renelen
Jun 6, 2014
Jan 1, 1970(56y)
Jan 1, 2027(120d)
Combat
Kills813
Losses123
Efficiency87%
ISK
Destroyed227.96b
Lost3.73b
ISK Eff.98%
Solo
Solo Kills11
Solo Ratio1%
Final Blows86
Combat Points813
Other
NPC Losses10
NPC Loss Ratio8%
Avg Kills/Day0.04
ActivityInactive
renelen
Last Active
Jun 6, 2014
Birthday
Jan 1, 1970 (56 years old)
Next Birthday
Jan 1, 2027 (120 days)
Combat
Kills813
Losses123
Efficiency87%
Danger Ratio92%
ISK
Destroyed227.96b
Lost3.73b
ISK Efficiency98%
Balance+224.23b
Solo
Solo Kills11
Solo Ratio1%
Final Blows86
Combat Points813
Other
NPC Losses10
NPC Loss Ratio8%
Avg Kills/Day0.04
ActivityInactive
Nothing in the last 7d
Bio
*** Damage types to use ***
Angel : Explosive
Blood Raider : EM
EoM : Kin
Gurista : Kinetic
Mercenary : Thermic
Mordus : Kinetic
Rogue Drone : EM
Sansha : EM (Explosive)
Serpentis : Kinetic
Seven : Explosive
*** Hardeners to use ***
Angel : Explosive, Kinetic, All
Amarr : EM, Thermic
Blood Raider : EM, Thermic
EoM : Kinetic, Thermic
Gurista : Kinetic, Thermic
Mercenary : Thermic, Kinetic, EM
Mordus : Kinetic, Thermic, All
Rogue Drone : All
Serpentis : Thermic, Kin
Stacking penalty mod for Nth module or rig:
0.5 ^ [ ((N-1) / 2.22292)^2 ] (number is rounded)
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)
Angel : Explosive
Blood Raider : EM
EoM : Kin
Gurista : Kinetic
Mercenary : Thermic
Mordus : Kinetic
Rogue Drone : EM
Sansha : EM (Explosive)
Serpentis : Kinetic
Seven : Explosive
*** Hardeners to use ***
Angel : Explosive, Kinetic, All
Amarr : EM, Thermic
Blood Raider : EM, Thermic
EoM : Kinetic, Thermic
Gurista : Kinetic, Thermic
Mercenary : Thermic, Kinetic, EM
Mordus : Kinetic, Thermic, All
Rogue Drone : All
Serpentis : Thermic, Kin
Stacking penalty mod for Nth module or rig:
0.5 ^ [ ((N-1) / 2.22292)^2 ] (number is rounded)
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)
Dashboard
Stats
No activity in the last 90d
Last seen Jun 2014
Intel Profile
PlaystyleSolo (0 kills)
Avg Fleet: -