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Relic and data sites: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
relic site loot distribution information
Line 156: Line 156:


(Credit to David Louis for making an overview like this on: https://forums.eve-scout.com/topic/409/safety-can-i-warp-to-this-site)
(Credit to David Louis for making an overview like this on: https://forums.eve-scout.com/topic/409/safety-can-i-warp-to-this-site)
== Relic site loot distribution ==
Based on research done by MacrophageNT the relic site contents follow certain simple rules<ref name="relic distributeion">[https://www.reddit.com/r/Eve/comments/af7536/the_ultimate_nullsec_faction_relicdata_sites/ The Ultimate Nullsec Faction Relic/Data Sites Profitability Comparison]</ref>. The following information is for sites in null security space, the distribution of materials in other areas is likely identical.
{| class="wikitable" style="text-align: center;padding:10px;"
|-
! Salvage !! Angel Cartel !! Blood Raiders !! Guristas !! Sansha's nation !! Serpentis
|-
|style="text-align:right;"|Artificial Neural Network&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Damaged Artificial Neural Network&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Interface Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Fried Interface Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Logic Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Burned Logic Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Micro Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Charred Micro Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Power Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Tripped Power Circuit&nbsp;|| x || x || x || x || x
|-
|style="text-align:right;"|Impetus Console&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Thruster Console&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Single-crystal Superalloy I-beam&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Alloyed Tritanium Bar&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Trigger Unit&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Smashed Trigger Unit&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Capacitor Console&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Melted Capacitor Console&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Power Conduit&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Tangled Power Conduit&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Enhanced Ward Console&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Ward Console&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Intact Shield Emitter&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Malfunctioning Shield Emitter&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;|| x
|-
|style="text-align:right;"|Telemetry Processor&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Scorched Telemetry Processor&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;
|-
|style="text-align:right;"|Current Pump&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;
|-
|style="text-align:right;"|Defective Current Pump&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;
|-
|style="text-align:right;"|Intact Armor Plates&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;
|-
|style="text-align:right;"|Armor Plates&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;
|-
|style="text-align:right;"|Nanite Compound&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;
|-
|style="text-align:right;"|Contaminated Nanite Compound&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;
|-
|style="text-align:right;"|Conductive Thermoplastic&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x
|-
|style="text-align:right;"|Conductive Polymer&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x
|-
|style="text-align:right;"|Drone Transceiver&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x
|-
|style="text-align:right;"|Broken Drone Transceiver&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x
|-
|style="text-align:right;"|Lorentz Fluid&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x
|-
|style="text-align:right;"|Contaminated Lorentz Fluid&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x
|}
Each relic site in null security space/wormholes contains three different kind of containers: Rubble, remains and ruins. These containers always have the same loot distribution without influence from the site type.
{| class="wikitable" style="text-align: center;padding:10px;"
|-
! Container !! T1 probablility<br>(ammount)!! T2 probability<br>(ammount)
|-
|style="text-align:right;"|Rubble&nbsp;|| 25% (3-20) || 5.5% (1-3)
|-
|style="text-align:right;"|Remain&nbsp;|| 50% (5-40) || 12.5% (1-5)
|-
|style="text-align:right;"|Ruin&nbsp;|| 0% || 25% (1-15)
|}
For example in a "Rubble" container each T1 salvage has independent 25% probability to appear in a stack of 3-20 units. Stack sizes are all uniformly distributed so a stack of 1 is equally likely to a stack of 14.
The ammount of different container types depends on the name of the relic site. As a result higher rank relic sites are on average more valuable.
{| class="wikitable" style="text-align: center;padding:10px;"
|-
! Site<br>(sec, level, % of sites)!! Rubble !! Remains !! Ruins
|-
|style="text-align:right;"|Monument Site (null, 1, 40%)|| 2 || 3 || 1
|-
|style="text-align:right;"|Temple Site (null, 2, 30%)|| 1 || 3 || 2
|-
|style="text-align:right;"|Science outpost (null, 3, 20%)|| 0 || 4 || 2
|-
|style="text-align:right;"|Crystal Quarry (null, 4, 10%)|| 1 || 3 || 3
|}
Based on the above information it is possible to calculate the expected site value for each faction.
{{MessageBox
|Expected average site value
|Paste this to evepraisal, divide the result by 100 and you get the expected value per site for that faction.
   
Angel Cartel:
   
    Artificial Neural Network 472
    Interface Circuit 472
    Logic Circuit 472
    Micro Circuit 472
    Power Circuit 472
    Impetus Console 472
    Single-crystal Superalloy I-beam 472
    Trigger Unit 472
    Damaged Artificial Neural Network 3945
    Fried Interface Circuit 3945
    Burned Logic Circuit 3945
    Charred Micro Circuit 3945
    Tripped Power Circuit 3945
    Thruster Console 3945
    Alloyed Tritanium Bar 3945
    Smashed Trigger Unit 3945
   
Blood Raider Covenant:
   
    Artificial Neural Network 472
    Interface Circuit 472
    Logic Circuit 472
    Micro Circuit 472
    Power Circuit 472
    Capacitor Console 472
    Power Conduit 472
    Damaged Artificial Neural Network 3945
    Fried Interface Circuit 3945
    Burned Logic Circuit 3945
    Charred Micro Circuit 3945
    Tripped Power Circuit 3945
    Melted Capacitor Console 3945
    Tangled Power Conduit 3945
   
Guristas Pirates:
   
    Artificial Neural Network 472
    Interface Circuit 472
    Logic Circuit 472
    Micro Circuit 472
    Power Circuit 472
    Enhanced Ward Console 472
    Intact Shield Emitter 472
    Telemetry Processor 472
    Damaged Artificial Neural Network 3945
    Fried Interface Circuit 3945
    Burned Logic Circuit 3945
    Charred Micro Circuit 3945
    Tripped Power Circuit 3945
    Ward Console 3945
    Malfunctioning Shield Emitter 3945
    Scorched Telemetry Processor 3945
   
Sansha's Nation:
   
    Artificial Neural Network 472
    Interface Circuit 472
    Logic Circuit 472
    Micro Circuit 472
    Power Circuit 472
    Current Pump 472
    Intact Armor Plates 472
    Nanite Compound 472
    Damaged Artificial Neural Network 3945
    Fried Interface Circuit 3945
    Burned Logic Circuit 3945
    Charred Micro Circuit 3945
    Tripped Power Circuit 3945
    Defective Current Pump 3945
    Armor Plates 3945
    Contaminated Nanite Compound 3945
   
Serpentis Corporation:
   
    Artificial Neural Network 472
    Interface Circuit 472
    Logic Circuit 472
    Micro Circuit 472
    Power Circuit 472
    Conductive Thermoplastic 472
    Drone Transceiver 472
    Lorentz Fluid 472
    Damaged Artificial Neural Network 3945
    Fried Interface Circuit 3945
    Burned Logic Circuit 3945
    Charred Micro Circuit 3945
    Tripped Power Circuit 3945
    Malfunctioning Shield Emitter 3945
    Conductive Polymer 3945
    Broken Drone Transceiver 3945
    Contaminated Lorentz Fluid 3945
|collapsed=yes}}


==See also==
==See also==
* [http://community.eveonline.com/news/dev-blogs/ghastly-hotbed-of-spaceship-trauma/ Dev blog introducing Ghost Sites]
* [http://community.eveonline.com/news/dev-blogs/ghastly-hotbed-of-spaceship-trauma/ Dev blog introducing Ghost Sites]
* [http://community.eveonline.com/news/dev-blogs/sweeping-death-and-chaos/ Dev blog introducing the Contested and Besieged Covert Research Facilities]
* [http://community.eveonline.com/news/dev-blogs/sweeping-death-and-chaos/ Dev blog introducing the Contested and Besieged Covert Research Facilities]
== References ==
<references/>


[[Category:Exploration]]
[[Category:Exploration]]
[[Category:Data sites]]
[[Category:Data sites]]
[[Category:Relic sites]]
[[Category:Relic sites]]