Difference between revisions of "Component"

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(Best Missions to Get Components)
 
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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 [[Factions|faction centers]].
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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 lootboxes, or can be purchased at [[Factions|faction centers]].
 
 
To see a gallery of both components and [[equipment]] instead, go to [[Items Gallery]].
 
  
 
==Component List==
 
==Component List==

Latest revision as of 08:24, 24 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 lootboxes, or can be purchased at faction centers.

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 ★★★ 168>>

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):

19.31 — 25.3
>>
1.4 230 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 7712>>

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 — 1.86
>>
0.5 3523 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

Item Units Cost/Unit Runs/Unit Runs From
Basic Furs 3368>>

Basic Furs

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 44 runs or so.

4.7Statistical Strength: Very reliable

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

4.57 — 4.85
>>
1.2 3961 Right of ConquestAway Team E1-M13 4 Chrons, 36 Skill Points Right of Conquest Normal
Common Furs 3213>>

Common Furs

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.

2.4Statistical Strength: Very reliable

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

2.35 — 2.42
>>
0.4 1279 Pretense of MercyAway Team E2-M17 6 Chrons, 175 Skill Points Pretense of Mercy Elite
Uncommon Furs ★★ 40>>

Uncommon Furs ★★

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 7.4 runs or so.

13.0Statistical Strength: Fairly reliable

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

10.64 — 16.71
>>
0.7 26 UprisingAway Team E8-M11 20 Chrons, 573 Skill Points Uprising Elite
Rare Furs ★★★ 51>>

Rare Furs ★★★

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 5.5 runs or so.

14.1Statistical Strength: Very reliable

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

11.91 — 17.33
>>
0.6 30 The Price of FriendshipAway Team I-M2 24 Chrons The Price of Friendship Epic
Super Rare Furs ★★★★ 149>>

Super Rare Furs ★★★★

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.

91.5Statistical Strength: Very reliable

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

79.1 — 108.47
>>
3.8 568 The Raptors' FuryAway Team E7-M4 24 Chrons, 900 Skill Points The Raptors' Fury Epic


Gold-Pressed Latinum

Item Units Cost/Unit Runs/Unit Runs From
Basic Gold-Pressed Latinum 2261>>

Basic Gold-Pressed Latinum

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 170 runs or so.

3.6Statistical Strength: Very reliable

Range of average cost per
Basic Gold-Pressed Latinum
within 2 standard deviations
(~95.5% confidence):

3.47 — 3.73
>>
0.9 2031 Behind Closed DoorsAway Team E1-M11 4 Chrons, 34 Skill Points Behind Closed Doors Normal
Common Gold-Pressed Latinum 525>>

Common Gold-Pressed Latinum

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 10 runs or so.

5.8Statistical Strength: Very reliable

Range of average cost per
Common Gold-Pressed Latinum
within 2 standard deviations
(~95.5% confidence):

5.44 — 6.19
>>
0.7 380 Long Distance CallSpace Battle DE-M1 8 Chrons Long Distance Call Epic
Uncommon Gold-Pressed Latinum ★★ 239>>

Uncommon Gold-Pressed Latinum ★★

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.

10.8Statistical Strength: Very reliable

Range of average cost per
Uncommon Gold-Pressed Latinum ★★
within 2 standard deviations
(~95.5% confidence):

9.71 — 12.05
>>
1.1 257 Pirate ProblemsSpace Battle CT-M3 10 Chrons Pirate Problems Normal
Rare Gold-Pressed Latinum ★★★ 399>>

Rare Gold-Pressed Latinum ★★★

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 50 runs or so.

27.1Statistical Strength: Very reliable

Range of average cost per
Rare Gold-Pressed Latinum ★★★
within 2 standard deviations
(~95.5% confidence):

24.94 — 29.6
>>
1.2 491 HoundedSpace Battle E7-M11 22 Chrons Hounded Elite
Super Rare Gold-Pressed Latinum ★★★★ 188>>

Super Rare Gold-Pressed Latinum ★★★★

Average (mean) runs per drop: 5

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
  • 18 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 17 runs.

Also, a run dropping only this item is expected
per 1,800 runs or so.

97.3Statistical Strength: Very reliable

Range of average cost per
Super Rare Gold-Pressed Latinum ★★★★
within 2 standard deviations
(~95.5% confidence):

85.35 — 113.08
>>
4.1 762 Ancient GuardiansSpace Battle E6-M2 24 Chrons Ancient Guardians Epic


Incense

Item Units Cost/Unit Runs/Unit Runs From
Basic Incense 4239>>

Basic Incense

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 42 runs or so.

4.6Statistical Strength: Very reliable

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

4.53 — 4.77
>>
1.2 4922 LeverageSpace Battle KE-M1 4 Chrons Leverage Normal
Common Incense 182>>

Common Incense

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 1.6 runs or so.

3.9Statistical Strength: Very reliable

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

3.69 — 4.14
>>
0.4 71 Trial by FireAway Team E4-M10 10 Chrons, 111 Skill Points Trial by Fire Normal
Uncommon Incense ★★ 183>>

Uncommon Incense ★★

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 14 runs or so.

16Statistical Strength: Very reliable

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

14.34 — 17.99
>>
0.8 146 Lashing OutSpace Battle E8-M13 20 Chrons Lashing Out Elite
Rare Incense ★★★ 212>>

Rare Incense ★★★

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 13 runs or so.

17.3Statistical Strength: Very reliable

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

15.69 — 19.35
>>
0.8 167 Turncoat OutpostAway Team E5-M15 22 Chrons, 680 Skill Points Turncoat Outpost Epic
Super Rare Incense ★★★★ 52>>

Super Rare Incense ★★★★

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 1,400 runs or so.

89.5Statistical Strength: Fairly reliable

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

70.79 — 121.8
>>
3.7 194 Surveying the SphereAway Team E8-M6 24 Chrons, 902 Skill Points Surveying the Sphere Epic


Interlink

Item Units Cost/Unit Runs/Unit Runs From
Basic Interlink 2056>>

Basic Interlink

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.

3.7Statistical Strength: Very reliable

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

3.55 — 3.77
>>
0.6 1252 Cleansing FireAway Team E1-M14A (Klingon Victory) 6 Chrons, 86 Skill Points Cleansing Fire Elite
Common Interlink 247>>

Common Interlink

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 3 runs or so.

6.7Statistical Strength: Very reliable

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

6.3 — 7.26
>>
0.5 119 Rabid FansAway Team CT-M2 14 Chrons, 300 Skill Points Rabid Fans Elite
Uncommon Interlink ★★ 3>>Unable to display streak info due to insufficient sample size. 6.7Statistical Strength: Very reliable

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

6.67 — Infinity
>>
0.3 1 Improvised EntryAway Team E7-M1 20 Chrons, 840 Skill Points Improvised Entry Elite
Rare Interlink ★★★ 101>>

Rare Interlink ★★★

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.

20.6Statistical Strength: Very reliable

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

17.58 — 24.86
>>
1.3 130 Our Harshest CriticSpace Battle E10-M7 16 Chrons Our Harshest Critic Normal
Super Rare Interlink ★★★★ 15>>

Super Rare Interlink ★★★★

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 1,400 runs or so.

82.1Statistical Strength: Somewhat unreliable

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

54.97 — 162.41
>>
3.7 56 Long Live the KingSpace Battle E5-M17 22 Chrons Long Live the King Epic


Isolinear Chips

Item Units Cost/Unit Runs/Unit Runs From
Basic Isolinear Chips 1996>>

Basic Isolinear Chips

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 23 runs or so.

3.8Statistical Strength: Very reliable

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

3.68 — 3.95
>>
1 1902 Xahean InvasionSpace Battle I-M1 4 Chrons Xahean Invasion Normal
Common Isolinear Chips 1600>>

Common Isolinear Chips

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 2.9 runs or so.

4.8Statistical Strength: Very reliable

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

4.64 — 4.9
>>
0.5 762 Arms RaceSpace Battle E4-M8 10 Chrons Arms Race Normal
Uncommon Isolinear Chips ★★ 8>>

Uncommon Isolinear Chips ★★

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 23 runs or so.

7.5Statistical Strength: Fairly reliable

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

5 — 15
>>
0.4 3 Highway to HellAway Team E10-M2 20 Chrons Highway to Hell Elite
Rare Isolinear Chips ★★★ 123>>

Rare Isolinear Chips ★★★

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 150 runs or so.

32.2Statistical Strength: Very reliable

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

27.69 — 38.46
>>
1.8 220 Not Without A FightSpace Battle E4-M2 18 Chrons Not Without A Fight Epic
Super Rare Isolinear Chips ★★★★ 17>>

Super Rare Isolinear Chips ★★★★

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 770 runs or so.

73.4Statistical Strength: Somewhat unreliable

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

50.3 — 135.79
>>
3.1 52 Back Into the FoldAway Team E8-M10 24 Chrons, 945 Skill Points Back Into the Fold Epic


Microconnector

Item Units Cost/Unit Runs/Unit Runs From
Basic Microconnector 971>>

Basic Microconnector

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 27 runs or so.

4.0Statistical Strength: Very reliable

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

3.8 — 4.22
>>
1 970 Indiscriminate MindSpace Battle DE-M5 4 Chrons Indiscriminate Mind Normal
Common Microconnector 249>>

Common Microconnector

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 2.6 runs or so.

6.4Statistical Strength: Very reliable

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

6.01 — 6.86
>>
0.5 114 Not Without A FightSpace Battle E4-M2 14 Chrons Not Without A Fight Elite
Uncommon Microconnector ★★ 52>>

Uncommon Microconnector ★★

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 22 runs or so.

12.9Statistical Strength: Very reliable

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

10.73 — 16.23
>>
0.5 28 Ruinous StaycationAway Team E10-M3 24 Chrons Ruinous Staycation Epic
Rare Microconnector ★★★ 111>>

Rare Microconnector ★★★

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 53 runs or so.

16.2Statistical Strength: Very reliable

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

14.09 — 19.1
>>
0.7 75 Too Greedily and Too DeepAway Team E6-M3 24 Chrons, 1303 Skill Points Too Greedily and Too Deep Epic
Super Rare Microconnector ★★★★ 38>>

Super Rare Microconnector ★★★★

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 3,900 runs or so.

47.4Statistical Strength: Fairly reliable

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

36.33 — 68.03
>>
2 75 Too Greedily and Too DeepAway Team E6-M3 24 Chrons, 1303 Skill Points Too Greedily and Too Deep Epic


Optronic Circuit

Item Units Cost/Unit Runs/Unit Runs From
Basic Optronic Circuit 2334>>

Basic Optronic Circuit

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 150 runs or so.

3.5Statistical Strength: Very reliable

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

3.36 — 3.61
>>
0.9 2031 Behind Closed DoorsAway Team E1-M11 4 Chrons, 34 Skill Points Behind Closed Doors Normal
Common Optronic Circuit 75>>

Common Optronic Circuit

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.

4.0Statistical Strength: Very reliable

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

3.65 — 4.42
>>
0.4 30 A New RecruitAway Team E2-M19C (Cardassian Victory) 10 Chrons, 185 Skill Points A New Recruit Elite
Uncommon Optronic Circuit ★★ 89>>

Uncommon Optronic Circuit ★★

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 13 runs or so.

14.2Statistical Strength: Very reliable

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

12.19 — 16.88
>>
0.8 70 Common GroundAway Team E4-M4 18 Chrons, 455 Skill Points Common Ground Epic
Rare Optronic Circuit ★★★ 172>>

Rare Optronic Circuit ★★★

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 110 runs or so.

32Statistical Strength: Very reliable

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

28.15 — 37
>>
1.6 275 Evacuation OrdersAway Team E8-M1 20 Chrons, 487 Skill Points Evacuation Orders Elite
Super Rare Optronic Circuit ★★★★ 12>>

Super Rare Optronic Circuit ★★★★

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)
  • 8 runs in 10 percent of cases
  • 16 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,200 runs or so.

84.0Statistical Strength: Somewhat unreliable

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

54.15 — 187.23
>>
3.5 42 Scatter Thine EnemiesSpace Battle E9-M4B 24 Chrons Scatter Thine Enemies Epic


Polyalloy

Item Units Cost/Unit Runs/Unit Runs From
Basic Polyalloy 4905>>

Basic Polyalloy

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 Polyalloy
within 2 standard deviations
(~95.5% confidence):

2.38 — 2.48
>>
0.6 2980 A Time of Morn-ingAway Team DE-M4 4 Chrons, 35 Skill Points A Time of Morn-ing Normal
Common Polyalloy 5231>>

Common Polyalloy

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 3.2 runs or so.

4Statistical Strength: Very reliable

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

3.96 — 4.08
>>
0.3 1752 Behind Closed DoorsAway Team E1-M11 12 Chrons, 184 Skill Points Behind Closed Doors Epic
Uncommon Polyalloy ★★ 455>>

Uncommon Polyalloy ★★

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 50 runs or so.

12Statistical Strength: Very reliable

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

11.16 — 12.95
>>
0.7 303 Too Greedily and Too DeepAway Team E6-M3 18 Chrons, 801 Skill Points Too Greedily and Too Deep Elite
Rare Polyalloy ★★★ 1954>>

Rare Polyalloy ★★★

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 150 runs or so.

31.7Statistical Strength: Very reliable

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

30.45 — 33.03
>>
1.8 3440 Ishka IssuesAway Team E4-M1 18 Chrons, 440 Skill Points Ishka Issues Epic
Super Rare Polyalloy ★★★★ 481>>

Super Rare Polyalloy ★★★★

Average (mean) runs per drop: 8

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

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

That is, 1 in 100 players may not see this item
drop at all even after 32 runs.

Also, a run dropping only this item is expected
per 9,900 runs or so.

128.7Statistical Strength: Very reliable

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

118.21 — 141.32
>>
7.2 3440 Ishka IssuesAway Team E4-M1 18 Chrons, 440 Skill Points Ishka Issues Epic


Power Cell

Item Units Cost/Unit Runs/Unit Runs From
Basic Power Cell 5852>>

Basic Power Cell

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 7.5 runs or so.

2.6Statistical Strength: Very reliable

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

2.56 — 2.65
>>
0.7 3810 HighwaymenSpace Battle DE-M3 4 Chrons Highwaymen Normal
Common Power Cell 2292>>

Common Power Cell

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 2.1 runs or so.

3.0Statistical Strength: Very reliable

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

2.95 — 3.05
>>
0.3 688 Assault and BatteryAway Team E1-M4 10 Chrons, 140 Skill Points Assault and Battery Epic
Uncommon Power Cell ★★ 139>>

Uncommon Power Cell ★★

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 100 runs or so.

15.6Statistical Strength: Very reliable

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

13.57 — 18.38
>>
1.6 217 The Professor's DeadlineAway Team CT-M4 10 Chrons, 175 Skill Points The Professor's Deadline Normal
Rare Power Cell ★★★ 100>>

Rare Power Cell ★★★

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 17 runs or so.

20.4Statistical Strength: Very reliable

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

17.64 — 24.18
>>
0.9 85 Stealing the StarsSpace Battle I-M7 24 Chrons Stealing the Stars Epic
Super Rare Power Cell ★★★★ 38>>

Super Rare Power Cell ★★★★

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)
  • 8 runs in 10 percent of cases
  • 15 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

Also, a run dropping only this item is expected
per 980 runs or so.

79.6Statistical Strength: Fairly reliable

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

60.84 — 115.02
>>
3.3 126 Garak's GambleSpace Battle E7-M13A (Romulan Victory) 24 Chrons Garak's Gamble Epic


Relay

Item Units Cost/Unit Runs/Unit Runs From
Basic Relay 3378>>

Basic Relay

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 44 runs or so.

4.7Statistical Strength: Very reliable

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

4.56 — 4.83
>>
1.2 3961 Right of ConquestAway Team E1-M13 4 Chrons, 36 Skill Points Right of Conquest Normal
Common Relay 502>>

Common Relay

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 1.9 runs or so.

2.9Statistical Strength: Very reliable

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

2.83 — 3.03
>>
0.3 147 A Father FigureAway Team E1-M6 10 Chrons, 150 Skill Points A Father Figure Epic
Uncommon Relay ★★ 14>>

Uncommon Relay ★★

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 9.8 runs or so.

11.4Statistical Strength: Somewhat unreliable

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

8.18 — 18.95
>>
0.7 10 Bearing UpAway Team E9-M4A 20 Chrons Bearing Up Elite
Rare Relay ★★★ 386>>

Rare Relay ★★★

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.

28.3Statistical Strength: Very reliable

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

26.04 — 31.05
>>
1.3 497 Proof of ConceptSpace Battle E5-M10 22 Chrons Proof of Concept Epic
Super Rare Relay ★★★★ 10>>

Super Rare Relay ★★★★

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 220 runs or so.

48.0Statistical Strength: Somewhat unreliable

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

30.34 — 114.89
>>
2 20 Empty VesselSpace Battle I-M3 24 Chrons Empty Vessel Epic


Sensor

Item Units Cost/Unit Runs/Unit Runs From
Basic Sensor 8668>>

Basic Sensor

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 45 runs or so.

4.7Statistical Strength: Very reliable

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

4.65 — 4.83
>>
1.2 10266 A Logical ResponseSpace Battle E1-M12 4 Chrons A Logical Response Normal
Common Sensor 280>>

Common Sensor

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.

6.4Statistical Strength: Very reliable

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

5.98 — 6.77
>>
0.5 127 Long Live the KingSpace Battle E5-M17 14 Chrons Long Live the King Normal
Uncommon Sensor ★★ 380>>

Uncommon Sensor ★★

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 17 runs or so.

17.2Statistical Strength: Very reliable

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

15.88 — 18.66
>>
0.9 326 Field ModificationsAway Team E8-M3 20 Chrons, 493 Skill Points Field Modifications Elite
Rare Sensor ★★★ 67>>

Rare Sensor ★★★

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.

18.4Statistical Strength: Very reliable

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

15.45 — 22.7
>>
0.8 56 Long Live the KingSpace Battle E5-M17 22 Chrons Long Live the King Epic
Super Rare Sensor ★★★★ 35>>

Super Rare Sensor ★★★★

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)
  • 8 runs in 10 percent of cases
  • 16 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,100 runs or so.

82.3Statistical Strength: Fairly reliable

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

62.26 — 121.3
>>
3.4 120 An Infinite WelcomeAway Team E10-M5 24 Chrons An Infinite Welcome Epic


Spices

Item Units Cost/Unit Runs/Unit Runs From
Basic Spices 599>>

Basic Spices

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 9.1 runs or so.

2.8Statistical Strength: Very reliable

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

2.63 — 2.96
>>
0.7 417 By Hook Or By CrookAway Team E1-M14B (Augment Victory) 4 Chrons, 39 Skill Points By Hook Or By Crook Normal
Common Spices 2104>>

Common Spices

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 Spices
within 2 standard deviations
(~95.5% confidence):

4.33 — 4.52
>>
0.4 930 He Means WellSpace Battle E4-M11 10 Chrons He Means Well Normal
Uncommon Spices ★★ 486>>

Uncommon Spices ★★

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 8.1 runs or so.

14.7Statistical Strength: Very reliable

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

13.82 — 15.72
>>
0.7 325 Back to SchoolAway Team E5-M14 22 Chrons, 665 Skill Points Back to School Epic
Rare Spices ★★★ 116>>

Rare Spices ★★★

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.

19.7Statistical Strength: Very reliable

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

17.19 — 22.94
>>
0.8 95 UprisingAway Team E8-M11 24 Chrons, 996 Skill Points Uprising Epic
Super Rare Spices ★★★★ 15>>

Super Rare Spices ★★★★

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 590 runs or so.

67.2Statistical Strength: Somewhat unreliable

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

45.2 — 130.9
>>
2.8 42 Evacuation OrdersAway Team E8-M1 24 Chrons, 881 Skill Points Evacuation Orders Epic


Starfleet Uniform Pattern

Item Units Cost/Unit Runs/Unit Runs From
Basic Starfleet Uniform Pattern 15744>>

Basic Starfleet Uniform 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 11 runs or so.

1.8Statistical Strength: Very reliable

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

1.79 — 1.83
>>
0.5 7125 A Tale of Forgotten LoreAway Team DE-M2 4 Chrons, 25 Skill Points A Tale of Forgotten Lore Normal
Common Starfleet Uniform Pattern 116>>

Common Starfleet Uniform Pattern

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 32 runs or so.

6.4Statistical Strength: Very reliable

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

5.51 — 7.52
>>
1.1 123 By Hook Or By CrookAway Team E1-M14B (Augment Victory) 6 Chrons, 86 Skill Points By Hook Or By Crook Elite
Uncommon Starfleet Uniform Pattern ★★ 95>>

Uncommon Starfleet Uniform Pattern ★★

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 53 runs or so.

17.5Statistical Strength: Very reliable

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

14.91 — 21.28
>>
1.3 119 Rabid FansAway Team CT-M2 14 Chrons, 300 Skill Points Rabid Fans Elite
Rare Starfleet Uniform Pattern ★★★ 153>>

Rare Starfleet Uniform Pattern ★★★

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 570 runs or so.

44.3Statistical Strength: Very reliable

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

38.5 — 52.27
>>
2.8 424 Death ThroesSpace Battle CT-M5 16 Chrons Death Throes Elite
Super Rare Starfleet Uniform Pattern ★★★★ 22>>

Super Rare Starfleet Uniform Pattern ★★★★

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 660 runs or so.

69.8Statistical Strength: Somewhat unreliable

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

49.79 — 116.81
>>
2.9 64 Retroactive VengeanceSpace Battle E7-M8 24 Chrons Retroactive Vengeance Epic


Subprocessor

Item Units Cost/Unit Runs/Unit Runs From
Basic Subprocessor 718>>

Basic Subprocessor

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 5.7 runs or so.

3.6Statistical Strength: Very reliable

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

3.4 — 3.75
>>
0.6 427 Right of ConquestAway Team E1-M13 6 Chrons, 84 Skill Points Right of Conquest Elite
Common Subprocessor 510>>

Common Subprocessor

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.

4Statistical Strength: Very reliable

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

3.83 — 4.11
>>
0.4 202 Temporary HoldAway Team E2-M15 10 Chrons, 149 Skill Points Temporary Hold Elite
Uncommon Subprocessor ★★ 219>>

Uncommon Subprocessor ★★

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 17 runs or so.

15.5Statistical Strength: Very reliable

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

13.97 — 17.28
>>
0.9 188 A Kazon ScornedSpace Battle E4-M3 18 Chrons A Kazon Scorned Epic
Rare Subprocessor ★★★ 88>>

Rare Subprocessor ★★★

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 21 runs or so.

20.3Statistical Strength: Very reliable

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

17.3 — 24.42
>>
0.9 81 Researching Future HistoryAway Team E7-M9 22 Chrons, 1035 Skill Points Researching Future History Elite
Super Rare Subprocessor ★★★★ 12>>

Super Rare Subprocessor ★★★★

Average (mean) runs per drop: 5

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

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

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 1,800 runs or so.

89.8Statistical Strength: Somewhat unreliable

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

57.76 — 201.95
>>
4.1 49 Quell the RiotsAway Team E5-M1 22 Chrons, 559 Skill Points Quell the Riots Epic


Synthesized Polymer

Item Units Cost/Unit Runs/Unit Runs From
Basic Synthesized Polymer 3504>>

Basic Synthesized Polymer

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 5.9 runs or so.

1.6Statistical Strength: Very reliable

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

1.53 — 1.59
>>
0.4 1363 A Tale of Forgotten LoreAway Team DE-M2 4 Chrons, 67 Skill Points A Tale of Forgotten Lore Elite
Common Synthesized Polymer 88>>

Common Synthesized Polymer

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 2.9 runs or so.

6.7Statistical Strength: Very reliable

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

5.98 — 7.57
>>
0.5 42 Ishka IssuesAway Team E4-M1 14 Chrons, 209 Skill Points Ishka Issues Elite
Uncommon Synthesized Polymer ★★ 52>>

Uncommon Synthesized Polymer ★★

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.

16.5Statistical Strength: Fairly reliable

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

13.61 — 21.07
>>
0.8 43 Xahean InvasionSpace Battle I-M1 20 Chrons Xahean Invasion Elite
Rare Synthesized Polymer ★★★ 83>>

Rare Synthesized Polymer ★★★

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 910 runs or so.

27.5Statistical Strength: Fairly reliable

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

22.92 — 34.28
>>
1.4 114 Ruinous StaycationAway Team E10-M3 20 Chrons Ruinous Staycation Elite
Super Rare Synthesized Polymer ★★★★ 17>>

Super Rare Synthesized Polymer ★★★★

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 820 runs or so.

74.8Statistical Strength: Somewhat unreliable

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

51.25 — 138.52
>>
3.1 53 The Vanguard's ChallengeSpace Battle E8-M7 24 Chrons The Vanguard's Challenge Epic