Nov 28, 2019
Jun 2, 2011(15y)
Jun 2, 2027(293d)
Combat
Kills274
Losses35
Efficiency89%
ISK
Destroyed150.92b
Lost3.06b
ISK Eff.98%
Solo
Solo Kills10
Solo Ratio4%
Final Blows35
Points274
Other
NPC Losses2
NPC Loss Ratio6%
Avg Kills/Day0.05
ActivityInactive
Nothing in the last 7d
Bio
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)

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Stats

No activity in the last 90d

Last seen Nov 2019

Intel Profile
PlaystyleSolo (0 kills)
Avg Fleet: -