Field Modifications

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Field Modifications
[E8-M3]
AT-Astrometrics View-Generations.png
Chroniton 16 | 20 | 24
Episode
8 - The Killing Syndrome
Mission
3rd
Type
Away Team
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Mission Rewards

Field Modifications is the third mission in Episode 8, The Killing Syndrome. It takes place at Xindus in the Xindus system.

Mission Walkthrough

  Field Modifications's Information Field Modifications's Structure
Introduction: Hostile Hirogen are after the Dominion, hiding in Xindi space. Upgrade their ships' weapons and defenses to overpower the Hirogen in combat.
Field Modifications structure.png
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Research Hirogen Schematics
Determine Hirogen Capabilities
A. AT-Astrometrics View-Generations.png
Command Command
235 | 493 | 893
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
Uncommon Database (Panel) ★★
honor 50
Uncommon Security Codes ★★
[Character]⁠ used Voyager’s scans of Hirogen ships to determine where the Xindi need to improve their tactical systems.
Choice Failure Message
2.
Overcome Outclassed Weaponry
Attempt to Maximize Resources
A. AT-Scotty In Jefferies Tube.png
Security Security
235 | 493 | 893
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
No Rewards at this Node
[Character]⁠ has successfully overloaded the main torpedo warheads, a dangerous but effective combat solution.
Choice Failure Message
Boost Phaser Output
B. AT-Corridor Battle-First Contact.png
Engineering Engineering
235 | 493 | 893
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
No Rewards at this Node
[Character]⁠ has overamplified the phaser capacitors on an inverse flux cycle, returning a fifty percent higher output.
Choice Failure Message
3.
Optimize Deflector Shield Nutation
Barter for Deflector Parts
A. AT-Bartering with Ferengi.png
Diplomacy Diplomacy
235 | 493 | 893
Ferengi Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
Basic Ancient Film
Common IDIC
Rare Database (Panel) ★★★
[Character]⁠ was able to convince a Federation ship to give up a newly-installed deflector module for use by the Xindi.
Choice Failure Message
Enhance Shield Modulators
B. AT-Deflector Dish-First Contact.png
Science Science
235 | 493 | 893
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
Uncommon Emitter Crystal ★★
Common Security Codes
Credits 5000
[Character]⁠ came up with a way to alter the shield modulation frequencies to repel Hirogen phaser weapons.
Choice Failure Message
4.
Test Against Live Opponent
Destroy Hirogen Scout Drone
A. AT-Shuttlecraft Under Attack.png
Security Security
235 | 493 | 893
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
honor 50
Basic Orchids
Uncommon Encoded Communique ★★
[Character]⁠ performed a successful live-fire test of the new weapons upgrades against a passing Hirogen scout drone.
Choice Failure Message
Our crew has successfully improved the Xindi's ships to better withstand a Hirogen attack. We have leveled the playing field, should they need to fight.
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Field Modifications Normal
By: Middlehead & Elynduil
Date(s): Mar 2018 – Jun 2018
Runs: 40   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Bloodwine 14>>

Basic Bloodwine

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 630 runs or so.

45.7Statistical Strength: Somewhat unreliable

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

30.39 — 92.26
>>
2.9
Super Rare Microconnector ★★★★ 1>>

Super Rare Microconnector ★★★★

Average (mean) runs per drop: 40

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

  • 28 runs in 50 percent of cases (median)
  • 92 runs in 10 percent of cases
  • 184 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 183 runs.

Also, a run dropping only this item is expected
per 1,700,000 runs or so.

640.0Statistical Strength: Nearly useless

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

213.33 — Infinity
>>
40
Rare Synthesized Polymer ★★★ 4>>

Rare Synthesized Polymer ★★★

Average (mean) runs per drop: 10

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

  • 7 runs in 50 percent of cases (median)
  • 23 runs in 10 percent of cases
  • 46 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 45 runs.

Also, a run dropping only this item is expected
per 27,000 runs or so.

160.0Statistical Strength: Nearly useless

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

80.51 — 12612.82
>>
10
Common Optronic Circuit 61>>

Common 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 7.6 runs or so.

10.5Statistical Strength: Very reliable

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

8.89 — 12.8
>>
0.7
Basic Polyalloy 40>>

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
  • 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 27 runs or so.

16.0Statistical Strength: Fairly reliable

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

12.71 — 21.6
>>
1

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: Field Modifications Elite
By: koba44, CMO Zoidberg, Terfin & Middlehead (+2 more)
Date(s): Dec 2017 – May 2018
Runs: 326   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Furs ★★★★ 39>>

Super Rare Furs ★★★★

Average (mean) runs per drop: 9

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

  • 6 runs in 50 percent of cases (median)
  • 19 runs in 10 percent of cases
  • 38 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 37 runs.

Also, a run dropping only this item is expected
per 16,000 runs or so.

167.2Statistical Strength: Fairly reliable

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

127.23 — 243.69
>>
8.4
Rare Casing ★★★ 213>>

Rare Casing ★★★

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 97 runs or so.

30.6Statistical Strength: Very reliable

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

27.3 — 34.83
>>
1.5
Uncommon Incense ★★ 346>>

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
  • 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 23 runs or so.

18.8Statistical Strength: Very reliable

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

17.34 — 20.63
>>
0.9
Uncommon Sensor ★★ 380>>

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.

17.2Statistical Strength: Very reliable

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

15.88 — 18.66
>>
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: Field Modifications Epic
By: Crunch, WaldoMag, Siguard & CMO Zoidberg
Date(s): Dec 2017 – Jun 2018
Runs: 57   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Astrometric Chart ★★ 69>>

Uncommon Astrometric Chart ★★

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.

19.8Statistical Strength: Very reliable

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

16.71 — 24.37
>>
0.8
Basic Laser Scalpel 20>>

Basic Laser Scalpel

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 630 runs or so.

68.4Statistical Strength: Somewhat unreliable

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

48.12 — 118.23
>>
2.9
Super Rare Sensor ★★★★ 10>>

Super Rare Sensor ★★★★

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 5,000 runs or so.

136.8Statistical Strength: Somewhat unreliable

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

84.68 — 355.77
>>
5.7
Uncommon Incense ★★ 72>>

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 13 runs or so.

19.0Statistical Strength: Very reliable

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

16.1 — 23.17
>>
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.

Some time before 2018/03/29, it appears that Basic Micro-Optic Drill has been replaced with Basic Laser Scalpel. Data has been reset. 2018/4/4 Data was readded. Was a mistake at least from the point the data was recorded


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
902
32
994
34
1034
34
Crew XP 92 108 116
Training
XP
Warp 1
Warp 10
 ??
??
 ??
??
245
??
Credits
Credits
regular
Warp 1
1200
??
1500
??
1800
1260