Baited Hook

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Baited Hook [E5-M16]
AT-Astrometrics View-Generations.png
Chroniton 14 | 18 | 22
Episode
5 - Ethical Alternatives
Mission
16th
Type
Away Team
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Mission Rewards

Baited Hook is the sixteenth mission in Episode 5, Ethical Alternatives. It takes place at Cor Caroli I in the Cor Caroli system.

Mission Walkthrough

  Baited Hook's Information Baited Hook's Structure
Introduction: Hikaru Sulu, a high ranking and ruthless Terran Empire officer, has been deployed.
Help Mirror Sisko capture him before he commits more atrocities.
Baited Hook structure.png
Chroniton Cost: 14 | 18 | 22 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Reach Waypoint Undetected
Shadow Approaching Meteor
A. AT-Astrometrics View-Generations.png
Command Command
150 | 319 | 694
Trait bonus for tired crew:
(+29 | +?? | +136)
(+37 | +?? | +171)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ piloted the starship close in the wake of an approaching meteor, reaching striking distance undetected.
[Character]⁠ tried to shadow the meteor but ended up knocking it off course. The mission will be more difficult.
2.
Infiltrate Mirror Sulu's Starship
Exploit Shield Vulnerability
A. AT-Transporter Room.png
Engineering Engineering
150 | 319 | 694
Step 1
Successful
Trait bonus for tired crew:
(+?? | +?? | +136)
(+?? | +?? | +171)
No other traits provide a bonus.
Intrepid-Class Ship Schematic (x5)
Rare Power Cell ★★★
Rare Gravitic Caliper ★★★
[Character]⁠ was able to exploit Sulu's shields being deactivated and transport the away team aboard.
[Character]⁠ blundered their attempt to beam the away team aboard while shields were down. Only a few made it.
Introduce Sensor Repeat Loop
B. AT-Deflector Dish-First Contact.png
Science Science
150 | 319 | 694
Trait bonus for tired crew:
(+29 | +?? | +136)
(+37 | +?? | +171)
No other traits provide a bonus.
Uncommon TR-580 Medical Tricorder ★★
Rare Terran Emblem ★★★
Uncommon Darts ★★
[Character]⁠ mirrored Sulu's starship's sensor readings to blind them while the away team boarded.
[Character]⁠ failed to effectively blind Mirror Sulu's sensors. The away team managed to board but was injured.
3.
Apprehend Mirror Sulu
Capture Mirror Sulu
A. AT-Kal-if-fee.png
Security Security
150 | 319 | 694
Trait bonus for tired crew:
(+?? | +?? | +136)
(+?? | +?? | +171)
No other traits provide a bonus.
Uncommon Toolbox ★★
Rare Medical Lesson ★★★
Uncommon Starfleet Engineering Uniform ★★
[Character]⁠ and the rest of the away team subdued Mirror Sulu and prepared him for transport.
[Character]⁠ were eventually able to subdue Mirror Sulu, but not before he took a toil on the away team.
Seize Transportor Room
B. AT-Ambushing Federation Away Team.png
Science Science
150 | 319 | 694
Step 2.B
Successful
Trait bonus for tired crew:
(+29 | +?? | +136)
(+37 | +?? | +171)
No other traits provide a bonus.
Uncommon Phaser Type 3 (DS9) ★★
Rare Artificial Heart ★★★
Uncommon Desktop Monitor (ENT) ★★
[Character]⁠ mirrored Sulu's starship's sensor readings to blind them while the away team approached.
[Character]⁠ failed to effectively blind Mirror Sulu's sensors. The away team managed to board but was injured.
4.
Prevent Pursuit
Trigger Warp Core Recalibration
A. AT-Sabotage Cardassians.png
Engineering Engineering
150 | 319 | 694
Trait bonus for tired crew:
(+29 | +?? | +136)
(+37 | +?? | +171)
No other traits provide a bonus.
Uncommon Wrench ★★
Uncommon Dermal Regenerator ★★
Uncommon Ethical Subroutine ★★
[Character]⁠ was able to trigger an uninterruptable recalibration protocol, preventing pursuit and allowing escape.
[Character]⁠ and the away team were forced to abandon their captive when they could not disable the starship.
The away team was able to detain Mirror Sulu with minimal injury. The Terran Empire has lost one of its deadliest officers thanks to our away team's efforts.
The away team's capture of Mirror Sulu failed. He remains free to enfore the Terran Empire's will on defenseless systems.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Baited Hook Normal
By: middlehead, Joker41NAM, Gusok & ChewableCPP
Date(s): Mar 2017 – Nov 2018
Runs: 62   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Expansion Module ★★★ 3>>

Rare Expansion Module ★★★

Average (mean) runs per drop: 21

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

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

That is, 1 in 100 players may not see this item
drop at all even after 94 runs.

Also, a run dropping only this item is expected
per 240,000 runs or so.

289.3Statistical Strength: Nearly useless

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

134.67 — Infinity
>>
20.7
Rare Spices ★★★ 4>>

Rare Spices ★★★

Average (mean) runs per drop: 16

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

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

That is, 1 in 100 players may not see this item
drop at all even after 70 runs.

Also, a run dropping only this item is expected
per 100,000 runs or so.

217.0Statistical Strength: Nearly useless

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

108.94 — 26654.39
>>
15.5
Uncommon Sensor ★★ 34>>

Uncommon Sensor ★★

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 160 runs or so.

25.5Statistical Strength: Fairly reliable

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

19.47 — 37.05
>>
1.8
Common Spices 145>>

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 2.1 runs or so.

6Statistical Strength: Very reliable

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

5.55 — 6.49
>>
0.4

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Several drop rates and item drops got adjusted on 2017/03/15. The items of this DropTest were modified, so old data had to be removed.
The old costs/unit were: -.

Mission tested: Baited Hook Elite
By: Elynduil, ChewableCPP, Trojanneil & Crunch
Date(s): Mar 2017 – Jun 2018
Runs: 38   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Phaser Type 1 ★★ 13>>

Uncommon Phaser Type 1 ★★

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 670 runs or so.

52.6Statistical Strength: Somewhat unreliable

Range of average cost per
Uncommon Phaser Type 1 ★★
within 2 standard deviations
(~95.5% confidence):

34.52 — 110.63
>>
2.9
Super Rare Subprocessor ★★★★ 2>>Unable to display streak info due to insufficient sample size. 342.0Statistical Strength: Nearly useless

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

142.03 — Infinity
>>
19
Rare Spices ★★★ 9>>

Rare Spices ★★★

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 2,000 runs or so.

76.0Statistical Strength: Very unreliable

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

46.27 — 212.67
>>
4.2
Uncommon Incense ★★ 32>>

Uncommon 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 45 runs or so.

21.4Statistical Strength: Fairly reliable

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

16.43 — 30.59
>>
1.2
Common Sensor 58>>

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)
  • 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 7.6 runs or so.

11.8Statistical Strength: Very reliable

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

9.95 — 14.47
>>
0.7
Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Warning 2: Above results flagged as preliminary due to small sample size.

Mission tested: Baited Hook Epic
By: Webdawg77, SleepingDragon, Iknamur & Darxide (+2 more)
Date(s): Mar 2017 – Mar 2018
Runs: 198   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Subcutaneous Transponder 69>>

Basic Subcutaneous Transponder

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 640 runs or so.

63.1Statistical Strength: Fairly reliable

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

51.47 — 81.62
>>
2.9
Super Rare Expansion Module ★★★★ 70>>

Super Rare Expansion Module ★★★★

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 610 runs or so.

62.2Statistical Strength: Fairly reliable

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

50.81 — 80.26
>>
2.8
Rare Furs ★★★ 215>>

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)
  • 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 Furs ★★★
within 2 standard deviations
(~95.5% confidence):

18.27 — 22.74
>>
0.9
Uncommon Optronic Circuit ★★ 240>>

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 15 runs or so.

18.2Statistical Strength: Very reliable

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

16.5 — 20.16
>>
0.8

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Several drop rates and item drops got adjusted on 2017/03/15. The items of this DropTest were modified, so old data had to be removed.
The old costs/unit were: -.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
861
31
984
34
1024
34
Crew XP 84 104  ?
Training XP
at Warp 1+10
 ?
?
 ?
?
 ?
?
Credits Credits
Credits at Warp 1
1052
?
1352
?
1652
?