Blunting the Dagger

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Blunting the Dagger [E5-M5]
AT-Astrometrics View-Generations.png
Chroniton 12 | 16 | 22
Episode
5 - Ethical Alternatives
Mission
5th
Type
Away Team
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Mission Rewards

Blunting the Dagger is the fifth mission in Episode 5, Ethical Alternatives. It takes place at the Gaia Station in the Trill system.

Mission Walkthrough

  Blunting the Dagger's Information Blunting the Dagger's Structure
Introduction: Protect 'Mirror' Hoshi Sato's shuttle from attack by a Section 31 runabout full of assassins attempting to kill her.
Blunting the Dagger structure.png
Chroniton Cost: 12 | 16 | 22 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Detect Intruders
Identify Section 31 Attack Vector
A. AT-Astrometrics View-Generations.png
Science Science
129 | 285 | 589
Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
Rare Sensor ★★★
Rare Gold-Pressed Latinum ★★★
Super Rare Database ★★★★
[Character]⁠ detected an impulse signature which led to the discovery of assassins searching for Hoshi Sato's shuttle.
[Character]⁠ failed to detect the Section 31 runabout until the assassins nearly reached Hoshi Sato's shuttle.
2.
Section 31 Block Escape
Run Section 31 Gauntlet
A. AT-Shuttlecraft Under Attack.png
Security Security
129 | 285 | 589
Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ led 'Mirror' Hoshi Sato's ship safely past the Section 31 vessel attempting to set up a blockade.
[Character]⁠ swerved in error, and led 'Mirror' Hoshi Sato's ship into an ambush by the Section 31 vessel.
Modulate 'Mirror' Hoshi's Shields
B. AT-Bolian Repairs Console.png
Science Science
129 | 285 | 589
Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ modulated the shields on 'Mirror' Hoshi Sato's shuttlecraft to better resist an attack from Section 31.
[Character]⁠ wasn't able to improve the shielding on 'Mirror' Hoshi Sato's shuttle. Additional efforts will be needed.
3.
Assassins Deploy Special Tactics
Counter Assassin's Tractor Beam
A. AT-Scotty In Jefferies Tube.png
Engineering Engineering
129 | 285 | 589
Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
Uncommon Writing PADD (TNG) ★★
Uncommon Borg Exo-Plating ★★
Uncommon Resistance Cipher ★★
[Character]⁠ successfully deflected the tractor beam being used by the Section 31 assassins.
[Character]⁠'s attempts to deflect the assassins' tractor beam. The assassins draw closer to their quarry.
Engage In Hit-And-Run Tactics
B. AT-Corridor Battle-First Contact.png
Security Security
129 | 285 | 589
Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
Uncommon Combadge (DS9) ★★
Uncommon Microconnector ★★
Rare Multidimensional Transporter Device ★★★
[Character]⁠ led a brazen guerilla-style attack on the Section 31 runabout. Their ability to pursue is curtailed.
[Character]⁠ failed to harass the Section 31 agents in any meaningful way. They maintain the upper hand.
4.
Eliminate Assassin Threat
Fake 'Mirror' Hoshi Sato's Death
A. AT-Klingon Death Ritual.png
Medicine Medicine
129 | 285 | 589
Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
Uncommon Phaser Type 1 ★★
Common Cardassian Encryption Algorithm
Uncommon Criminal Activity Report ★★
[Character]⁠ was able deceive the assassins by faking 'Mirror' Hoshi Sato's genetic material in her shuttle wreckage.
[Character]⁠ failed to deceive Section 31 with faked genetic material. The mission was a failure.
Blind the Section 31 Runabout
B. AT-Deflector Dish-First Contact.png
Science Science
129 | 285 | 589
Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
Uncommon Tricorder Mark VII ★★
Common Parametric Scanner
Common Klingon Armor
[Character]⁠ used the deflector array to bombard the Section 31 runabout with data. The rescue was a success.
[Character]⁠ tried a last ditch effort to blind the assassin's runabout but failed. The rescue was a failure.
Disable Section 31 Runabout
C. AT-Shuttlecraft Under Attack.png
Security Security
129 | 285 | 589
Choose 3.B

Pilot
or
Saboteur

Trait bonus for tired crew:
(+24 | +54 | +112)
(+31 | +68 | +141)
No other traits provide a bonus.
Uncommon Photon Grenade ★★
Rare Photon Grenade ★★★
Common Scalpel
[Character]⁠'s bold shuttle attack knocked the Section 31 pursuers off balance, giving 'Mirror' Hoshi time to escape.
[Character]⁠ failed to disable the Section 31 runabout. 'Mirror' Hoshi Sato falls to the assassins.
The away team cleverly kept Section 31 pursuit ships from getting a clear shot at 'Mirror' Hoshi Sato's shuttle.
She has made it aboard our ship with a story to tell.
The away team wasn't able to prevent 'Mirror' Hoshi Sato's shuttle from being boarded by Section 31 forces.
If she makes it out of this predicament alive, it will be nothing short of miraculous.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Blunting the Dagger Normal
By: Jauranna, Crunch, SleepingDragon & bntracy (+ more)
Date(s): June – November 2016
Runs: 341   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Polyalloy ★★★ 33>>

Rare Polyalloy ★★★

Average (mean) runs per drop: 11

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

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

That is, 1 in 100 players may not see this item
drop at all even after 46 runs.

Also, a run dropping only this item is expected
per 30,000 runs or so.

124.0Statistical Strength: Fairly reliable

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

92.35 — 188.64
>>
10.3
Uncommon Gold-Pressed Latinum ★★ 98>>

Uncommon Gold-Pressed Latinum ★★

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.

41.8Statistical Strength: Very reliable

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

35.02 — 51.69
>>
3.5
Common Spices 441>>

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)
  • 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 12 runs or so.

9.3Statistical Strength: Very reliable

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

8.66 — 10
>>
0.8
Basic Polyalloy 451>>

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)
  • 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 12 runs or so.

9.1Statistical Strength: Very reliable

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

8.48 — 9.76
>>
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.

Mission tested: Blunting the Dagger Elite
By: Astrokaiz, Digitaleel, WaldoMag & Joker41NAM (+2 more)
Date(s): July 2016 - Apr 2018
Runs: 162   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Casing ★★★★ 12>>

Super Rare Casing ★★★★

Average (mean) runs per drop: 14

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

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

That is, 1 in 100 players may not see this item
drop at all even after 61 runs.

Also, a run dropping only this item is expected
per 66,000 runs or so.

216.0Statistical Strength: Somewhat unreliable

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

137.51 — 503.22
>>
13.5
Rare Synthesized Polymer ★★★ 24>>

Rare Synthesized Polymer ★★★

Average (mean) runs per drop: 7

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

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

That is, 1 in 100 players may not see this item
drop at all even after 30 runs.

Also, a run dropping only this item is expected
per 8,300 runs or so.

108.0Statistical Strength: Somewhat unreliable

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

77.23 — 179.54
>>
6.8
Uncommon Isolinear Chips ★★ 113>>

Uncommon Isolinear Chips ★★

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 80 runs or so.

22.9Statistical Strength: Very reliable

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

19.69 — 27.47
>>
1.4
Common Synthesized Polymer 159>>

Common 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)
  • 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 29 runs or so.

16.3Statistical Strength: Very reliable

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

14.42 — 18.74
>>
1
Basic Expansion Module 178>>

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)
  • 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 20 runs or so.

14.6Statistical Strength: Very reliable

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

13.01 — 16.54
>>
0.9

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.

Mission tested: Blunting the Dagger Epic
By: Iknamur & User2
Date(s): May 2017 - May 2017
Runs: 51   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Synthesized Polymer ★★★★ 3>>

Super Rare Synthesized Polymer ★★★★

Average (mean) runs per drop: 17

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

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

That is, 1 in 100 players may not see this item
drop at all even after 77 runs.

Also, a run dropping only this item is expected
per 130,000 runs or so.

374.0Statistical Strength: Nearly useless

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

174.19 — Infinity
>>
17
Rare Relay ★★★ 37>>

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 71 runs or so.

30.3Statistical Strength: Fairly reliable

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

23.56 — 42.54
>>
1.4
Rare Sensor ★★★ 36>>

Rare 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
  • 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 77 runs or so.

31.2Statistical Strength: Fairly reliable

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

24.11 — 44.05
>>
1.4
Basic Casing 77>>

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)
  • 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 7.8 runs or so.

14.6Statistical Strength: Very reliable

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

12.55 — 17.37
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
820
30
943
33
1004
34
Crew XP 80 96 108
Training XP
at Warp 1+10
 ?
?
 ?
2020
235
?
Credits Credits
Credits at Warp 1
900
?
1200
840
1652
1155