Long Distance Call

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Long Distance Call [DE-M1]
SB-Borg Scout Ship.png
Chroniton 4 / 4 / 8
Distress Calls
Delphic Expanse
Mission
1st
Type
Space Battle
Next >
Mission Rewards
"Priority Alert. A damaged Borg vessel has entered the Alpha Quadrant. If we strike quickly, before the Borg can make repairs, we can eliminate this threat in its infancy."
~ Captain Jean-Luc Picard

Long Distance Call is the first distress call mission in the Delphic Expanse. It takes place at Omicron Theta in the Omicron Theta system.

Mission Walkthrough

Long Distance Call
Against: Damaged Borg Cube in a Borg Scout Ship LegendaryLegendaryLegendaryLegendaryLegendary
Chroniton cost: 4 / 4 / 8
Normal Elite Epic
Shields 14000 14000 18000
Shield Regeneration 800 900 1200
Hull 38000 40000 45000
Evasion 0 0 0
Evasion Power 100 100 100
Attack 2 2 2
Attack Power 1900 1900 2000
Attack Speed 0.9 0.9 0.9
Accuracy 1 1 1
Accuracy Power 1400 1400 1500
Crit Rating 500 500 500
Crit Bonus 5000 5000 5000
A Borg cube is usually a death sentence,
but with this particular vessel weakened, we were able to win the day.
Starfleet will remain on the lookout for other Borg ships.

Mission Rewards

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Long Distance Call Normal
By: Crunch, CodeHydro, Captain deMarco & iantimmy123 (+ more)
Date(s): May 2017 – Nov 2018
Runs: 5741   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Phaser Type 2 (DS9) 2230>>

Basic Phaser Type 2 (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)
  • 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 460 runs or so.

10.3Statistical Strength: Very reliable

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

9.91 — 10.72
>>
2.6
Basic Phaser Type 2 (TNG) 816>>

Basic Phaser Type 2 (TNG)

Average (mean) runs per drop: 8

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
  • 32 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 31 runs.

Also, a run dropping only this item is expected
per 9,400 runs or so.

28.1Statistical Strength: Very reliable

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

26.34 — 30.21
>>
7
Basic Starfleet Uniform (TNG) 2406>>

Basic Starfleet Uniform (TNG)

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
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 370 runs or so.

9.5Statistical Strength: Very reliable

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

9.2 — 9.92
>>
2.4
Basic Starfleet Uniform (TOS) 2377>>

Basic Starfleet Uniform (TOS)

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
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 380 runs or so.

9.7Statistical Strength: Very reliable

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

9.31 — 10.04
>>
2.4
Basic Casing 9394>>

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)
  • 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 6.2 runs or so.

2.4Statistical Strength: Very reliable

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

2.41 — 2.48
>>
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.

Note: The order of items may be different from the travel window, see guidelines.Before update 1.2, this mission dropped Basic Expansion Module instead of basic Casing. Since items appear to retain the drop rates of those they replaced in affected missions, the items above include the drop count of its predecessor.

Mission tested: Long Distance Call Elite
By: CodeHydro, Crunch, Chapey & Koba44 (+ more)
Date(s): May 2016 – Sept 2018
Runs: 1393   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Phaser Type 1 ★★ 227>>

Uncommon 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 6,200 runs or so.

24.6Statistical Strength: Very reliable

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

21.74 — 28.19
>>
6.1
Basic Radiation Collector 1103>>

Basic Radiation Collector

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 54 runs or so.

5.1Statistical Strength: Very reliable

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

4.8 — 5.33
>>
1.3
Basic Plasma Rifle 1115>>

Basic Plasma Rifle

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
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 53 runs or so.

5.0Statistical Strength: Very reliable

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

4.75 — 5.27
>>
1.2
Common Sensor 674>>

Common Sensor

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
  • 9 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 240 runs or so.

8.3Statistical Strength: Very reliable

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

7.72 — 8.89
>>
2.1
Basic Emitter Crystal 1060>>

Basic 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 61 runs or so.

5.3Statistical Strength: Very reliable

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

4.99 — 5.55
>>
1.3

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.

Drop multipliers for components were removed on June 1, 2016 without affecting drop rates; pre-June values for Emitter Crystal are divided by their former multiplier per policy.

Mission tested: Long Distance Call Epic
By: bntracy, Elynduil, Darxide & WaldoMag (+ more)
Date(s): July 2016 – Jun 2018
Runs: 320   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Synthesized Polymer ★★★ 31>>

Rare Synthesized Polymer ★★★

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.

82.6Statistical Strength: Fairly reliable

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

61.01 — 127.74
>>
10.3
Uncommon Subprocessor ★★ 77>>

Uncommon Subprocessor ★★

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
  • 19 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 1,900 runs or so.

33.3Statistical Strength: Fairly reliable

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

27.28 — 42.55
>>
4.2
Common Gold-Pressed Latinum 435>>

Common Gold-Pressed Latinum

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 11 runs or so.

5.9Statistical Strength: Very reliable

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

5.5 — 6.33
>>
0.7
Basic Optronic Circuit 417>>

Basic 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 12 runs or so.

6.1Statistical Strength: Very reliable

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

5.72 — 6.63
>>
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.

Same loot table as Epic His Own Man. Should theoretically have the same drop rates.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
37
2
355
15
625
25
Crew XP 6 33 57
Training XP
at Warp 1+10
20
125
70
695
 ?
?
Credits Credits
Credits at Warp 1
300
210
300
210
600
?