Danten Alviss
7d ago
Aug 9, 2013(13y)
Aug 9, 2027(346d)
Combat
Kills368
Losses192
Efficiency66%
ISK
Destroyed602.86b
Lost55.25b
ISK Eff.92%
Solo
Solo Kills49
Solo Ratio13%
Final Blows118
Points418
Other
NPC Losses10
NPC Loss Ratio5%
Avg Kills/Day0.08
ActivityMedium
Danten Alviss
Last Active
7d ago
Birthday
Aug 9, 2013 (13 years old)
Next Birthday
Aug 9, 2027 (346 days)
Combat
Kills368
Losses192
Efficiency66%
Danger Ratio95%
ISK
Destroyed602.86b
Lost55.25b
ISK Efficiency92%
Balance+547.61b
Solo
Solo Kills49
Solo Ratio13%
Final Blows118
Points418
Other
NPC Losses10
NPC Loss Ratio5%
Avg Kills/Day0.08
ActivityMedium
Nothing in the last 7d
Bio
The MATHEMATICIAN. Fear me! WARNING.... ALL PVP SHIP BUILDS ARE CREATED USING HIGH LEVEL MATH!
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Effective DPS = Raw DPS Fractional Modifier
This "Effective DPS" is the crucial number to determine if your ship can survive incoming damage.
FM = min(1, (S * Vt / E * Ve), (E * Ve / S * Vt)^drf)
Required Raw HP/sec Healing = Raw DPS * min(1, (S * Vt / E * Ve))
Where "Vulnerability" = (Unresisted % of Ship) / 100 = 1 - (minimal resistance of ship / 100)
When using Carrier or Capital Class or Stationary vessels, the formula is simpler:
Required Raw HP/s = Total Raw DPS * Vulnerability
To figure out solo how much total Damage you can take before needing to avoid a skirmish:
(Healing HP/sec * 100) / Vulnerability
Variable Definitions
S: The Signature Radius of your target ship (in meters).
E: The Explosion Radius of the incoming missile type (in meters).
Ve: The Explosion Velocity of the incoming missile type (in m/s).
Vt: The Target Velocity of your ship (in m/s).
drf: The Damage Reduction Factor, an inherent, hidden missile stat that dictates how much speed matters (a value between 0.1 and 1.0).
The function min(1, A, B) ensures that the damage applied can never exceed 100% of potential damage.
MU = Dose / (D'0 \xd7 Sc,p \xd7 P \xd7 WF \xd7 TF \xd7 ISF)
2. SSD Technique (Source-to-Surface Distance)
Use this formula when the distance from the source to the patient's skin is fixed (usually 100 cm). This uses the Percent Depth Dose (PDD).
MU = Dose / (D'0 \xd7 Sc,p \xd7 [PDD/100] \xd7 WF \xd7 TF)
3. SAD Technique (Source-Axis Distance / Isocentric)
Use this formula when the center of the tumor is placed at the machine's isocenter. This uses the Tissue Maximum Ratio (TMR).
MU = Dose / (D'0 \xd7 Sc,p \xd7 TMR \xd7 WF \xd7 TF \xd7 ISF)
Required Raw HP/sec healing = (Effective DPS) * Vulnerability
Effective DPS = (EFT DPS / 2) * (Hit Chance) + (EFT DPS / 2) * (Hit Chance)
Hit Chance = 0.5 * (1 + Accuracy_bullet)
Accuracy_bullet = exponential term involving (Target Velocity/Tracking Speed) and (Target Sig Radius/Optimal Range/Accuracy Falloff)
-------------------------------------------------------------------------------------
Effective DPS = Raw DPS Fractional Modifier
This "Effective DPS" is the crucial number to determine if your ship can survive incoming damage.
FM = min(1, (S * Vt / E * Ve), (E * Ve / S * Vt)^drf)
Required Raw HP/sec Healing = Raw DPS * min(1, (S * Vt / E * Ve))
Where "Vulnerability" = (Unresisted % of Ship) / 100 = 1 - (minimal resistance of ship / 100)
When using Carrier or Capital Class or Stationary vessels, the formula is simpler:
Required Raw HP/s = Total Raw DPS * Vulnerability
To figure out solo how much total Damage you can take before needing to avoid a skirmish:
(Healing HP/sec * 100) / Vulnerability
Variable Definitions
S: The Signature Radius of your target ship (in meters).
E: The Explosion Radius of the incoming missile type (in meters).
Ve: The Explosion Velocity of the incoming missile type (in m/s).
Vt: The Target Velocity of your ship (in m/s).
drf: The Damage Reduction Factor, an inherent, hidden missile stat that dictates how much speed matters (a value between 0.1 and 1.0).
The function min(1, A, B) ensures that the damage applied can never exceed 100% of potential damage.
MU = Dose / (D'0 \xd7 Sc,p \xd7 P \xd7 WF \xd7 TF \xd7 ISF)
2. SSD Technique (Source-to-Surface Distance)
Use this formula when the distance from the source to the patient's skin is fixed (usually 100 cm). This uses the Percent Depth Dose (PDD).
MU = Dose / (D'0 \xd7 Sc,p \xd7 [PDD/100] \xd7 WF \xd7 TF)
3. SAD Technique (Source-Axis Distance / Isocentric)
Use this formula when the center of the tumor is placed at the machine's isocenter. This uses the Tissue Maximum Ratio (TMR).
MU = Dose / (D'0 \xd7 Sc,p \xd7 TMR \xd7 WF \xd7 TF \xd7 ISF)
Required Raw HP/sec healing = (Effective DPS) * Vulnerability
Effective DPS = (EFT DPS / 2) * (Hit Chance) + (EFT DPS / 2) * (Hit Chance)
Hit Chance = 0.5 * (1 + Accuracy_bullet)
Accuracy_bullet = exponential term involving (Target Velocity/Tracking Speed) and (Target Sig Radius/Optimal Range/Accuracy Falloff)
Dashboard
Stats
Kills11
Losses24
Efficiency31%
ISK Destroyed2.59b
ISK Lost3.98b
ISK Efficiency39%
Solo Kills0
Solo Losses13
NPC Losses1
Blob Factor12
Active TimezoneUSTZ
Final Blows6
Points15
Activity Heat Map (EVE Time)
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Flies With (Corps)
Dies To (Corps)
Intel Profile
PlaystyleMid Gang (11 kills)
Small 27% Mid 45% Fleet 27%
Avg Fleet: 12 Bait (5x)
Typically Flies
Typically Loses
Top Fleet Partners