Yelena Yakovleva
12d ago
Nov 10, 2013(12y)
Nov 10, 2026(74d)
Combat
Kills157
Losses95
Efficiency62%
ISK
Destroyed228.93b
Lost19.89b
ISK Eff.92%
Solo
Solo Kills11
Solo Ratio7%
Final Blows29
Points221
Other
NPC Losses8
NPC Loss Ratio8%
Avg Kills/Day0.03
ActivityHigh
Yelena Yakovleva
Last Active
12d ago
Birthday
Nov 10, 2013 (12 years old)
Next Birthday
Nov 10, 2026 (74 days)
Combat
Kills157
Losses95
Efficiency62%
Danger Ratio92%
ISK
Destroyed228.93b
Lost19.89b
ISK Efficiency92%
Balance+209.04b
Solo
Solo Kills11
Solo Ratio7%
Final Blows29
Points221
Other
NPC Losses8
NPC Loss Ratio8%
Avg Kills/Day0.03
ActivityHigh
Nothing in the last 7d
Bio
I am not Russian..... ITS JUST A NAME....
The MATHEMATICIAN. Fear me! WARNING.... ALL PVP SHIP BUILDS ARE CREATED USING HIGH LEVEL MATH!
-------------------------------------------------------------------------------------
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)
The MATHEMATICIAN. Fear me! WARNING.... ALL PVP SHIP BUILDS ARE CREATED USING HIGH LEVEL MATH!
-------------------------------------------------------------------------------------
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
Kills52
Losses11
Efficiency83%
ISK Destroyed141.58b
ISK Lost1.01b
ISK Efficiency99%
Solo Kills3
Solo Losses6
NPC Losses0
Blob Factor52.44
Active TimezoneEUTZ
Final Blows4
Points82
Activity Heat Map (EVE Time)
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Flies With (Corps)
Dies To (Corps)
Intel Profile
PlaystyleBlob (52 kills)
Solo 6% Small 8% Mid 15% Fleet 13% Blob 58%
Avg Fleet: 52.4 FC: Low Bait (3x)
Typically Loses
Top Fleet Partners