Death Throes

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Death Throes [CT-M5]
SB-Galaxy Class.png
Chroniton 10 | 16 | 20
Distress Calls
Celestial Temple
Mission
5th
Type
Space Battle
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Mission Rewards

Death Throes is the fifth distress call mission in the Celestial Temple. It takes place at Temporal Anomaly in the Hupyria system.

Mission Walkthrough

Death Throes
Against: U.S.S. Yamato in Galaxy Class Ship RareRareRare
Chroniton cost: 10 | 16 | 20
Normal Elite Epic
Shields 16000 18000 18000
Shield Regeneration 800 800
Hull 38000 40000 42000
Evasion 2 2 2
Evasion Power 1600 1600 1600
Attack 2 2 2
Attack Power 1700 1700 1800
Attack Speed 1.03 1.03 1.03
Accuracy 2 2 2
Accuracy Power 1600 1700 1700
Crit Rating 800 800 800
Crit Bonus 8000 8000 8000
We were able to disable the Yamato's weapons and warp core without compromising the vessel.
The Yamato will be out of action for quite some time,
but compared to the sad fate it suffered in the primary timeline that is a small price to pay.

OR
text

Mission Rewards

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Death Throes Normal
By: middlehead, Siguard, Tygra Dax & Fyncman (+ more)
Date(s): June 2016 – Oct 2018
Runs: 194   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Val Jean Schematic (x2) 100>>

Val Jean Schematic

Average (mean) runs per x2 drop: 4

Based on test averages, to get one more x2 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 1,600 runs or so.

19.4Statistical Strength: Fairly reliable

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

15.27 — 26.6
>>
1.9
Uncommon Authorization Code ★★ 26>>

Uncommon Authorization Code ★★

Average (mean) runs per drop: 8

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

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

That is, 1 in 100 players may not see this item
drop at all even after 33 runs.

Also, a run dropping only this item is expected
per 11,000 runs or so.

74.6Statistical Strength: Fairly reliable

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

53.92 — 121.07
>>
7.5
Uncommon Pattern Enhancer ★★ 45>>

Uncommon Pattern Enhancer ★★

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
  • 20 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 19 runs.

Also, a run dropping only this item is expected
per 2,200 runs or so.

43.1Statistical Strength: Fairly reliable

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

33.51 — 60.43
>>
4.3
Common Interlink 232>>

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)
  • 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.

8.4Statistical Strength: Very reliable

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

7.59 — 9.31
>>
0.8
Common Expansion Module 87>>

Common 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)
  • 5 runs in 10 percent of cases
  • 10 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 9 runs.

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

22.3Statistical Strength: Fairly reliable

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

18.61 — 27.8
>>
2.2
Common Subprocessor 142>>

Common Subprocessor

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.

13.7Statistical Strength: Very reliable

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

11.92 — 16
>>
1.4

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.

Mission tested: Death Throes Elite
By: Crunch, Jlieser, The Sisko1 & SleepingDragon (+ more)
Date(s): Jun 2016– July 2018
Runs: 323   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Field Rations ★★ 104>>

Uncommon Field Rations ★★

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 810 runs or so.

49.7Statistical Strength: Very reliable

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

41.92 — 61
>>
3.1
Basic Writing PADD (DS9) 111>>

Basic Writing PADD (DS9)

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.

46.6Statistical Strength: Very reliable

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

39.5 — 56.69
>>
2.9
Rare Starfleet Uniform Pattern ★★★ 120>>

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 530 runs or so.

43.1Statistical Strength: Very reliable

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

36.78 — 51.95
>>
2.7
Uncommon Emitter Crystal ★★ 224>>

Uncommon 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 81 runs or so.

23.1Statistical Strength: Very reliable

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

20.65 — 26.14
>>
1.4
Common Subprocessor 410>>

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)
  • 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.

12.6Statistical Strength: Very reliable

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

11.72 — 13.63
>>
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.

FINALLY a place to farm DS9 PADDs without requiring L.100 cadets :o)

Mission tested: Death Throes Epic
By: NuclearRodent, Bloodwine, ChewableCPP & Biolectra (+1 more)
Date(s): June 2017 – Jan 2018
Runs: 38   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Furs ★★★★ 11>>

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)
  • 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.

69.1Statistical Strength: Somewhat unreliable

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

43.85 — 162.84
>>
3.5
Rare Casing ★★★ 6>>

Rare Casing ★★★

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 6,900 runs or so.

126.7Statistical Strength: Very unreliable

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

70.44 — 627.77
>>
6.3
Uncommon Incense ★★ 53>>

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 10 runs or so.

14.3Statistical Strength: Fairly reliable

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

11.93 — 17.97
>>
0.7
Uncommon Sensor ★★ 44>>

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.

17.3Statistical Strength: Fairly reliable

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

13.96 — 22.65
>>
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.

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: Unreliable so not worth repeating.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
769
29
902
32
994
34
Crew XP 72 90 105
Training XP
at Warp 1+10
 ?
?
195
?
 ?
?
Credits Credits
Credits at Warp 1
750
?
1200
840
1500
?