Difference between revisions of "Component"

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(Best Missions to Get Components)
(Best Missions to Get Components)
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[[Emitter Crystal]]
 
[[Emitter Crystal]]
 
{{DropTest/rows|
 
{{DropTest/rows|
{{DropTest/row|A Father Figure|normal|5}}
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{{DropTest/row|A Father Figure|normal|5}}
{{DropTest/row|Fan Club|normal|5}}
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{{DropTest/row|Fan Club|normal|5}}
{{DropTest/row|Ancient Guardians|elite|4}}
+
{{DropTest/row|Ancient Guardians|elite|4}}
{{DropTest/row|Into the Cave|1|3}}
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{{DropTest/row|Into the Cave|1|3}}
{{DropTest/row|Highway to Hell|3|1}}
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{{DropTest/row|Highway to Hell|3|1}}
 
}}
 
}}
  
 
[[Expansion Module]]
 
[[Expansion Module]]
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{{DropTest/rows|
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{{DropTest/row|His Own Man|1|5}}
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{{DropTest/row|A Logical Response|3|4}}
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{{DropTest/row|A Bold Move|3|3}}
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{{DropTest/row|Trial by Fire|3|2}}
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{{DropTest/row|Baited Hook|3|2}}
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}}
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[[Furs]]
 
[[Furs]]
 
[[Gold-Pressed Latinum]]
 
[[Gold-Pressed Latinum]]

Revision as of 06:05, 3 October 2019

Components are a type of item in Star Trek Timelines which are only used for crafting into other types of items, and are not equipped by any crew. No items can craft info these components, and they only drop from missions or faction missions, or can be purchased at faction centers.

To see a gallery of both components and equipment instead, go to Items Gallery.

Component List


Click on the icon to see more information:

Best Missions to Get Components


Alcohol

Item Units Cost/Unit Runs/Unit Runs From
Basic Alcohol 16099>>

Basic Alcohol

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 12 runs or so.

1.9Statistical Strength: Very reliable

Range of average cost per
Basic Alcohol
within 2 standard deviations
(~95.5% confidence):

1.86 — 1.9
>>
0.5 7561 Assault and BatteryAway Team E1-M4 4 Chrons, 23 Skill Points Assault and Battery Normal
Common Alcohol 2694>>

Common Alcohol

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 2.3 runs or so.

4.4Statistical Strength: Very reliable

Range of average cost per
Common Alcohol
within 2 standard deviations
(~95.5% confidence):

4.31 — 4.48
>>
0.4 1184 Putting the Free in FreedomAway Team E4-M14A (Ferengi Alliance Victory) 10 Chrons, 120 Skill Points Putting the Free in Freedom Normal
Uncommon Alcohol ★★ 1461>>

Uncommon Alcohol ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 530 runs or so.

14.4Statistical Strength: Very reliable

Range of average cost per
Uncommon Alcohol ★★
within 2 standard deviations
(~95.5% confidence):

13.75 — 15.09
>>
1.2 1752 Behind Closed DoorsAway Team E1-M11 12 Chrons, 184 Skill Points Behind Closed Doors Epic
Rare Alcohol ★★★ 521>>

Rare Alcohol ★★★

Average (mean) runs per drop: 5

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 22 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 21 runs.

Also, a run dropping only this item is expected
per 2,900 runs or so.

57.3Statistical Strength: Very reliable

Range of average cost per
Rare Alcohol ★★★
within 2 standard deviations
(~95.5% confidence):

52.82 — 62.57
>>
4.8 2487 Operation IsolateAway Team CT-M8 12 Chrons, 255 Skill Points Operation Isolate Normal
Super Rare Alcohol ★★★★ 18>>

Super Rare Alcohol ★★★★

Average (mean) runs per drop: 4

Based on test averages, to get one more drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 9 runs in 10 percent of cases
  • 17 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 16 runs.

Also, a run dropping only this item is expected
per 1,300 runs or so.

88.0Statistical Strength: Somewhat unreliable

Range of average cost per
Super Rare Alcohol ★★★★
within 2 standard deviations
(~95.5% confidence):

60.66 — 160.18
>>
3.7 66 Trust IssuesAway Team E7-M10 24 Chrons, 1575 Skill Points Trust Issues Epic


Casing

Item Units Cost/Unit Runs/Unit Runs From
Basic Casing 12543>>

Basic Casing

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 6.1 runs or so.

2.4Statistical Strength: Very reliable

Range of average cost per
Basic Casing
within 2 standard deviations
(~95.5% confidence):

2.41 — 2.47
>>
0.6 7641 Long Distance CallSpace Battle DE-M1 4 Chrons Long Distance Call Normal
Common Casing 5116>>

Common Casing

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 1 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.7 runs or so.

3.2Statistical Strength: Very reliable

Range of average cost per
Common Casing
within 2 standard deviations
(~95.5% confidence):

3.15 — 3.22
>>
0.4 2036 Stolen CommandSpace Battle KE-M2 8 Chrons Stolen Command Elite
Uncommon Casing ★★ 660>>

Uncommon Casing ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 58 runs or so.

15.5Statistical Strength: Very reliable

Range of average cost per
Uncommon Casing ★★
within 2 standard deviations
(~95.5% confidence):

14.55 — 16.64
>>
1.3 854 Pretense of MercyAway Team E2-M17 12 Chrons, 364 Skill Points Pretense of Mercy Epic
Rare Casing ★★★ 95>>

Rare Casing ★★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 69 runs or so.

21.9Statistical Strength: Very reliable

Range of average cost per
Rare Casing ★★★
within 2 standard deviations
(~95.5% confidence):

18.58 — 26.66
>>
1.4 130 An Infinite WelcomeAway Team E10-M5 16 Chrons An Infinite Welcome Normal
Super Rare Casing ★★★★ 143>>

Super Rare Casing ★★★★

Average (mean) runs per drop: 4

Based on test averages, to get one more drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 7 runs in 10 percent of cases
  • 14 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

Also, a run dropping only this item is expected
per 840 runs or so.

75.5Statistical Strength: Very reliable

Range of average cost per
Super Rare Casing ★★★★
within 2 standard deviations
(~95.5% confidence):

65.21 — 89.72
>>
3.1 450 Feed A FeverAway Team E8-M12 24 Chrons, 1008 Skill Points Feed A Fever Epic


Clothing Pattern

Item Units Cost/Unit Runs/Unit Runs From
Basic Clothing Pattern 15488>>

Basic Clothing Pattern

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 6.1 runs or so.

2.4Statistical Strength: Very reliable

Range of average cost per
Basic Clothing Pattern
within 2 standard deviations
(~95.5% confidence):

2.41 — 2.46
>>
0.6 9420 On Their HeelsSpace Battle E1-M5 4 Chrons On Their Heels Normal
Common Clothing Pattern 5919>>

Common Clothing Pattern

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 25 runs or so.

4.5Statistical Strength: Very reliable

Range of average cost per
Common Clothing Pattern
within 2 standard deviations
(~95.5% confidence):

4.41 — 4.58
>>
0.6 3323 A Tale of Forgotten LoreAway Team DE-M2 8 Chrons, 120 Skill Points A Tale of Forgotten Lore Epic
Uncommon Clothing Pattern ★★ 707>>

Uncommon Clothing Pattern ★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 16 runs or so.

11.1Statistical Strength: Very reliable

Range of average cost per
Uncommon Clothing Pattern ★★
within 2 standard deviations
(~95.5% confidence):

10.52 — 11.7
>>
0.5 356 Salvage the ChavezAway Team E5-M7 22 Chrons, 604 Skill Points Salvage the Chavez Epic
Rare Clothing Pattern ★★★ 690>>

Rare Clothing Pattern ★★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 15 runs or so.

19.8Statistical Strength: Very reliable

Range of average cost per
Rare Clothing Pattern ★★★
within 2 standard deviations
(~95.5% confidence):

18.66 — 20.99
>>
0.8 568 The Raptors' FuryAway Team E7-M4 24 Chrons, 900 Skill Points The Raptors' Fury Epic
Super Rare Clothing Pattern ★★★★ 336>>

Super Rare Clothing Pattern ★★★★

Average (mean) runs per drop: 4

Based on test averages, to get one more drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 9 runs in 10 percent of cases
  • 17 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 16 runs.

Also, a run dropping only this item is expected
per 1,500 runs or so.

91.7Statistical Strength: Very reliable

Range of average cost per
Super Rare Clothing Pattern ★★★★
within 2 standard deviations
(~95.5% confidence):

83.06 — 102.39
>>
3.8 1284 The Rings of TimeAway Team E6-M1 24 Chrons, 1265 Skill Points The Rings of Time Epic


Database (Panel)

Item Units Cost/Unit Runs/Unit Runs From
Basic Database (Panel) 15119>>

Basic Database (Panel)

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 6.6 runs or so.

2.5Statistical Strength: Very reliable

Range of average cost per
Basic Database (Panel)
within 2 standard deviations
(~95.5% confidence):

2.48 — 2.53
>>
0.6 9459 The Prodigal SonAway Team E1-M3 4 Chrons, 22 Skill Points The Prodigal Son Normal
Common Database (Panel) 10559>>

Common Database (Panel)

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 34 runs or so.

6.5Statistical Strength: Very reliable

Range of average cost per
Common Database (Panel)
within 2 standard deviations
(~95.5% confidence):

6.37 — 6.58
>>
1.1 11385 Under New ManagementAway Team E2-M1 6 Chrons, 91 Skill Points Under New Management Elite
Uncommon Database (Panel) ★★ 99>>

Uncommon Database (Panel) ★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 100 runs or so.

12.1Statistical Strength: Very reliable

Range of average cost per
Uncommon Database (Panel) ★★
within 2 standard deviations
(~95.5% confidence):

10.48 — 14.37
>>
0.5 50 Highway to HellAway Team E10-M2 24 Chrons Highway to Hell Epic
Rare Database (Panel) ★★★ 1321>>

Rare Database (Panel) ★★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 69 runs or so.

15.9Statistical Strength: Very reliable

Range of average cost per
Rare Database (Panel) ★★★
within 2 standard deviations
(~95.5% confidence):

15.2 — 16.61
>>
0.7 953 Lost LegacyAway Team E7-M12 22 Chrons, 1098 Skill Points Lost Legacy Elite
Super Rare Database (Panel) ★★★★ 160>>

Super Rare Database (Panel) ★★★★

Average (mean) runs per drop: 3

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 7 runs in 10 percent of cases
  • 13 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 16,000 runs or so.

67.7Statistical Strength: Very reliable

Range of average cost per
Super Rare Database (Panel) ★★★★
within 2 standard deviations
(~95.5% confidence):

58.78 — 79.68
>>
2.8 451 Lost LegacyAway Team E7-M12 24 Chrons, 1647 Skill Points Lost Legacy Epic


Emitter Crystal

Item Units Cost/Unit Runs/Unit Runs From
Basic Emitter Crystal 7507>>

Basic Emitter Crystal

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 11 runs or so.

1.8Statistical Strength: Very reliable

Range of average cost per
Basic Emitter Crystal
within 2 standard deviations
(~95.5% confidence):

1.8 — 1.85
>>
0.5 3423 A Father FigureAway Team E1-M6 4 Chrons, 24 Skill Points A Father Figure Normal
Common Emitter Crystal 2076>>

Common Emitter Crystal

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 1 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.8 runs or so.

4Statistical Strength: Very reliable

Range of average cost per
Common Emitter Crystal
within 2 standard deviations
(~95.5% confidence):

3.95 — 4.09
>>
0.4 834 Fan ClubSpace Battle E4-M9 10 Chrons Fan Club Normal
Uncommon Emitter Crystal ★★ 204>>

Uncommon Emitter Crystal ★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 16 runs or so.

15.2Statistical Strength: Very reliable

Range of average cost per
Uncommon Emitter Crystal ★★
within 2 standard deviations
(~95.5% confidence):

13.68 — 17.03
>>
0.8 172 Ancient GuardiansSpace Battle E6-M2 18 Chrons Ancient Guardians Elite
Rare Emitter Crystal ★★★ 41>>

Rare Emitter Crystal ★★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 85 runs or so.

23.4Statistical Strength: Fairly reliable

Range of average cost per
Rare Emitter Crystal ★★★
within 2 standard deviations
(~95.5% confidence):

18.36 — 32.31
>>
1.5 60 Into the CaveAway Team E10-M6 16 Chrons Into the Cave Normal
Super Rare Emitter Crystal ★★★★ 20>>

Super Rare Emitter Crystal ★★★★

Average (mean) runs per drop: 3

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 6 runs in 10 percent of cases
  • 12 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 310,000 runs or so.

60.0Statistical Strength: Somewhat unreliable

Range of average cost per
Super Rare Emitter Crystal ★★★★
within 2 standard deviations
(~95.5% confidence):

41.96 — 105.23
>>
2.5 50 Highway to HellAway Team E10-M2 24 Chrons Highway to Hell Epic


Expansion Module

Item Units Cost/Unit Runs/Unit Runs From
Basic Expansion Module 2814>>

Basic Expansion Module

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 6 runs or so.

2.4Statistical Strength: Very reliable

Range of average cost per
Basic Expansion Module
within 2 standard deviations
(~95.5% confidence):

2.36 — 2.48
>>
0.6 1701 His Own ManSpace Battle E1-M2 4 Chrons His Own Man Normal
Common Expansion Module 573>>

Common Expansion Module

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 2.5 runs or so.

6.3Statistical Strength: Very reliable

Range of average cost per
Common Expansion Module
within 2 standard deviations
(~95.5% confidence):

6.07 — 6.61
>>
0.5 259 A Logical ResponseSpace Battle E1-M12 14 Chrons A Logical Response Epic
Uncommon Expansion Module ★★ 356>>

Uncommon Expansion Module ★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 6.8 runs or so.

13.9Statistical Strength: Very reliable

Range of average cost per
Uncommon Expansion Module ★★
within 2 standard deviations
(~95.5% confidence):

12.96 — 15
>>
0.6 225 A Bold MoveSpace Battle E5-M2 22 Chrons A Bold Move Epic
Rare Expansion Module ★★★ 54>>

Rare Expansion Module ★★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 7 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

Also, a run dropping only this item is expected
per 91 runs or so.

33.0Statistical Strength: Fairly reliable

Range of average cost per
Rare Expansion Module ★★★
within 2 standard deviations
(~95.5% confidence):

26.6 — 43.45
>>
1.5 81 Trial by FireAway Team E4-M10 22 Chrons, 499 Skill Points Trial by Fire Epic
Super Rare Expansion Module ★★★★ 126>>

Super Rare Expansion Module ★★★★

Average (mean) runs per drop: 4

Based on test averages, to get one more drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 7 runs in 10 percent of cases
  • 14 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

Also, a run dropping only this item is expected
per 850 runs or so.

69.5Statistical Strength: Very reliable

Range of average cost per
Super Rare Expansion Module ★★★★
within 2 standard deviations
(~95.5% confidence):

59.47 — 83.58
>>
3.2 398 Baited HookAway Team E5-M16 22 Chrons, 694 Skill Points Baited Hook Epic


Furs Gold-Pressed Latinum Incense Interlink Isolinear Chips Microconnector Optronic Circuit Polyalloy Power Cell Relay Sensor Spices Starfleet Uniform Pattern Subprocessor Synthesized Polymer