Ucciso da
Scafi persiPerdite suddivise per classe di scafo.
Bio in gioco
Class 1 = (Faction) Hideaway or Drone Cluster
Class 2 = (Faction) Burrow or Drone Collection
Class 3 = (Faction) Refuge or Drone Assembly
Class 4 = (Faction) Den or Drone Gathering
Class 5 = (Faction) Yard or Drone Surveillance
Class 6 = (Faction) Rally Point or Drone Menagerie
Class 7 = (Faction) Port or Drone Herd
Class 8 = (Faction) Hub or Drone Squad
Class 9 = (Faction) Haven or Drone Patrol
Class 10 = (Faction) Sanctum or Drone Horde
Level 1 = (Faction) + Anomaly Class
Level 2 = (Faction) Hidden + Anomaly Class
Level 3 = (Faction) Forsaken + Anomaly Class
Level 4 = (Faction) Forlorn + Anomaly Class
Damage type to protect against:
Guristas - Kinetic & Thermal
Serpentis - Kinetic & Thermal
Mordus - Kinetic & Thermal
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Kinetic, EM, Thermal & Explosive
Mercenary - Kinetic, EM, Thermal & Explosive
Main Damage type to shoot at the enemy:
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - Thermal
Sansha - Thermal
Angel - Explosive
Mercenary - Thermal
SomeThing I copied and paste
Missile Damage
= Base Damage * MIN( MIN( Sig/ER,1 ) , (Sig/ER * EV/Vel)^( ln(drf) / ln(5.5) )
Sig = Target Signature Radius (Frigs take less damage than battleships)
ER = Missile Explosion Radius (The higher, the better)
EV = Missile Explosion Velocity (The higher, the better)
Vel = Target Speed
First module: 100% of stated value
Second module: 86.9% of stated value
Third module: 58.9% of stated value
Fourth module: 32.4% of stated value
Fifth module: 14.3% of stated value
Sixth module: 5.0% of stated value
Seventh module: 1.3% of stated value** Scanning info **
[Ultimate Missile Damage Formula]
= Base Damage * MIN( MIN( Sig/ER,1 ) , (Sig/ER * EV/Vel)^( ln(DRF) / ln(5.5) )
Sig = Target Signature Radius (Frigs take less damage than battleships)
ER = Missile Explosion Radius (The smaller, the better)
EV = Missile Explosion Velocity (The higher, the better
Class 2 = (Faction) Burrow or Drone Collection
Class 3 = (Faction) Refuge or Drone Assembly
Class 4 = (Faction) Den or Drone Gathering
Class 5 = (Faction) Yard or Drone Surveillance
Class 6 = (Faction) Rally Point or Drone Menagerie
Class 7 = (Faction) Port or Drone Herd
Class 8 = (Faction) Hub or Drone Squad
Class 9 = (Faction) Haven or Drone Patrol
Class 10 = (Faction) Sanctum or Drone Horde
Level 1 = (Faction) + Anomaly Class
Level 2 = (Faction) Hidden + Anomaly Class
Level 3 = (Faction) Forsaken + Anomaly Class
Level 4 = (Faction) Forlorn + Anomaly Class
Damage type to protect against:
Guristas - Kinetic & Thermal
Serpentis - Kinetic & Thermal
Mordus - Kinetic & Thermal
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Kinetic, EM, Thermal & Explosive
Mercenary - Kinetic, EM, Thermal & Explosive
Main Damage type to shoot at the enemy:
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - Thermal
Sansha - Thermal
Angel - Explosive
Mercenary - Thermal
SomeThing I copied and paste
Missile Damage
= Base Damage * MIN( MIN( Sig/ER,1 ) , (Sig/ER * EV/Vel)^( ln(drf) / ln(5.5) )
Sig = Target Signature Radius (Frigs take less damage than battleships)
ER = Missile Explosion Radius (The higher, the better)
EV = Missile Explosion Velocity (The higher, the better)
Vel = Target Speed
First module: 100% of stated value
Second module: 86.9% of stated value
Third module: 58.9% of stated value
Fourth module: 32.4% of stated value
Fifth module: 14.3% of stated value
Sixth module: 5.0% of stated value
Seventh module: 1.3% of stated value** Scanning info **
[Ultimate Missile Damage Formula]
= Base Damage * MIN( MIN( Sig/ER,1 ) , (Sig/ER * EV/Vel)^( ln(DRF) / ln(5.5) )
Sig = Target Signature Radius (Frigs take less damage than battleships)
ER = Missile Explosion Radius (The smaller, the better)
EV = Missile Explosion Velocity (The higher, the better