Income & Profit

Pilot & System Parameters

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M/hr

Ship Risk & Schedule

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Site Mix — Guristas Anomalies

Set how many of each site you run per hour (or fractional). Bounties are the raw rat-bounty sum per clear, before the DBS multiplier. Edit any cell — defaults are ballpark; calibrate to your fits & skills.
AnomalyBounty / clearClear timeRuns / hrRaw bounty / hrNet bounty / hr
TOTAL

ISK Goal

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Net ISK/hr comes from your Income tab (faction, BRM, ESS, site mix, ship losses). Tune those and this updates.

Where Your ISK Comes From · per hour

Projection to Goal

Ship ISK/hr — At a Glance

Import From Probe Scanner

In space: Alt+P opens the Probe Scanner → Cosmic Anomalies tab. No probes needed — anomalies show at 100% instantly. Click in the list, Ctrl+A then Ctrl+C, paste below. (ESI/the API can't see anomalies, so this copy-paste is the only way to pull them in — same trick Pathfinder & Tripwire use.)

Sites In Your System — Ranked by ISK / min

Paste your scanner list and hit Detect to see what's here, ranked by value per minute (net bounty + expected loot).

Scanned Systems — Compare

Save scans of different systems to compare which is worth ratting. Ranked by total clear value (best on top).
No saved scans yet — name a system and hit "Save to History" after detecting.

Live Local Intel — Who Just Showed Up?

Two ways in: (1) copy your Local member list (Ctrl+A → Ctrl+C on the list) for a full system scan, or (2) paste lines from your alliance intel channels — the tool reads the system call-outs and reported pilots. Either way each pilot is checked against ESI + zKillboard and ranked by threat, with the system and reported ship kept alongside. Reds/neutrals near you = dock or warp.
Intel lines are free text, so name-finding leans on ESI to confirm real pilots (and a slang list for ships like "retris", "brutix navy"). Systems are caught by pattern; descriptive calls with no pilot still register the system & ships.
Sort: · Expire:
zKillboard can't be called straight from a browser (CORS + User-Agent), so live mode needs a proxy Worker — same trick as your SIMBAD/DSS proxies. Leave blank to explore with Demo data.
Logs your character in through EVE's official SSO (PKCE) so the tool knows your live location — your current system auto-drives the jumps + heading (no manual home needed), and it can read your ship/online and set autopilot, RIFT-style. It does not read local or chat (ESI has no chat API) — intel still comes from the log watcher. One-time setup: register a free app at developers.eveonline.com with the PKCE flow, set the callback to this page's exact URL, paste the Client ID here. The token exchange runs through your Worker.
Sets how many jumps each reported hostile is from you, and which gate they'd take toward you.
Point this at Documents/EVE/logs/Chatlogs (Chrome/Edge). The tool tails your selected intel channels and auto-runs each new pilot through ESI + zKill — no pasting. It reads your own local log files; nothing is uploaded. ESI has no chat API, so this folder is the only way to auto-ingest channels.
▾ D-SCAN READERpaste a directional scan to read the fleet comp · or drop a dscan link

Threat Board

Paste local and hit Scan — or hit Load Demo to see how the board looks with a mixed gang inbound.

How "known for" is judged

Each pilot's verdict is derived from their zKill record: danger % (kills vs losses — how often they're the hunter), gang % (solo vs fleet), recent activity, and the ships they actually undock. Cloaky/recon/black-ops or cyno losses flag a hotdrop/cloaky-camper risk; dictors/HICs flag tackle; carriers/dreads flag capital escalation; mostly losses or industrial hulls read as soft. It's a heuristic on public data, not certainty — a quiet killboard isn't proof of safety (could be an alt or a freshly-cloaked cyno).
Region:
Contacts from your intel channels, painted live — hover a marker for details.
⚠ RED ALERT within jumps tiers
Load intel (or hit Load Demo) in the Live Local Intel tab — reported pilots will appear here on the region map.
scroll to zoom · drag to pan · double-click to reset

Ship Comparison — ISK/hr in Your Site Mix

ISK/hr is derived from your Income settings and current site mix — faster clears (higher applied DPS) = more sites/hr = more ISK. Edit any cell; defaults are good-skills ballparks.
ShipApplied DPSEHPFit cost Sites/hrNet ISK/hrISK/hr per 100MBreak-even
dps
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Combat Profile

Combat Drones — Full Matrix

DamageLightMediumHeavySentryvs faction

Missile Ammo → Damage

AmmoDamagevs faction

Sentry & Drone Notes

Light = frigates/fast tackle · Medium = cruisers (Gila uses 2) · Heavy = battleships & the Ishtar's main DPS · Sentry = stationary, huge range & alpha, the classic Ishtar ratting choice (Garde close / Warden far).

Gallente (thermal) drones hit hardest but move slowest; Minmatar (explosive) are fastest with the best tracking; Caldari (kinetic) and Amarr (EM) sit between. For ratting you pick by the faction's weakness, then prefer the highest-DPS option you can apply.

Electronic Warfare & Utility Drones

These deal no damage — they're your anti-tackle / escape kit (mainly vs player gankers, with niche PvE use to blunt rat damage). "vs faction" shows how useful each is against the selected rats.
DroneEffectBest used againstvs faction

Per-Ship Loadout

ShipPrimary weaponsTank / resistsNotes

Mining ISK/hr — Quick Calc

ISK/m³
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Nullsec Ore — What's Worth Pulling

Nullsec-only ores carry the high-end minerals. "ABC" — Arkonor, Bistot, Crokite — are the money rocks (Megacyte/Zydrine). Mercoxit is the only Morphite source. Values shift with the market; tune the calc above to your region.
OreBest variantm³/unitKey mineralsRough ISK/m³*Null only
*Very rough, reprocessed-value ballpark — markets move. Variants (+5%/+10%/+15%) like Crystalline Crokite or Bistot's Triclinic give more mineral per unit. Compress before hauling.

Minerals → What They Build

MineralUsed for

Mining Ships

HullClassRole

Beyond Ore — Ice · Gas · Moons

Combat Anomalies — No Scanning Needed

Your ratting bread-and-butter. They appear instantly at 100% in the Probe Scanner's Cosmic Anomalies tab. Which ones spawn depends on system truesec + IHUB military upgrades — Havens & Sanctums only show in well-upgraded systems. Ranked easiest → most rewarding:
AnomalyRats spawnWavesCaps?Bounty/clear*Bonus spawn / good loot

Anomaly → DED Escalation

Combat anomalyTierWhereEscalates to

DED-Rated Complexes — Scan With Probes

RatingSiteWhereShip limitDrops if good

Wave & Room Breakdown — Click a Site

Anomalies are one ungated pocket where waves spawn as you kill trigger ships; DED complexes are gated rooms. Exact composition varies by site variant — this is the structural shape.

Loot Tiers — What "Good" Means

TierExampleValue

Escalations · Officers · Capitals

PvE Difficulty Ratings — Decoder

Every kind of EVE PvE uses its own scale and they all use letters, which is why they blur together. None of these is your Branch sov ratting (that's the anomalies + DED complexes above) — but you'll see them constantly in chat and guides.
C1–C6 · WORMHOLE CLASSES
ClassDifficultyWhat it means
C1–C2easiestfrigate/cruiser Sleeper sites; day-tripper friendly
C3low–midbattlecruiser/BS Sleeper sites; popular solo
C4midbattleship sites; isolated (no direct k-space static)
C5highcapital-escalation Sleeper sites — serious ISK, run with caps
C6hardesttop capital escalations; elite groups only
Wormhole space (separate from k-space). Enemies are Sleepers. C13 = shattered, frigate-only holes; Thera is a special unclassed hub. Each WH also has an effect (Pulsar, Magnetar, Wolf-Rayet, etc.).
L1–L5 · AGENT MISSION LEVELS
LevelShip classWhere
L1frigate / destroyerhighsec
L2destroyer / cruiserhighsec
L3cruiser / battlecruiserhighsec
L4battleshiphighsec — the standard endgame missions
L5battleship / capitallowsec, usually multi-boxed
Given by mission agents at stations. Distinct from anomaly ratting — missions are scripted and warp you to dedicated deadspace.
T0–T6 · ABYSSAL DEADSPACE TIERS
TierNameFeelReward
T0Tranquilintro, cheap shipslowest
T1Calm≈ L3 missionlow
T2Agitated≈ L4 missionlow–mid
T3Fiercenavy/T2 cruiser speed-rundecent profit starts
T4Ragingblingy T2 cruisershigh
T5Chaoticfew ships qualifyhigh
T6Cataclysmicmax SP + heavy blinghighest; capital mutaplasmids
Pocket-instanced "Abyss" entered with filaments from a safespot. 20-minute timer — clear and exit or your ship is destroyed. Run as 1 cruiser, 2 destroyers (2 filaments), or 3 frigates (3 filaments). Each filament has a weather type (Electrical, Dark, Exotic, Firestorm, Gamma) giving one bonus + one penalty.
Don't confuse the two "T"s: T1 / T2 / T3 also means Tech level — Tech I (basic), Tech II (advanced), Tech III (strategic cruisers). For modules the quality ladder is meta → Tech II → faction → deadspace → officer. And the DED 1/10–10/10 scale (covered above) rates combat complexes. So "T2" can mean a Tech II ship or an Agitated Abyss — context decides.
Good news — normal ratting doesn't touch faction standing. Killing belt, anomaly, and scanned/DED rats only pays bounties and raises your security status; it does not lower your Guristas (or any) faction standing. Standing only drops from killing mission-spawned ships (agent missions, the Guristas Epic Arc) and from Faction Warfare. So you can farm Branch Guristas all day without denting Guristas standing — pirate standing mainly matters for pirate Epic Arcs, pirate FW, and COSMOS agents.

Rat Faction Combat Profiles

Each pirate faction has a fixed damage profile — tank what they hit you with, shoot their weakness. Proportions from the standard tanking breakdown.
FactionHits you with (tank this)Deal thisAmmo / dronesEWAR to expect
Guristas ← youKinetic 75% / Therm 25%KineticScourge · Caldari (Wasp/Vespa)ECM — jams your lock
SerpentisKinetic 50% / Thermal 50%Kin ThermScourge / Inferno · Caldari / GallenteSensor Dampeners — cut range & lock
Angel CartelExplosive 70% / Kin 20% / EM 10%ExplosiveNova · Minmatar (Berserker)Target Painters — bloat your sig
Blood RaidersEM 50% / Thermal 50%EMMjolnir · Amarr (Praetor)Energy neuts + tracking disruptors — cap warfare!
Sansha's NationEM 50% / Thermal 50%EMMjolnir · Amarr (Praetor)Tracking Disruptors — wreck your turrets
Rogue DronesExplosive 70% / Kin / ThermExp variesNova · Minmatar (varies)none — and no faction standing at all
Mordu's LegionKinetic / ThermalKin ThermScourge / InfernoScram + web — they tackle you!
Damage → tool mapping: Kinetic = Scourge / Caldari drones · Thermal = Inferno / Gallente · EM = Mjolnir / Amarr · Explosive = Nova / Minmatar.

Loot Lines — Spot a Good Drop Anywhere

FactionDeadspaceFaction modsTank style
GuristasPithDread Guristasshield / active
SerpentisCoreShadow Serpentisshield + damps
Angel CartelGistDominationfast, armor/shield
Blood RaidersCorpusDark Bloodarmor + neut
Sansha's NationCentusTrue Sanshaarmor + lasers
Rogue Dronesminerals / alloys / drone BPCsvaries
Deadspace tiers everywhere: C-Type → B → A → X-Type (best). Shield lines = Pith/Core/Gist; armor lines = Corpus/Centus. Officer mods are the rarest drops of all.

Where They Live (Nullsec)

FactionNull regions (approx.)
GuristasVenal, Branch, Tenal (north) ← you
Angel CartelCurse, Great Wildlands, Catch, Immensea, Detorid, Tenerifis, Feythabolis (SE)
Blood RaidersDelve, Querious, Period Basis (SW)
SerpentisFountain, Cloud Ring, Outer Ring, Syndicate (W)
Sansha's NationStain, Esoteria, Paragon Soul, Catch (S)
Rogue Dronesdrone regions NE: Cobalt Edge, Perrigen Falls, Malpais, Oasa
Rat faction is fixed to the region (not sov), so this is stable. Since standing isn't the issue, the real reason to know it: roaming or relocating means different damage to tank and shoot — re-check this before ratting new space.
Use Bayesian-learned probabilities from Run Log when data exists (off = use the manual estimates below)

Loot / Spawn Model per Site

These probabilities are community estimates, not published values — CCP does not release spawn tables. They're starting priors. As you log runs in the Run Log tab, the engine blends these with your observed rates and the predictor self-corrects.
Anomaly P(faction)Faction val P(escal.)Escal. val P(officer)Officer val E[loot]/siteP(good)
Faction = Dread Guristas spawn dropping faction modules/ammo · Escalation = site escalates (Hub→8/10, Haven/Sanctum→10/10) · Officer = named officer (Kaikka, Estamel, Vepas, Thon) — rare, huge. Values are in millions of ISK and are expected payouts (already averaged over good/bad drops).

Log a Site Run

Log every site you clear — including the boring ones with no faction spawn. The "nothing" runs are what make the probability estimates accurate (they're the denominator).

Learned Probabilities

AnomalyRuns Faction obs → est (90% CI) Escal. obs → est Officer obs → est Avg loot/run

Recent Runs

TimeAnomalyOutcomeLoot (M)
No runs logged yet — log a few clears to start training the predictor.

How The Numbers Are Built

1 · Bounty income (Dynamic Bounty System + ESS)

For each anomaly, raw rat bounty per clear × runs/hr gives raw bounty/hr. The DBS multiplier (the Bounty Risk Modifier shown on the starmap) scales it, then the ESS skims a cut you only partly recover:

gross/hr = Σ (bountyi × runsi) × BRM
net/hr = gross/hr × [ (1 − essTake) + essTake × essRecovery ] × (1 − tax)

essTake ≈ 40% goes to the ESS bank (Main pays contributors every 3h, Reserve is the stealable jackpot). essRecovery is your realistic take after theft and contribution share. Drop it toward 60–70% in contested space, push it to ~90% in a quiet pocket with a defended ESS.

2 · Net ISK and profit margin

net ISK/hr = bounty net/hr + E[loot]/hr − drone burn/hr − ship loss/hr
ship loss/hr = hull&fit value ÷ avg hours between losses
profit margin = net ISK/hr ÷ gross income/hr

Ship-loss is amortized: a 280M Ishtar lost once every 220 hours costs ~1.3M/hr in expectation. Break-even hours = hull value ÷ net ISK/hr.

3 · The loot predictor — expected value

Each site type has three independent "good outcomes" with a probability and an expected ISK payout. Expected loot per site:

E[loot] = pF·VF + pE·VE + pO·VO

And the headline "chance of a good drop" is the chance at least one fires (treating them as independent):

P(good) = 1 − (1−pF)(1−pE)(1−pO)

4 · Why it gets smarter — Beta-Binomial learning

This is the part you asked about: how to actually predict probability from the sites. Spawn chances aren't published, so you can't hard-code a true value — you estimate it from observation. Each outcome (faction / escalation / officer) per site type is a coin with unknown bias p. The conjugate prior for a binomial coin is the Beta distribution:

  • Start with a weak prior Beta(α₀, β₀) encoding the community estimate (e.g. a 10% guess with low confidence → α₀=2, β₀=18).
  • Observe s successes in n logged runs. The posterior is just an add: Beta(α₀+s, β₀+n−s).
  • Best estimate = posterior mean (α₀+s)/(α₀+β₀+n). The 90% credible interval comes from the inverse Beta CDF (computed in-page) and shrinks as n grows.

So with zero data you get the prior; after 200 hubs you get essentially your own measured rate, with a confidence band. That's a real predictive model that calibrates itself — no machine-learning library, just conjugate Bayesian updating. Everything persists in your browser (localStorage), so it works the same when you drop this file on MyWeb or open it locally.

Want to extend it: log which faction module dropped to learn a per-site loot-value distribution instead of a flat average; or add a Dirichlet over site-spawn frequencies to predict which anomalies your system will throw next.