- Kill
- 0
- +0 negli ultimi 90 giorni
- Perdite
- 1
- +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
- 1
- Indice di pericolo
- 100%
- Colpi finali
- 0
- Punti
- 0
ISK
- Distrutti
- 0
- Persi
- 365.7M
- Bilancio
- -365.7M
- 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 subiti10.1K
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
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