Cleansing Fire

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Cleansing Fire [E1-M14A]
AT-Corridor Battle-First Contact.png
Chroniton 4 | 6 | 14
Episode
1 - The Art of War
Mission
14th
Type
Away Team
< Prev
Mission Rewards

Cleansing Fire is the fourteenth mission in Episode 1, The Art of War. It takes place at the Genesis Planet in the Genesis system.

  • Note: To unlock this mission you must choose the Klingon Victory in episode 1. Otherwise your fourteenth mission will be By Hook Or By Crook.
  • Note: Both Elite and Epic drop 1* Starfleet Uniform Patterns. There appears to be a bug in the game whereby this mission is listed twice as a source however both buttons point to the Epic mission.

Mission Walkthrough

  Cleansing Fire's Information Cleansing Fire's Structure
Introduction: Martok is leading a Klingon assault on the Augment's main research facility.
Join him and his warriors in glorious combat!
Cleansing Fire structure.png
Chroniton Cost: 4 | 6 | 14 Chroniton
Suggested
Traits
:
Notes: To unlock this mission you must choose the Klingon Victory in Episode 1.
Otherwise your 14th mission will be By Hook Or By Crook
The standard rewards for elite and epic are identical.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Gain Entry to Facility
Bait Guards from Posts
A. AT-Corridor Battle-First Contact.png
Security Security
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
Common NX-01 Cap
Uncommon Toolbox ★★
Super Rare Clothing Pattern ★★★★
[Character]⁠ was able to cause a distraction and bait the Augment guards into an ambush!
[Character]⁠ failed to bait the guards from their posts. The away team was forced into a stand-up fight.
2.
Locate Augment Researchers
Reconcile Layout with Scans
A. AT-Sabotage Cardassians.png
Science Science
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
Basic Starfleet Command Uniform (TOS)
Uncommon Tricorder (TOS) ★★
Uncommon Field Rations ★★
[Character]⁠ has scouted the facility and has the basic layout mapped. Now to corner the Augment researchers!
[Character]⁠ wandered the facility and got lost several times. The away team has to guess at the layout.
Isolate Augment Biorhythms
B. AT-Under Surgery.png
Medicine Medicine
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
Basic Civilian Medical Dress
Common Toolbox
Rare Subprocessor ★★★
[Character]⁠ has scanned and located the Augment researchers by their biorhythms.
[Character]⁠ was unable to determine who in the building is an Augment and who is not.
Trace Power Draws
C. AT-Transporter Room.png
Engineering Engineering
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
Basic Starfleet Engineering Uniform (VOY)
Uncommon D'k tahg ★★
Rare Synthesized Polymer ★★★
[Character]⁠ has found the room in the facility drawing the most power from the generators.
[Character]⁠ was unable to trace signals from the facility's power generators to one source.
3.
Overcome Security Measures
Ambush Augment Androids
A. AT-Cybernetic Brain Surgery.png
Security Security
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has taken on androids built by Arik Soong's Augment children–and won!
[Character]⁠ overcame the androids built by Arik Soong's Augment children–but just barely.
Disable Automated Defenses
B. AT-Corridor Explosion.png
Engineering Engineering
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ found overrides that allowed the automated defenses protecting the Augment researchers to be shut down.
[Character]⁠ was unable to disable the automated defenses. Several Klingons are injured reaching the Augments.
4.
Shut Down Facility
Destroy Research Equipment
A. AT-Corridor Explosion.png
Security Security
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
Basic Identification Code
Uncommon Plasma Rifle ★★
Uncommon Writing PADD ★★
[Character]⁠ and the Klingons destroy the Augment's research equipment and data files.
[Character]⁠ fails to notice an auto-transport triggered by the researchers. They escape and the mission fails.
Self-Destruct Key Systems
B. AT-Back Alley Trade.png
Engineering Engineering
39 | 86 | 184
Trait bonus for tired crew:
(+6 | +13 | +29)
(+8 | +17 | +37)
No other traits provide a bonus.
Uncommon Wrench ★★
Uncommon Pattern Enhancer ★★
Rare Incense ★★★
[Character]⁠ has carefully destroy key components in the research equipment, ending the Augment's work.
[Character]⁠ blundered in their attempt and caused an explosion. The researchers escaped during the chaos.
We have victory! Alongside our Klingon allies, we have dismantled the Augments' main research facility.
The question remains of what to do with the captive researchers...
The Augments proved formidable foes even for the combined strength of a Starfleet crew and the Klingon Empire's best. We must regroup and replan a second attempt at this operation.


Mission Rewards

Rare Rewards

Rare Rewards Rewards
Elite
Epic

Standard Rewards

Drop Chance

Mission tested: Cleansing Fire Normal
By: Siguard, bntracy, SYSkonfigg & Crunch (+ more)
Date(s): Aug 2016 – Apr 2018
Runs: 5574   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Constellation Class Schematic 1828>>

Constellation Class Schematic

Average (mean) runs per drop: 4

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
  • 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.

12.2Statistical Strength: Very reliable

Range of average cost per
Constellation Class Schematic
within 2 standard deviations
(~95.5% confidence):

11.68 — 12.76
>>
3
Basic Bloodwine 823>>

Basic Bloodwine

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 8,400 runs or so.

27.1Statistical Strength: Very reliable

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

25.37 — 29.07
>>
6.8
Basic Hyperspanner (DS9) 1756>>

Basic Hyperspanner (DS9)

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 860 runs or so.

12.7Statistical Strength: Very reliable

Range of average cost per
Basic Hyperspanner (DS9)
within 2 standard deviations
(~95.5% confidence):

12.15 — 13.3
>>
3.2
Basic Micro-Optic Drill 871>>

Basic Micro-Optic Drill

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

That is, 1 in 100 players may not see this item
drop at all even after 28 runs.

Also, a run dropping only this item is expected
per 7,100 runs or so.

25.6Statistical Strength: Very reliable

Range of average cost per
Basic Micro-Optic Drill
within 2 standard deviations
(~95.5% confidence):

24.01 — 27.41
>>
6.4
Basic Polyalloy 4391>>

Basic Polyalloy

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 55 runs or so.

5.1Statistical Strength: Very reliable

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

4.95 — 5.21
>>
1.3
Basic Spices 7053>>

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 13 runs or so.

3.2Statistical Strength: Very reliable

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

3.1 — 3.22
>>
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 got adjusted on 2016/08/23. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: 12.1, 33.2, 14.7, 16.8, 5.0, 3.2.

Mission tested: Cleansing Fire Elite
By: TheGambit, Cpt Nichols, Iviv & Crunch (+ more)
Date(s): May 2016 – Mar 2018
Runs: 1252   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Constellation Class Schematic (x3) 951>>

Constellation Class Schematic

Average (mean) runs per x3 drop: 4

Based on test averages, to get one more x3 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 1,700 runs or so.

7.9Statistical Strength: Very reliable

Range of average cost per
Constellation Class Schematic
within 2 standard deviations
(~95.5% confidence):

7.13 — 8.85
>>
1.3
Common Pattern Enhancer 191>>

Common Pattern Enhancer

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

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 7,600 runs or so.

39.3Statistical Strength: Very reliable

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

34.47 — 45.79
>>
6.6
Common Phaser Type 1 202>>

Common Phaser Type 1

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)
  • 14 runs in 10 percent of cases
  • 28 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 27 runs.

Also, a run dropping only this item is expected
per 6,400 runs or so.

37.2Statistical Strength: Very reliable

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

32.71 — 43.09
>>
6.2
Common Starfleet Uniform Pattern 990>>

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
  • 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 55 runs or so.

7.6Statistical Strength: Very reliable

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

7.2 — 8.03
>>
1.3
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

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: Cleansing Fire Epic
By: Trojanneil, Joker41NAM & Middlehead
Date(s): May 2017–Apr 2018
Runs: 29   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Constellation Class Schematic (x3) 33>>

Constellation Class Schematic

Average (mean) runs per x3 drop: 3

Based on test averages, to get one more x3 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 490 runs or so.

12.3Statistical Strength: Somewhat unreliable

Range of average cost per
Constellation Class Schematic
within 2 standard deviations
(~95.5% confidence):

7.85 — 28.41
>>
0.9
Common Pattern Enhancer 1>>Unable to display streak info due to insufficient sample size. 406.0Statistical Strength: Nearly useless

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

135.33 — Infinity
>>
29
Common Phaser Type 1 5>>

Common Phaser Type 1

Average (mean) runs per drop: 6

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

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

That is, 1 in 100 players may not see this item
drop at all even after 25 runs.

Also, a run dropping only this item is expected
per 5,300 runs or so.

81.2Statistical Strength: Nearly useless

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

43.34 — 641.28
>>
5.8
Common Starfleet Uniform Pattern 28>>

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)
  • 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 30 runs or so.

14.5Statistical Strength: Fairly reliable

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

11.04 — 21.11
>>
1
Basic Interlink 42>>

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)
  • 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 8.9 runs or so.

9.7Statistical Strength: Fairly reliable

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

7.9 — 12.44
>>
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.

Identical rewards as Away Team E1-M14A (Klingon Victory) 6 Chrons, 86 Skill Points Cleansing Fire Elite (probably a bug), but due to the much higher cost the drop rates are quite miserable.
Several drop rates and item drops got adjusted on 2017/03/15. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: 17.9, 128.8, 71.6, 16.5, and 8.8.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
 ?
8
532
22
882
32
Crew XP 24 48 88
Training
XP
Warp 1
Warp 10
45
445
100
?
 ?
?
Credits
Credits
regular
Warp 1
300
210
452
315
1052
?