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The Thread where YOU explain Truesec+Pirate Detection Arrays+Anomalies

Author
Kire Loro
Federal Navy Academy
Gallente Federation
#1 - 2012-04-01 00:05:30 UTC
What I know:
-Better true sec spawns higher end anomalies (Sanctums, Havens).
-The higher the pirate detection array level, the more anomalies spawn.

What I'd like to know:
1) How do anomalies respawn? If I finish a Guristas Forsaken Hub, in a system with a pirate detection array, does another Guristas Forsaken Hub spawn? Or does another type of hub spawn? Or could it be something completely random? How long does it take to respawn?

2) How do the truesec "bands" affect the types of anomalies that spawn? Assumming all of the following examples are in a pirate detection array 5 system; How many sanctums/havens in a -0.8:-1.0 system? How many hubs? What about -0.6:-0.8? -0.4:-0.6?

3) Which anomalies have a chance to escalate, and does truesec affect the chances of that happening?

4) Say I'm in a T2 drake; what is the *probably* the most efficient anomaly to run? As in, I could probably do a haven, but it may involve so much warp outs-ins that just doing a hub might be better. Same question with a reasonably well fit Tengu?
Raisa Mole
School of Applied Knowledge
Caldari State
#2 - 2012-04-01 13:51:23 UTC
Kire Loro wrote:
What I know:
-Better true sec spawns higher end anomalies (Sanctums, Havens).
-The higher the pirate detection array level, the more anomalies spawn.

What I'd like to know:
1) How do anomalies respawn? If I finish a Guristas Forsaken Hub, in a system with a pirate detection array, does another Guristas Forsaken Hub spawn? Or does another type of hub spawn? Or could it be something completely random? How long does it take to respawn?

2) How do the truesec "bands" affect the types of anomalies that spawn? Assumming all of the following examples are in a pirate detection array 5 system; How many sanctums/havens in a -0.8:-1.0 system? How many hubs? What about -0.6:-0.8? -0.4:-0.6?

3) Which anomalies have a chance to escalate, and does truesec affect the chances of that happening?

4) Say I'm in a T2 drake; what is the *probably* the most efficient anomaly to run? As in, I could probably do a haven, but it may involve so much warp outs-ins that just doing a hub might be better. Same question with a reasonably well fit Tengu?


Unless they changed it since I lived out in 0.0, the system's truesec has absolutely no effect on the detection array, and will only affect the non-array anomalies that spawn. The non-array anomalies only respawn at downtime anyway, so they're irrelevant. They did this deliberately so that there would no longer be only a few worthwhile 0.0 systems and hundreds of garbage systems. Truesec is basically only relevant if you're belt ratting.

The array spawns 10 anomalies, and what types depends on the array level. For example, as I recall, the Level 5 array spawns 2 sanctums, 2 havens, a few hubs, and a couple of small ones (I think, going off memory). I think the Level 4 spawns 2 Havens, some hubs, and some small stuff.

Once you complete an array anomaly (not one of the ones that just happen to spawn at downtime), it will despawn a few seconds after you warp out (leaving the wrecks in case you want to salvage them), and respawn somewhere else in the system less than 5 minutes later. If you're doing sites back to back, the first will have respawned long before you complete a second site. I believe it respawns exactly the same type that you completed, so if you do a forsaken hub or something, another should respawn. They may have changed that though.

T2 drake should have no problems whatsoever tanking Havens, or Sanctums if you felt like it. I use to do Sanctums in my duel rep sentry Dominix with no problems at all, and the Drake tanks more than that. It'll just take you a while due to the low damage output of the Drake.