Power Cell

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Power Cell is a Component used to craft many items for crew members.

Crafting Table


Rarity Basic Common
(Common)
Uncommon
(UncommonUncommon)
Rare
(RareRareRare)
Super Rare
(Super RareSuper RareSuper RareSuper Rare)
Icon
Spacer.png
PowerCell.png
FlipBasic.png
Spacer.png
PowerCell.png
FlipCommon.png
Spacer.png
PowerCell.png
FlipUncommon.png
Spacer.png
PowerCell.png
FlipRare.png
Spacer.png
PowerCell.png
FlipSuperRare.png
Location
Found At:
Standard Reward:

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop Only) :

Crafted
From:
Power Cell is a component and cannot be crafted. It is used as a component to craft other items.
Item
Cost:
Faction Store:
  • 25k Credits or
  • 25 Merit
Faction Store:
  • 50k Credits or
  • 50 Merit or
  • 25 Dilithium
Faction Store:
  • 250k Credits or
  • 125 Merit or
  • 50 Dilithium
Faction Store:
  • 500k Credits or
  • 250 Merit or
  • 100 Dilithium
  • Drop Only
Crafts
Into:



DropTests


Basic


Item Units Cost/Unit Runs/Unit Runs From
Basic Power Cell 5696>>

Basic 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
  • 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 7.5 runs or so.

2.6Statistical Strength: Very reliable

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

2.56 — 2.65
>>
0.7 3710 HighwaymenSpace Battle DE-M3 4 Chrons Highwaymen Normal
Basic Power Cell 1459>>

Basic 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)
  • 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 260 runs or so.

6Statistical Strength: Very reliable

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

5.77 — 6.32
>>
1 1468 Assault and BatteryAway Team E1-M4 6 Chrons, 73 Skill Points Assault and Battery Elite
Basic Power Cell 325>>

Basic 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 16 runs or so.

6.7Statistical Strength: Very reliable

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

6.21 — 7.38
>>
0.8 274 Not A Drop to DrinkSpace Battle E2-M6 8 Chrons Not A Drop to Drink Elite
Basic Power Cell 75>>

Basic 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
  • 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.

7.6Statistical Strength: Very reliable

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

6.48 — 9.2
>>
0.8 57 A Ticking BombSpace Battle KE-M4 10 Chrons A Ticking Bomb Elite
Basic Power Cell 948>>

Basic 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 23 runs or so.

7.6Statistical Strength: Very reliable

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

7.25 — 8.05
>>
1 904 Cardassian HospitalityAway Team E2-M14 8 Chrons, 144 Skill Points Cardassian Hospitality Elite
Basic Power Cell 175>>

Basic 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
  • 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.

9.4Statistical Strength: Very reliable

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

8.43 — 10.61
>>
0.8 137 Act of BetrayalAway Team E5-M8 12 Chrons, 135 Skill Points Act of Betrayal Normal
Basic Power Cell 845>>

Basic 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 27 runs or so.

15.9Statistical Strength: Very reliable

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

15.06 — 16.85
>>
1 840 Coursing HoundsSpace Battle E5-M3 16 Chrons Coursing Hounds Elite
Basic Power Cell 46>>

Basic 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.

16Statistical Strength: Fairly reliable

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

13 — 20.95
>>
0.9 41 Death's EndeavorAway Team E7-M13B (KCA Victory) 18 Chrons, 635 Skill Points Death's Endeavor Normal
Basic Power Cell 116>>

Basic 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)
  • 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 30 runs or so.

16.6Statistical Strength: Very reliable

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

14.35 — 19.54
>>
1 120 The Vanguard's ChallengeSpace Battle E8-M7 16 Chrons The Vanguard's Challenge Normal
Basic Power Cell 41>>

Basic 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 18 runs or so.

14.1Statistical Strength: Fairly reliable

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

11.26 — 18.66
>>
0.9 36 Control Over ChaosAway Team E5-M9 16 Chrons, 299 Skill Points Control Over Chaos Elite
Basic Power Cell 66>>

Basic 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 20 runs or so.

3.6Statistical Strength: Fairly reliable

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

3.04 — 4.53
>>
0.9 60 Zora's InvitationAway Team I-M4 4 Chrons Zora's Invitation Normal
Basic Power Cell 235>>

Basic 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 23 runs or so.

3.8Statistical Strength: Very reliable

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

3.43 — 4.24
>>
0.9 223 Bottom FeedersSpace Battle I-M6 4 Chrons Bottom Feeders Normal


Common


Item Units Cost/Unit Runs/Unit Runs From
Common Power Cell 2292>>

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

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 2.1 runs or so.

3.0Statistical Strength: Very reliable

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

2.95 — 3.05
>>
0.3 688 Assault and BatteryAway Team E1-M4 10 Chrons, 140 Skill Points Assault and Battery Epic
Common Power Cell 1492>>

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

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.7 runs or so.

4Statistical Strength: Very reliable

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

3.92 — 4.1
>>
0.4 598 Mortals and MayhemAway Team DE-M6 10 Chrons, 160 Skill Points Mortals and Mayhem Epic
Common Power Cell 101>>

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)
  • 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 2.7 runs or so.

6.5Statistical Strength: Very reliable

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

5.89 — 7.29
>>
0.5 47 Back to SchoolAway Team E5-M14 14 Chrons, 144 Skill Points Back to School Normal
Common Power Cell 115>>

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)
  • 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 3.8 runs or so.

7.3Statistical Strength: Very reliable

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

6.57 — 8.23
>>
0.5 60 Under New ManagementAway Team E2-M1 14 Chrons, 199 Skill Points Under New Management Epic
Common Power Cell 88>>

Common 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)
  • 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 50 runs or so.

7.4Statistical Strength: Very reliable

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

6.23 — 9
>>
1.2 108 The TossAway Team E2-M19A (Bajoran Victory) 6 Chrons, 73 Skill Points The Toss Normal
Common Power Cell 32>>

Common 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)
  • 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.

7.5Statistical Strength: Fairly reliable

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

5.75 — 10.78
>>
1.3 40 A New RecruitAway Team E2-M19C (Cardassian Victory) 6 Chrons, 73 Skill Points A New Recruit Normal
Common Power Cell 249>>

Common 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)
  • 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 38 runs or so.

6.7Statistical Strength: Very reliable

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

6.08 — 7.52
>>
1.1 279 Man with a PlanAway Team E2-M19B (Maquis Victory) 6 Chrons, 73 Skill Points Man with a Plan Normal
Common Power Cell 263>>

Common 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)
  • 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 40 runs or so.

9.1Statistical Strength: Very reliable

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

8.24 — 10.15
>>
1.1 299 Ishka IssuesAway Team E4-M1 8 Chrons, 90 Skill Points Ishka Issues Normal
Common Power Cell 426>>

Common 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)
  • 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 54 runs or so.

10.1Statistical Strength: Very reliable

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

9.29 — 10.98
>>
1.3 536 The Army of AnaydisSpace Battle E2-M3 8 Chrons The Army of Anaydis Elite
Common Power Cell 716>>

Common Power Cell

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.

12.3Statistical Strength: Very reliable

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

11.55 — 13.25
>>
2.1 1473 Beyond the CallSpace Battle E1-M8 6 Chrons Beyond the Call Elite
Common Power Cell 332>>

Common Power Cell

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
  • 15 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

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

13.5Statistical Strength: Very reliable

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

12.22 — 15.06
>>
3.4 1120 Maquis IncitementAway Team E2-M9 4 Chrons, 54 Skill Points Maquis Incitement Normal
Common Power Cell 55>>

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 110 runs or so.

14.7Statistical Strength: Fairly reliable

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

12.02 — 19.01
>>
0.8 45 Lost LegacyAway Team E7-M12 18 Chrons, 610 Skill Points Lost Legacy Normal
Common Power Cell 152>>

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
  • 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 8.4 runs or so.

12.2Statistical Strength: Very reliable

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

10.93 — 13.8
>>
0.7 103 Man with a PlanAway Team E2-M19B (Maquis Victory) 18 Chrons, 380 Skill Points Man with a Plan Epic
Common Power Cell 97>>

Common 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)
  • 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 85 runs or so.

11.7Statistical Strength: Very reliable

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

9.94 — 14.26
>>
1.5 142 Dogs of WarSpace Battle KE-M3 8 Chrons Dogs of War Elite


Uncommon


Item Units Cost/Unit Runs/Unit Runs From
Uncommon Power Cell ★★ 170>>

Uncommon 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 95 runs or so.

21.3Statistical Strength: Very reliable

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

18.78 — 24.68
>>
1.5 259 A Logical ResponseSpace Battle E1-M12 14 Chrons A Logical Response Epic
Uncommon Power Cell ★★ 139>>

Uncommon 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 100 runs or so.

15.6Statistical Strength: Very reliable

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

13.57 — 18.38
>>
1.6 217 The Professor's DeadlineAway Team CT-M4 10 Chrons, 175 Skill Points The Professor's Deadline Normal
Uncommon Power Cell ★★ 261>>

Uncommon 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)
  • 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 79 runs or so.

20Statistical Strength: Very reliable

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

18.05 — 22.44
>>
1.4 373 Deadly DisruptionsAway Team E4-M5 14 Chrons, 220 Skill Points Deadly Disruptions Elite
Uncommon Power Cell ★★ 228>>

Uncommon 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)
  • 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 50 runs or so.

19.7Statistical Strength: Very reliable

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

17.65 — 22.16
>>
1.2 280 Secure the ChavezSpace Battle E5-M6 16 Chrons Secure the Chavez Elite
Uncommon Power Cell ★★ 174>>

Uncommon Power Cell ★★

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
  • 15 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

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

26.7Statistical Strength: Very reliable

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

23.35 — 31.2
>>
3.3 581 Maquis IncitementAway Team E2-M9 8 Chrons, 119 Skill Points Maquis Incitement Elite
Uncommon Power Cell ★★ 192>>

Uncommon Power Cell ★★

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)
  • 14 runs in 10 percent of cases
  • 27 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,600 runs or so.

35.5Statistical Strength: Very reliable

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

31.13 — 41.29
>>
5.9 1136 Pretense of MercyAway Team E2-M17 6 Chrons, 175 Skill Points Pretense of Mercy Elite
Uncommon Power Cell ★★ 44>>

Uncommon Power Cell ★★

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 1,200 runs or so.

42.6Statistical Strength: Fairly reliable

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

33.05 — 59.7
>>
3.5 156 Coursing HoundsSpace Battle E5-M3 12 Chrons Coursing Hounds Normal
Uncommon Power Cell ★★ 24>>

Uncommon Power Cell ★★

Average (mean) runs per drop: 5

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

  • 4 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 2,500 runs or so.

45.0Statistical Strength: Somewhat unreliable

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

32.29 — 74.19
>>
4.5 108 The TossAway Team E2-M19A (Bajoran Victory) 10 Chrons, 185 Skill Points The Toss Elite
Uncommon Power Cell ★★ 13>>

Uncommon Power Cell ★★

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
  • 25 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 24 runs.

Also, a run dropping only this item is expected
per 4,600 runs or so.

66.5Statistical Strength: Somewhat unreliable

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

43.18 — 144.17
>>
5.5 72 Saving Smiley O'BrienAway Team E5-M11 12 Chrons, 141 Skill Points Saving Smiley O'Brien Normal
Uncommon Power Cell ★★ 4>>

Uncommon Power Cell ★★

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.

75.0Statistical Strength: Nearly useless

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

37.82 — 4412.18
>>
7.5 30 A New RecruitAway Team E2-M19C (Cardassian Victory) 10 Chrons, 185 Skill Points A New Recruit Elite
Uncommon Power Cell ★★ 81>>

Uncommon Power Cell ★★

Average (mean) runs per drop: 6

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
  • 27 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,800 runs or so.

59.9Statistical Strength: Fairly reliable

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

49.24 — 76.38
>>
6 485 Fan ClubSpace Battle E4-M9 10 Chrons Fan Club Normal
Uncommon Power Cell ★★ 15>>

Uncommon Power Cell ★★

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 4,900 runs or so.

56.7Statistical Strength: Somewhat unreliable

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

37.73 — 113.78
>>
5.7 85 Man with a PlanAway Team E2-M19B (Maquis Victory) 10 Chrons, 184 Skill Points Man with a Plan Elite
Uncommon Power Cell ★★ 0>>Expression error: Unexpected < operator. Missing: runs Missing: runs 0 The Professor's DeadlineAway Team CT-M4 20 Chrons, 804 Skill Points The Professor's Deadline Epic
Uncommon Power Cell ★★ 231>>

Uncommon 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 23 runs or so.

22.8Statistical Strength: Very reliable

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

20.57 — 25.45
>>
0.9 219 Rapid ResponseSpace Battle E9-M1 24 Chrons Rapid Response Epic


Rare


Item Units Cost/Unit Runs/Unit Runs From
Rare Power Cell ★★★ 197>>

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 95 runs or so.

30.5Statistical Strength: Very reliable

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

27.05 — 34.85
>>
1.5 300 Feed A FeverAway Team E8-M12 20 Chrons, 596 Skill Points Feed A Fever Elite
Rare Power Cell ★★★ 47>>

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 97 runs or so.

33.7Statistical Strength: Fairly reliable

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

26.78 — 45.46
>>
1.5 72 Act of BetrayalAway Team E5-M8 22 Chrons, 619 Skill Points Act of Betrayal Epic
Rare Power Cell ★★★ 197>>

Rare Power Cell ★★★

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
  • 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 120 runs or so.

32.9Statistical Strength: Very reliable

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

29.18 — 37.69
>>
1.6 324 For the PeopleAway Team E4-M12 20 Chrons, 515 Skill Points For the People Epic
Rare Power Cell ★★★ 121>>

Rare Power Cell ★★★

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 170 runs or so.

40.9Statistical Strength: Very reliable

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

35.12 — 48.98
>>
1.9 225 A Bold MoveSpace Battle E5-M2 22 Chrons A Bold Move Epic
Rare Power Cell ★★★ 28>>

Rare Power Cell ★★★

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 420 runs or so.

45.0Statistical Strength: Fairly reliable

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

33.27 — 69.52
>>
2.5 70 Common GroundAway Team E4-M4 18 Chrons, 455 Skill Points Common Ground Epic
Rare Power Cell ★★★ 5>>

Rare Power Cell ★★★

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.

134.4Statistical Strength: Nearly useless

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

71.49 — 1120
>>
8.4 42 Maquis IncitementAway Team E2-M9 16 Chrons, 274 Skill Points Maquis Incitement Epic
Rare Power Cell ★★★ 35>>

Rare Power Cell ★★★

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
  • 45 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 44 runs.

Also, a run dropping only this item is expected
per 26,000 runs or so.

158.6Statistical Strength: Fairly reliable

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

119.05 — 237.64
>>
9.9 347 With Friends Like TheseAway Team E4-M13 16 Chrons, 239 Skill Points With Friends Like These Elite
Rare Power Cell ★★★ 3>>

Rare Power Cell ★★★

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 80,000 runs or so.

172.0Statistical Strength: Nearly useless

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

80.16 — Infinity
>>
14.3 43 Organian AidAway Team E3-M4 12 Chrons, 189 Skill Points Organian Aid Elite
Rare Power Cell ★★★ 14>>

Rare Power Cell ★★★

Average (mean) runs per drop: 5

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

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 21 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 20 runs.

Also, a run dropping only this item is expected
per 2,600 runs or so.

82.3Statistical Strength: Somewhat unreliable

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

54.28 — 170.02
>>
4.6 64 Into His Own HandsSpace Battle E5-M12 18 Chrons Into His Own Hands Elite
Rare Power Cell ★★★ 2>>

Rare Power Cell ★★★

Average (mean) runs per drop: 32

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

  • 22 runs in 50 percent of cases (median)
  • 73 runs in 10 percent of cases
  • 145 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 144 runs.

Also, a run dropping only this item is expected
per 840,000 runs or so.

441.0Statistical Strength: Nearly useless

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

182.95 — Infinity
>>
31.5 63 Common GroundAway Team E4-M4 14 Chrons, 214 Skill Points Common Ground Elite
Rare Power Cell ★★★ 6>>

Rare Power Cell ★★★

Average (mean) runs per drop: 26

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

  • 18 runs in 50 percent of cases (median)
  • 60 runs in 10 percent of cases
  • 119 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 118 runs.

Also, a run dropping only this item is expected
per 470,000 runs or so.

312.0Statistical Strength: Very unreliable

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

172.17 — 1660.58
>>
26 156 Coursing HoundsSpace Battle E5-M3 12 Chrons Coursing Hounds Normal
Rare Power Cell ★★★ 0>>Unable to display streak info due to insufficient sample size. Missing: total units Missing: total units 66 A Ticking BombSpace Battle KE-M4 18 Chrons A Ticking Bomb Epic
Rare Power Cell ★★★ 9>>

Rare Power Cell ★★★

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 22 runs or so.

46.7Statistical Strength: Somewhat unreliable

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

29.2 — 116.12
>>
2.3 21 Starved for AttentionAway Team I-M5 20 Chrons Starved for Attention Elite
Rare Power Cell ★★★ 100>>

Rare 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 17 runs or so.

20.4Statistical Strength: Very reliable

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

17.64 — 24.18
>>
0.9 85 Stealing the StarsSpace Battle I-M7 24 Chrons Stealing the Stars Epic
Rare Power Cell ★★★ 6>>

Rare Power Cell ★★★

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
  • 15 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

Also, a run dropping only this item is expected
per 44 runs or so.

66.7Statistical Strength: Very unreliable

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

37.83 — 280.54
>>
3.3 20 Mudd's EnterpriseAway Team I-M8 20 Chrons Mudd's Enterprise Elite
Rare Power Cell ★★★ 7>>

Rare Power Cell ★★★

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)
  • 14 runs in 10 percent of cases
  • 27 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,400 runs or so.

93.7Statistical Strength: Very unreliable

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

53.95 — 356.47
>>
5.9 41 Kicking the NestAway Team E9-M3 16 Chrons Kicking the Nest Normal


Super Rare


Item Units Cost/Unit Runs/Unit Runs From
Super Rare Power Cell ★★★★ 34>>

Super Rare Power Cell ★★★★

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
  • 15 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

Also, a run dropping only this item is expected
per 970 runs or so.

79.1Statistical Strength: Fairly reliable

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

59.64 — 117.24
>>
3.3 112 Garak's GambleSpace Battle E7-M13A (Romulan Victory) 24 Chrons Garak's Gamble Epic
Super Rare Power Cell ★★★★ 11>>

Super Rare Power Cell ★★★★

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 2,000 runs or so.

100.4Statistical Strength: Somewhat unreliable

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

63.5 — 239.3
>>
4.2 46 Proven ToxicityAway Team E8-M14A 24 Chrons, 1011 Skill Points Proven Toxicity Epic
Super Rare Power Cell ★★★★ 43>>

Super Rare Power Cell ★★★★

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)
  • 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.

93.2Statistical Strength: Fairly reliable

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

72.15 — 131.63
>>
3.9 167 Death's EndeavorAway Team E7-M13B (KCA Victory) 24 Chrons, 1676 Skill Points Death's Endeavor Epic
Super Rare Power Cell ★★★★ 18>>

Super Rare Power Cell ★★★★

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 2,000 runs or so.

101.3Statistical Strength: Somewhat unreliable

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

69.72 — 185.39
>>
4.2 76 Going ViralAway Team E8-M14B 24 Chrons, 1011 Skill Points Going Viral Epic
Super Rare Power Cell ★★★★ 5>>

Super Rare Power Cell ★★★★

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
  • 30 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 7,800 runs or so.

105.6Statistical Strength: Nearly useless

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

56.29 — 851.5
>>
6.6 33 Going ViralAway Team E8-M14B 16 Chrons, 289 Skill Points Going Viral Normal
Super Rare Power Cell ★★★★ 8>>

Super Rare Power Cell ★★★★

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
  • 65 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 64 runs.

Also, a run dropping only this item is expected
per 78,000 runs or so.

199.5Statistical Strength: Very unreliable

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

117.37 — 664.58
>>
14.3 114 The Vedek's TrailAway Team E2-M2 14 Chrons, 215 Skill Points The Vedek's Trail Epic
Super Rare Power Cell ★★★★ 147>>

Super Rare Power Cell ★★★★

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
  • 25 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 24 runs.

Also, a run dropping only this item is expected
per 4,700 runs or so.

122.7Statistical Strength: Very reliable

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

105.8 — 146.09
>>
5.6 820 Into His Own HandsSpace Battle E5-M12 22 Chrons Into His Own Hands Epic
Super Rare Power Cell ★★★★ 3>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 24

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

  • 17 runs in 50 percent of cases (median)
  • 55 runs in 10 percent of cases
  • 109 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 108 runs.

Also, a run dropping only this item is expected
per 360,000 runs or so.

378.7Statistical Strength: Nearly useless

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

176.19 — Infinity
>>
23.7 71 Trust IssuesAway Team E7-M10 16 Chrons, 575 Skill Points Trust Issues Normal
Super Rare Power Cell ★★★★ 2>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 21

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

  • 15 runs in 50 percent of cases (median)
  • 47 runs in 10 percent of cases
  • 94 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 93 runs.

Also, a run dropping only this item is expected
per 230,000 runs or so.

328.0Statistical Strength: Nearly useless

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

136.19 — Infinity
>>
20.5 41 Proven ToxicityAway Team E8-M14A 16 Chrons, 289 Skill Points Proven Toxicity Normal
Super Rare Power Cell ★★★★ 3>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 22

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

  • 15 runs in 50 percent of cases (median)
  • 49 runs in 10 percent of cases
  • 98 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 97 runs.

Also, a run dropping only this item is expected
per 260,000 runs or so.

341.3Statistical Strength: Nearly useless

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

158.86 — Infinity
>>
21.3 64 The Walls Have EarsSpace Battle E2-M10 16 Chrons The Walls Have Ears Epic
Super Rare Power Cell ★★★★ 13>>

Super Rare Power Cell ★★★★

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)
  • 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 1,800 runs or so.

97.9Statistical Strength: Somewhat unreliable

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

63.82 — 209.62
>>
4.1 53 Xahean InvasionSpace Battle I-M1 24 Chrons Xahean Invasion Epic
Super Rare Power Cell ★★★★ 0>>Unable to display streak info due to insufficient sample size. Missing: total units Missing: total units 20 Mudd's EnterpriseAway Team I-M8 20 Chrons Mudd's Enterprise Elite


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