Self Control

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Self Control [E4-M6]
AT-Bolian Repairs Console.png
Chroniton 8 | 14 | 20
Episode
4 - Hostile Takeover
Mission
6th
Type
Away Team
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Mission Rewards

Self Control is the sixth mission in Episode 4, Hostile Takeover. It takes place on Hupyria in the Hupyria system.

Mission Walkthrough

  Self Control's Information Self Control's Structure
Introduction: Quark's future and past selves seem unwilling of resolving their differences without outside assistance.
Act as arbitrator in their dispute.
Self Control structure.png
Chroniton Cost: 8 | 14 | 20 Chroniton
Suggested
Traits
:
Notes: One reward node requires an Undercover Operative with Medicine.
Options: Changeling Bashir, Waitress Ezri, Rakal Troi and Commando Crusher.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Arrange Meeting
Reroute Turbolift and Lock Controls
A. AT-Bolian Repairs Console.png
Engineering Engineering
106 | 224 | 485
Trait bonus for tired crew:
(+21 | +45 | +98)
(+27 | +57 | +123)
No other traits provide a bonus.
Uncommon Starfleet Sleeveless Undershirt ★★
Super Rare Starfleet Uniform Pattern ★★★★
Super Rare Furs ★★★★
[Character]⁠ forces a face to face meeting by rerouting the Quarks into the same room and disabling the controls.
[Character]⁠'s ruse fails and it takes great effort to get both Quarks into a meeting.
2.
Convince to Negotiate
Intimidate Quarks into Cooperating
A. AT-With Bat'leth Against Klingons.png
Security Security
106 | 224 | 485
Trait bonus for tired crew:
(+21 | +45 | +??)
(+27 | +57 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ details an unpleasant future where an accord is not reached, they decide to work together.
[Character]⁠ fails to intimidate the Quarks sufficiently, they continue to work against each other.
Cite Rules of Acquisition
B. AT-Bartering with Ferengi.png
Diplomacy Diplomacy
106 | 224 | 485
Trait bonus for tired crew:
(+21 | +45 | +??)
(+27 | +57 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ challenges the Quarks with a barrage of Rules of Acquisition, faming the situation as an opportunity.
[Character]⁠ begins to cite Rules of Acquisition at the Quarks but only manages to distract the negotiations.
3.
Prevent Foul Play
Block Mercenary Interference
A. AT-Klingon Warrior Arrested.png
Science Science
106 | 224 | 485
No trait bonuses. Uncommon Desealing Rod ★★
Uncommon Micro-Resonator ★★
Super Rare Power Cell ★★★★
[Character]⁠'s detects a beacon activated by one of the Quarks and deploys a dampening field, preventing interference.
[Character]⁠ fails to detect a distress beacon from one of the Quarks. His mercenaries arrive and raise tensions.
Detect Poisoning Attempt
B. AT-Under Surgery.png
Medicine Medicine
106 | 224 | 485
Physician
or
Undercover Operative
Trait bonus for tired crew:
(+21 | +45 | +98)
(+27 | +57 | +123)
No other traits provide a bonus.
Uncommon Starfleet Command Wrap ★★
Rare Gold-Pressed Latinum ★★★
Super Rare Relay ★★★★
[Character]⁠ administers an antidote to the ingested poison, preventing any real harm.
Talks are temporarily suspended as one of the Quarks is rushed to Med Bay for acute poisoning, but are able to resume.
4.
Rebuff Dual Subterfuge
Audit Quarks' Accord
A. AT-Courtroom Procedings.png
Diplomacy Diplomacy
106 | 224 | 485
No trait bonuses. Uncommon Wrench ★★
Super Rare Tongo Deck ★★★★
Super Rare Optronic Circuit ★★★★
After hours of discussion, [Character]⁠ gets both Quarks to sign an accord and rebuffs an attempt at deceit by the duo.
Negotiations go nowhere despite [Character]⁠'s best efforts. Both Quarks leave furiously.
Despite their constant scheming, we prevented the Quarks from putting one over on us, or each other. All that remains is to deliver our verdict in this arbitration.
We were unable to keep both Quarks at the negotiating table and get them to agree to our decision. We'll have to try again after they cool off.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Self Control Normal
By: CodeHydro, Crunch, Captain deMarco & Siguard (+ more)
Date(s): May 2016 – Feb 2018
Runs: 642   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Jem'Hadar Fighter Schematic 184>>

Jem'Hadar Fighter Schematic

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 1,100 runs or so.

27.9Statistical Strength: Very reliable

Range of average cost per
Jem'Hadar Fighter Schematic
within 2 standard deviations
(~95.5% confidence):

24.48 — 32.47
>>
3.5
Common Self-sealing Stem Bolt 209>>

Common Self-sealing Stem Bolt

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

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

Also, a run dropping only this item is expected
per 780 runs or so.

24.6Statistical Strength: Very reliable

Range of average cost per
Common Self-sealing Stem Bolt
within 2 standard deviations
(~95.5% confidence):

21.73 — 28.27
>>
3.1
Basic Dominion Seal 185>>

Basic Dominion Seal

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 1,100 runs or so.

27.8Statistical Strength: Very reliable

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

24.36 — 32.28
>>
3.5
Uncommon Casing ★★ 172>>

Uncommon 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)
  • 9 runs in 10 percent of cases
  • 17 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 16 runs.

Also, a run dropping only this item is expected
per 1,400 runs or so.

29.9Statistical Strength: Very reliable

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

26.07 — 34.95
>>
3.7
Common Emitter Crystal 469>>

Common 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 69 runs or so.

11Statistical Strength: Very reliable

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

10.14 — 11.91
>>
1.4
Basic Microconnector 707>>

Basic Microconnector

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.

7.3Statistical Strength: Very reliable

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

6.85 — 7.73
>>
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.

Drop multipliers for components were removed on June 1, 2016 without affecting drop rates; pre-June values for common Emitter Crystal and basic Microconnector are divided by their former multiplier per policy.The droprate of dominion seal appears to have radically changed, seem to be getting a bit less than 1 per run now - this needs to be rechecked!

Mission tested: Self Control Elite
By: Joker41NAM, SleepingDragon & Octarolakh
Date(s): Mar 2017 – Feb 2018
Runs: 107   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 21>>

Uncommon Pattern Enhancer ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 22 runs.

Also, a run dropping only this item is expected
per 3,600 runs or so.

71.3Statistical Strength: Somewhat unreliable

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

50.14 — 123.54
>>
5.1
Super Rare Synthesized Polymer ★★★★ 8>>

Super Rare Synthesized Polymer ★★★★

Average (mean) runs per drop: 14

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

  • 10 runs in 50 percent of cases (median)
  • 31 runs in 10 percent of cases
  • 61 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 60 runs.

Also, a run dropping only this item is expected
per 65,000 runs or so.

187.3Statistical Strength: Very unreliable

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

110.19 — 622.78
>>
13.4
Rare Polyalloy ★★★ 5>>

Rare Polyalloy ★★★

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.

299.6Statistical Strength: Nearly useless

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

158.62 — 2694.72
>>
21.4
Uncommon Optronic Circuit ★★ 84>>

Uncommon Optronic Circuit ★★

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 56 runs or so.

17.8Statistical Strength: Very reliable

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

15.01 — 21.96
>>
1.3
Common Polyalloy 203>>

Common 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)
  • 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 4 runs or so.

7.4Statistical Strength: Very reliable

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

6.8 — 8.07
>>
0.5

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.

preliminarily this seems to be the best for 2* Pattern Enhancers (more runs needed and "The Mad Vedek" has not data yet). Drop rates changed for v1.8.0 on 2017-03-15

Mission tested: Self Control Epic
By: Trojanneil, Tygra Dax, Octarolakh & Middlehead
Date(s): Jun 2017 – Feb 2018
Runs: 33   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Polyalloy ★★★★ 4>>

Super Rare Polyalloy ★★★★

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 15,000 runs or so.

165.0Statistical Strength: Nearly useless

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

83.14 — 10696.86
>>
8.3
Rare Interlink ★★★ 22>>

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)
  • 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 91 runs or so.

30.0Statistical Strength: Fairly reliable

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

21.77 — 48.23
>>
1.5
Uncommon Clothing Pattern ★★ 29>>

Uncommon Clothing Pattern ★★

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.

22.8Statistical Strength: Fairly reliable

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

17.32 — 33.17
>>
1.1
Uncommon Polyalloy ★★ 44>>

Uncommon 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
  • 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.

15.0Statistical Strength: Fairly reliable

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

12.24 — 19.38
>>
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.

Several drop rates and item drops got adjusted on 2017/03/15. The items of this DropTest were modified, so old data had to be removed.
The old costs/unit were: -.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
687
27
882
32
994
34
Crew XP 64 88 108
Training XP
at Warp 1+10
135
?
 ?
?
 ?
?
Credits
Credits
regular
Warp 1
600
?
1052
?
1500
?

Notes

  • One reward node requires an Undercover Operative with Medicine.
    • Originally the only candidate was the Super-Rare Rakal Troi, who gained Medicine only as her third ability. Unfortunately her Medicine never reaches high enough to complete the mission on Epic, only Normal and Elite.
    • The Undercover Operative trait has since been added to Commando Crusher, making her an option. She can complete the node on Normal/Elite easily, and on Epic with a near-maximum proficiency roll thanks to the bonus from her Physician trait.
    • Later events introduced Changeling Bashir and Waitress Ezri as additional options; Changeling Bashir is the only character (as of Nov.2016) capable of reliably completing the node, also thanks to the Physician trait, but Waitress Ezri is a capable substitute and only requires an above-average proficiency roll to succeed.
  • Previously the same node required Spy, a now deprecated trait that was shared only by Tailor Garak and Luther Sloan. None of them had Medicine, making the node impossible at the time.