Our Harshest Critic

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Our Harshest Critic
[E10-M7]
SB-Unknown Ship.png
Chroniton 16 | 20 | 24
Episode
10 - Shadow of a Doubt
Mission
7th
Type
Space Battle
< Prev
Mission Rewards
Man versus himself. The ultimate conflict. Usually, it's within... but take away the Q, and it's without. Good luck, Captain. For your sake, I hope you're less than you seem.
~ Quinn

Our Harshest Critic is the seventh mission in Episode 10, Shadow of a Doubt. It takes place at Anomaly in the Quirinus System.

Contents

Mission Walkthrough


Our Harshest Critic
Against: Your Past Self
Chroniton cost: 16 | 20 | 24
Normal Elite Epic
Shields
Hull
Attack
Accuracy
Evasion
Attack Power
Attack Speed
Accuracy Power
Evasion Power
Shield Regeneration
Crit Rating
Crit Bonus
I have managed to defeat past versions of myself, my crew, and my first ship in a confrontation only our present crisis could produce.
We have escaped the Continuum, and must now share what we've learned with Starfleet.
Without vanity, I can state that even a past version of myself is a formidable opponent.
Winning this battle is literally suicide, but we must find a way....


Mission Rewards


Standard Rewards


Standard Rewards
Normal
Elite
Epic

Drop Chance


Mission tested: Our Harshest Critic Normal
By: Koba44, Henka & middlehead
Date(s): July 2019 – July 2019
Runs: 130   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 141>>

Uncommon Pattern Enhancer ★★

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.

14.8Statistical Strength: Very reliable

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

13 — 17.05
>>
0.9
Super Rare Clothing Pattern ★★★★ 9>>

Super Rare Clothing Pattern ★★★★

Average (mean) runs per drop: 15

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

  • 10 runs in 50 percent of cases (median)
  • 33 runs in 10 percent of cases
  • 66 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 65 runs.

Also, a run dropping only this item is expected
per 81,000 runs or so.

231.1Statistical Strength: Very unreliable

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

139.24 — 679.29
>>
14.4
Rare Interlink ★★★ 101>>

Rare Interlink ★★★

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 58 runs or so.

20.6Statistical Strength: Very reliable

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

17.58 — 24.86
>>
1.3
Rare Optronic Circuit ★★★ 16>>

Rare Optronic Circuit ★★★

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
  • 37 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 36 runs.

Also, a run dropping only this item is expected
per 14,000 runs or so.

130.0Statistical Strength: Somewhat unreliable

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

87.23 — 255.03
>>
8.1
Basic Alcohol 123>>

Basic Alcohol

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 32 runs or so.

16.9Statistical Strength: Very reliable

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

14.71 — 19.88
>>
1.1

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: Our Harshest Critic Elite
By: Koba44, Henka & middlehead
Date(s): July 2019 – July 2019
Runs: 122   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Spices ★★★★ 18>>

Super Rare Spices ★★★★

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.

135.6Statistical Strength: Somewhat unreliable

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

92.83 — 251.17
>>
6.8
Rare Sensor ★★★ 72>>

Rare Sensor ★★★

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 130 runs or so.

33.9Statistical Strength: Fairly reliable

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

27.97 — 42.98
>>
1.7
Common Expansion Module 144>>

Common 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 16 runs or so.

16.9Statistical Strength: Very reliable

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

15 — 19.48
>>
0.8
Basic Gold-Pressed Latinum 132>>

Basic 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
  • 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.

18.5Statistical Strength: Very reliable

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

16.22 — 21.48
>>
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: Our Harshest Critic Epic
By: Koba44, Henka & middlehead
Date(s): July 2019 – Aug 2019
Runs: 224   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic First Contact Protocol 98>>

Basic First Contact Protocol

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 320 runs or so.

54.9Statistical Strength: Very reliable

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

46.22 — 67.46
>>
2.3
Rare Database (Panel) ★★★ 86>>

Rare Database (Panel) ★★★

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 480 runs or so.

62.5Statistical Strength: Fairly reliable

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

52.03 — 78.29
>>
2.6
Uncommon Furs ★★ 234>>

Uncommon Furs ★★

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 24 runs or so.

23Statistical Strength: Very reliable

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

20.78 — 25.69
>>
1
Common Power Cell 254>>

Common Power Cell

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 19 runs or so.

21.2Statistical Strength: Very reliable

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

19.26 — 23.49
>>
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