Rapid Response

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Rapid Response
[E9-M1]
SB-Borg Sphere.png
Chroniton 16 | 20 | 24
Episode
9 - Strange Bedfellows
Mission
1st
Type
Space Battle
Next >
Mission Rewards
The line must be drawn here. The Borg must know that whether their arrival was an accident or not, their presence in the Alpha Quadrant will not be tolerated.
~ Captain Jean-Luc Picard

Rapid Response is the first mission in Episode 9, Strange Bedfellows. It takes place at Earth in the Terran System.

Mission Walkthrough

Enemy Stats

Rapid Response
Against: Borg Crew in Borg Sphere 878 Super RareSuper RareSuper RareSuper Rare
Chroniton cost: 16 | 20 | 24
Normal Elite Epic
Shields 35000 42000 45000
Hull 75000 80000 85000
Attack 3 4 4
Accuracy 3 3 3
Evasion 3 3 4
Attack Power 2600 2800 3000
Attack Speed 0.9 0.9 1
Accuracy Power 2400 2400 2600
Evasion Power 2300 2400 2800
Shield Regeneration 1200 900 1000
Crit Rating 700 700 800
Crit Bonus 10000 10000 10000
We have destroyed one Borg ship of many amassed in the Alpha Quadrant. Strangely, the other ships
did not rise to their comrades' defense, nor have they taken any other hostile action against us...
Mission Failed Message


Mission Rewards

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Rapid Response Normal
By: middlehead
Date(s): Jan 2019 – Jan 2019
Runs: 41   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Microconnector ★★★★ 5>>

Super Rare Microconnector ★★★★

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 15,000 runs or so.

131.2Statistical Strength: Nearly useless

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

69.8 — 1090.08
>>
8.2
Rare Emitter Crystal ★★★ 2>>

Rare Emitter Crystal ★★★

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
Rare Emitter Crystal ★★★
within 2 standard deviations
(~95.5% confidence):

136.19 — Infinity
>>
20.5
Uncommon Microconnector ★★ 24>>

Uncommon Microconnector ★★

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.

27.3Statistical Strength: Fairly reliable

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

19.98 — 43.23
>>
1.7
Common Spices 51>>

Common Spices

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 14 runs or so.

12.9Statistical Strength: Fairly reliable

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

10.59 — 16.39
>>
0.8
Basic Database (Panel) 41>>

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 27 runs or so.

16.0Statistical Strength: Fairly reliable

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

12.74 — 21.51
>>
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: Rapid Response Elite
By: middlehead, Tyreus & Koba44
Date(s): Jan 2019 – Feb 2019
Runs: 46   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Optronic Circuit ★★★★ 6>>

Super Rare Optronic Circuit ★★★★

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.

153.3Statistical Strength: Very unreliable

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

85.12 — 772.3
>>
7.7
Rare Relay ★★★ 31>>

Rare Relay ★★★

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 88 runs or so.

29.7Statistical Strength: Fairly reliable

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

22.53 — 43.48
>>
1.5
Uncommon Casing ★★ 52>>

Uncommon 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)
  • 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.

17.7Statistical Strength: Fairly reliable

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

14.5 — 22.68
>>
0.9
Uncommon Incense ★★ 49>>

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 22 runs or so.

18.8Statistical Strength: Fairly reliable

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

15.26 — 24.39
>>
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: Rapid Response Epic
By: middlehead & Koba44
Date(s): Jan 2019 – Feb 2019
Runs: 148   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Authorization Code ★★ 67>>

Uncommon Authorization Code ★★

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.

53Statistical Strength: Fairly reliable

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

43.26 — 68.44
>>
2.2
Uncommon Phaser Type 1 ★★ 168>>

Uncommon Phaser Type 1 ★★

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.

21.1Statistical Strength: Very reliable

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

18.85 — 24.08
>>
0.9
Super Rare Casing ★★★★ 42>>

Super Rare Casing ★★★★

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.

84.6Statistical Strength: Fairly reliable

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

65.36 — 119.79
>>
3.5
Uncommon Power Cell ★★ 167>>

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 19 runs or so.

21.3Statistical Strength: Very reliable

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

18.95 — 24.24
>>
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