- Kill
- 274
- +0 negli ultimi 90 giorni
- Perdite
- 35
- +0 negli ultimi 90 giorni
- Efficienza
- Efficienza ISK 98%
- ISK distrutti
- 150.92B
- +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
- 274
- Perdite
- 35
- Indice di pericolo
- 94%
- Colpi finali
- 35
- Punti
- 274
ISK
- Distrutti
- 150.92B
- Persi
- 3.06B
- Bilancio
- +147.86B
- Efficienza ISK
- 98%
Solo
- Kill in solo
- 10
- Percentuale solo
- 4%
- Kill medie/giorno
- —
Altro
- Perdite contro NPC
- 2
- Quota perdite NPC
- 6%
- Attività
- Inattivo
Danni inflitti952.9K
Rapporto danni · 72%
Danni subiti361.5K
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
RESURRECT IN CLONE BAY
//// Stacking penalty (effectivness of module № n) = e^-(n/2.67)^2
Easy to calculate turret damage in optimal range:
x = 1/T x V/S x 40km/R, where T - tracking, V - target transversal velocity, S - target sig, R - range to target
Typical V/S : Ceptor = 32
Frig = 16
Destroyer = 6
Cruiser = 3-4
BCs = 1
BS = 0.5
x = 0 => your ChanceToHhit = 100%
x = 0.125 => your CTH = 98.9%
x = 0.25 => your CTH = 95.8%
x = 0.375 => your CTH = 90.7%
x = 0.5 => your CTH = 84.1%
x = 0.625 => your CTH = 76.3%
x = 0.75 => your CTH = 67.7%
x = 0.875 => your CTH = 58.8%
x = 1 => your CTH = 50%
x = 1.125 => your CTH = 41.6%
x = 1.25 => your CTH = 33.9%
x = 1.375 => your CTH = 27%
x = 1.5 => your CTH = 21%
x = 1.625 => your CTH = 16%
x = 1.75 => your CTH = 12%
x = 1.825 => your CTH = 8.7%
x = 2 => your CTH = 6.3
...
x = ~2.6 => CTH <1% wrecking shots only
Translating CTH to average DPS: DPS*(((CTH^2)*CTH+0.0499)/2)
////
100% hit Missile range = flight time ROUNDED DOWN * missile velocity
X% hit missile range = flight time ROUNDED UP * missile velocity, where X is decimal part of flight time (before rounding up)
Missile application: min(1, S/E, (S/E*Ve/V)^damagereductionfactor)
▒█▀▀█ █▀▀█ █▀▀ █▀▀ █▀▀ ▒█▀▄▀█ G O O D MTX Seal of Quality
▒█▄▄█ █▄▄▀ █▀▀ ▀▀█ ▀▀█ ▒█▒█▒█ O Verified by M-posting, Inc.
▒█░░░ ▀░▀▀ ▀▀▀ ▀▀▀ ▀▀▀ ▒█░░▒█ Y
//// Stacking penalty (effectivness of module № n) = e^-(n/2.67)^2
Easy to calculate turret damage in optimal range:
x = 1/T x V/S x 40km/R, where T - tracking, V - target transversal velocity, S - target sig, R - range to target
Typical V/S : Ceptor = 32
Frig = 16
Destroyer = 6
Cruiser = 3-4
BCs = 1
BS = 0.5
x = 0 => your ChanceToHhit = 100%
x = 0.125 => your CTH = 98.9%
x = 0.25 => your CTH = 95.8%
x = 0.375 => your CTH = 90.7%
x = 0.5 => your CTH = 84.1%
x = 0.625 => your CTH = 76.3%
x = 0.75 => your CTH = 67.7%
x = 0.875 => your CTH = 58.8%
x = 1 => your CTH = 50%
x = 1.125 => your CTH = 41.6%
x = 1.25 => your CTH = 33.9%
x = 1.375 => your CTH = 27%
x = 1.5 => your CTH = 21%
x = 1.625 => your CTH = 16%
x = 1.75 => your CTH = 12%
x = 1.825 => your CTH = 8.7%
x = 2 => your CTH = 6.3
...
x = ~2.6 => CTH <1% wrecking shots only
Translating CTH to average DPS: DPS*(((CTH^2)*CTH+0.0499)/2)
////
100% hit Missile range = flight time ROUNDED DOWN * missile velocity
X% hit missile range = flight time ROUNDED UP * missile velocity, where X is decimal part of flight time (before rounding up)
Missile application: min(1, S/E, (S/E*Ve/V)^damagereductionfactor)
▒█▀▀█ █▀▀█ █▀▀ █▀▀ █▀▀ ▒█▀▄▀█ G O O D MTX Seal of Quality
▒█▄▄█ █▄▄▀ █▀▀ ▀▀█ ▀▀█ ▒█▒█▒█ O Verified by M-posting, Inc.
▒█░░░ ▀░▀▀ ▀▀▀ ▀▀▀ ▀▀▀ ▒█░░▒█ Y