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Salvaging: Difference between revisions

From EVE University Wiki
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Added a period, and uploaded a image to show what T1 and T2 salvage looks like.
Salvaging Science: expanding explanation
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== Salvaging Science  ==
== Salvaging Science  ==
:''This section is taken from the [[Salvaging 101]] class.''
:''This section is taken from the [[Salvaging 101]] class.''
 
All wrecks have a base access percentage, which is likelihood (for each cycle of your salvaging module) that you will successfully salvage the wreck.
As with every other thing in EVE, there are numbers involved.
 
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.


*Small basic wrecks (Frigates and Destroyers) have a base access of 30%  
*Small basic wrecks (Frigates and Destroyers) have a base access of 30%  
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*Large basic wrecks (Battleships) have a base access of 10%  
*Large basic wrecks (Battleships) have a base access of 10%  
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%  
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%  
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20%.
 
Base access can be modified by salvaging skill level, and using rigs, implants, and tech II salvaging modules.
 
Each level of the {{sk|Salvaging|icon=yes}} skill with a Salvager I module improves your access chance by 5% per level (up to +25% at level V). Once you have trained {{sk|Salvaging|V}}, you can use the Salvager II module, which improves your base access by 7% per level (up to +35% at level V).
 
Salvage Tackle I rigs improve your access chance by 10% each. Salvage Tackle II improve your access chance by 15% each, but they are hideously expensive and usually not worth the additional investment unless you plan to do a ''lot'' of salvaging.  


Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules.  
The Poteque Pharmaceuticals 'Prospector' PPY-1 [[implant]] (it fits into slot 9) improves your access chance 5%. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant (it fits into slot 10) reduces cycle time of salvage, hacking and archaeology modules by 5%.  


Each salvaging skill level with a Salvager I module raises base access by 5% per level. Note that a higher salvaging skill does not give you better salvage. It just makes it more likely for you to succeed.  
If you're using [[Drone#Salvage_drones|Salvage Drones]], their access chance is 3%, and is increased by 2% for each level you have trained in the {{sk|Salvage Drone Operation|icon=yes}} skill (up to a maximum of 13% at level V). This means they should be able to open anything except Sleeper Large Advanced Wrecks.


Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters.  
Note that the chance to salvage is not affected by [[stacking penalties]]. Also, improving your chance to salvage does ''not'' give you better salvage; it merely reduces the number of cycles it takes you to salvage a wreck (or, in the case of very difficult wrecks, allows you to salvage them at all).  


Salvage Tackle I rigs raise base access by 10% each. Salvage Tackle II rigs raise base access by 15% each, but they are hideously expensive and usually not worth the additional investment unless you plan to do a LOT of salvaging.  
{{example|1=A beginner salvaging pilot trains {{sk|Salvaging|I}}, fits her ship with a single Salvager, and tries to salvage a small basic wreck. Her Salvager I module and her skills give her a <span style="white-space:nowrap;">30% + (1 * 5%) = 35%</span> chance to salvage the wreck on each cycle of her salvager module (10 seconds); therefore, on average, it will take 3 cycles (30 seconds) to salvage the wreck.<ref>For details on the math, see [https://en.wikipedia.org/wiki/Expected_value expected value] on Wikipedia</ref>.  


The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10.  
Buoyed by her initial success, the pilot heads to more remote areas of space, and encounters large basic wrecks. Her chance to salvage these is <span style="white-space:nowrap;">10% + (1 * 5%) = 15%</span>; therefore, on average, it will take 7 cycles (1 minute and 10 seconds) to salvage each wreck. Heading deeper into space, she encounters small advanced wrecks (chance to salvage <span style="white-space:nowrap;">0% + (1 * 5%) = 5%</span>, taking 15 cycles (2.5 minutes) on average) and even some sleeper large advanced wrecks (chance to salvage <span style="white-space:nowrap;">-20% + (1 * 5%) = -5%</span>; she will not be able to salvage these wrecks).  


If you're using Salvage Drones, the base salvage chance is 3%. This is increased by 2% per level for the "Salvage Drone Operation" skill, up to a maximum of 13% at Salvage Drone Operation V. This means they should be able to open anything except Sleeper Large Advanced Wrecks.
She thinks this is taking far too long, trains up her Salvaging skill to level V, and installs a Salvager II module. With this setup, her chance to salvage a large basic wreck is <span style="white-space:nowrap;">10% + (5 * 7%) = 45%</span>; on average, it will take her 2 cycles (20 seconds) to salvage. Even a sleeper large advanced wreck succumbs to her salvaging powers, within 7 cycles on average.}}


== Salvaging and the Law ==
== Salvaging and the Law ==