Admiral Argis
Dec 7, 2012
Jun 17, 2008(18y)
Jun 17, 2027(302d)
Combat
Kills0
Losses1
Efficiency0%
ISK
Destroyed0
Lost365.65m
ISK Eff.0%
Solo
Solo Kills0
Solo Ratio0%
Final Blows0
Points0
Other
NPC Losses0
NPC Loss Ratio0%
Avg Kills/Day0.00
ActivityInactive
Admiral Argis
Last Active
Dec 7, 2012
Birthday
Jun 17, 2008 (18 years old)
Next Birthday
Jun 17, 2027 (302 days)
Combat
Kills0
Losses1
Efficiency0%
Danger Ratio100%
ISK
Destroyed0
Lost365.65m
ISK Efficiency0%
Balance-365654893
Solo
Solo Kills0
Solo Ratio0%
Final Blows0
Points0
Other
NPC Losses0
NPC Loss Ratio0%
Avg Kills/Day0.00
ActivityInactive
Nothing in the last 7d
Bio
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
Dashboard
Stats
No activity in the last 90d
Last seen Dec 2012
Intel Profile
PlaystyleSolo (0 kills)
Avg Fleet: -