Feed A Fever

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Feed A Fever
[E8-M12]
AT-Transporter Room.png
Chroniton 16 | 20 | 24
Episode
8 - The Killing Syndrome
Mission
12th
Type
Away Team
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Mission Rewards

Feed A Fever is the twelfth mission in Episode 8, The Killing Syndrome. It takes place at Gralik in the Xindus system.

Mission Walkthrough

  Feed A Fever's Information Feed A Fever's Structure
Introduction: Help Remata'Klan convince the rebel Jem'Hadar to abandon this foolishness by depricing them of ketracel-white.
Feed A Fever structure.png
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Confiscate Ketracel-white
Conduct Targeted Transport
A. AT-Transporter Room.png
Science Science
284 | 596 | 1008
Trait bonus for tired crew:
(+56 | +119 | +201)
(+71 | +149 | +252)
Uncommon Alcohol ★★
Basic Holoprogram
Common IDIC
[Character]'s custom sweep detects all traces of ketracel-white aboard the rebel ships and beams the drug aboard.
Choice Failure Message
2.
Prevent Ketracel-white Theft
Contaminate Ketracel-white
A. AT-Under Surgery.png
Medicine Medicine
284 | 596 | 1008
Trait bonus for tired crew:
(+56 | +119 | +201)
(+71 | +149 | +252)
No Rewards at this Node
[Character] safely destroys the ketracel-white, making it unsuitable for Jem'Hadar consumption.
Choice Failure Message
Install Security Measures
B. AT-Scotty In Jefferies Tube.png
Engineering Engineering
284 | 596 | 1008
Trait bonus for tired crew:
(+56 | +119 | +201)
(+71 | +149 | +252)
No Rewards at this Node
[Character] ensures the ketracel-white is protected by security fields, motion detectors, and transport inhibitors.
Choice Failure Message
3.
Recruit or Arrest Thieves
Persuade Loyalists to Forgive
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
284 | 596 | 1008
Dominion Trait bonus for tired crew:
(+56 | +119 | +201)
(+71 | +149 | +252)
50 Honor
Common Encoded Communique
2 x Rare Polyalloy ★★★
Once [Character] convinces the Founders to forgive the rebel Jem'Hadar, the Vorta and the other Jem'Hadar fall in line.
Choice Failure Message
Defeat Rebels in Firefight
B. AT-Corridor Battle-First Contact.png
Security Security
284 | 596 | 1008
Trait bonus for tired crew:
(+56 | +119 | +201)
(+71 | +149 | +252)
Basic Gagh
Basic Science Experiment
Basic Encoded Communique
Choice Success Message
Choice Failure Message
4.
Treat Former Rebels
Synthesized Concentrated Drug
A. AT-Under Surgery.png
Medicine Medicine
284 | 596 | 1008
Trait bonus for tired crew:
(+56 | +119 | +201)
(+71 | +149 | +252)
Uncommon Clothing Pattern ★★
Rare Starfleet Uniform Pattern ★★★
Super Rare Subprocessor ★★★★
[Character] ensures not a single former rebel Jem'Hadar is lost due to ketracel-white withdrawal.
Choice Failure Message
Withholding ketracel-white from the rebellious Jem'Hadar has caused many to abandon their plot to kill the Founders. The Dominion will surely appreciate the effort....
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Feed A Fever Normal
By: Elynduil, ChewableCPP & middlehead
Date(s): Jan 2018 – June 2018
Runs: 38   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 22>>

Uncommon Pattern Enhancer ★★

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 140 runs or so.

27.6Statistical Strength: Somewhat unreliable

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

19.96 — 44.92
>>
1.7
Super Rare Emitter Crystal ★★★★ 3>>Unable to display streak info due to insufficient sample size. 202.7Statistical Strength: Nearly useless

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

94.51 — Infinity
>>
12.7
Rare Subprocessor ★★★ 5>>

Rare Subprocessor ★★★

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)
  • 18 runs in 10 percent of cases
  • 35 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 34 runs.

Also, a run dropping only this item is expected
per 12,000 runs or so.

121.6Statistical Strength: Nearly useless

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

64.73 — 1000.44
>>
7.6
Common Isolinear Chips 39>>

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)
  • 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 25 runs or so.

15.6Statistical Strength: Fairly reliable

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

12.36 — 21.09
>>
1
Basic Database (Panel) 45>>

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
  • 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.

13.5Statistical Strength: Fairly reliable

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

10.96 — 17.61
>>
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.

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

Mission tested: Feed A Fever Elite
By: Siguard, WaldoMag, koba44 & Chewable C++ (+ more)
Date(s): Dec 2017 – Sept 2018
Runs: 287   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Clothing Pattern ★★★★ 47>>

Super Rare Clothing Pattern ★★★★

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 6,100 runs or so.

122.1Statistical Strength: Fairly reliable

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

95.13 — 170.53
>>
6.1
Rare Power Cell ★★★ 192>>

Rare 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 90 runs or so.

29.9Statistical Strength: Very reliable

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

26.52 — 34.26
>>
1.5
Uncommon Expansion Module ★★ 296>>

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
  • 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 25 runs or so.

19.4Statistical Strength: Very reliable

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

17.72 — 21.41
>>
1
Uncommon Relay ★★ 326>>

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
  • 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 18 runs or so.

17.6Statistical Strength: Very reliable

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

16.19 — 19.29
>>
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: Feed A Fever Epic
By: Darxide, Siguard, CMO Zoidberg & middlehead
Date(s): Dec 2017 – Aug 2018
Runs: 368   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Writing PADD (TNG) ★★ 409>>

Uncommon Writing PADD (TNG) ★★

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.

21.6Statistical Strength: Very reliable

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

20.02 — 23.43
>>
0.9
Basic Gravitic Caliper 167>>

Basic Gravitic Caliper

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 290 runs or so.

52.9Statistical Strength: Very reliable

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

46.28 — 61.69
>>
2.2
Super Rare Casing ★★★★ 125>>

Super Rare Casing ★★★★

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 690 runs or so.

70.7Statistical Strength: Very reliable

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

60.47 — 84.98
>>
2.9
Uncommon Isolinear Chips ★★ 403>>

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)
  • 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.

21.9Statistical Strength: Very reliable

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

20.3 — 23.81
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
923
33
994
34
1034
34
Crew XP 96 108 116
Training
XP
Warp 1
Warp 10
 ??
1960
 ??
??
 ??
??
Credits
Credits
regular
Warp 1
1200
840
1500
??
1800
??