The Walls Have Ears

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The Walls Have Ears [E2-M10]
SB-Cardassian Galor Cruiser.png
Chroniton 4 / 8 / 16
Episode
2 - Never Forgive, Never Forget
Mission
10th
Type
Space Battle
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Mission Rewards

The Walls Have Ears is the tenth mission in Episode 2, Never Forgive, Never Forget. It takes place at Valo III in the Valo system.

Mission Walkthrough

The Walls Have Ears
Against: Cardassian Cruiser in Cardassian Galor Cruiser RareRareRare

Chroniton cost: 4 / 8 / 16

Normal Elite Epic
Shields 15000 18000 26000
Shield Regeneration 440 640 1250
Hull 32000 38000 52000
Evasion 1 1 3
Evasion Power 1300 1400 2200
Attack 2 2 3
Attack Power 1600 1700 2440
Attack Speed 1.01 1.01 1.01
Accuracy 1 1 3
Accuracy Power 1400 1500 2200
Crit Rating 500 700 800
Crit Bonus 5000 7000 8000
The Cardassian crew attempting to take Chakotay and
his crew from Starfleet custody have been routed.
We Starfleet officers must now decide their fate.

Mission Rewards

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: The Walls Have Ears Normal
By: CodeHydro, Crunch, Koba44 & TheGambit (+ more)
Date(s): May 2016 – Dec 2018
Runs: 799   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Emergency Transporter Armband 586>>

Basic Emergency Transporter Armband

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 68 runs or so.

5.5Statistical Strength: Very reliable

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

5.09 — 5.88
>>
1.4
Basic Autosuture 542>>

Basic Autosuture

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 86 runs or so.

5.9Statistical Strength: Very reliable

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

5.48 — 6.38
>>
1.5
Uncommon Synthesized Polymer ★★ 103>>

Uncommon Synthesized Polymer ★★

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 13,000 runs or so.

31Statistical Strength: Fairly reliable

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

26.01 — 38.44
>>
7.8
Common Clothing Pattern 361>>

Common Clothing Pattern

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.

8.9Statistical Strength: Very reliable

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

8.07 — 9.8
>>
2.2
Common Polyalloy 208>>

Common Polyalloy

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 1,500 runs or so.

15.4Statistical Strength: Very reliable

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

13.57 — 17.71
>>
3.8
Basic Casing 597>>

Basic Casing

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 65 runs or so.

5.4Statistical Strength: Very reliable

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

5 — 5.76
>>
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 basic Casing are divided by their former multiplier per policy.

Mission tested: The Walls Have Ears Elite
By: R'nali, Chapey, bntracy & Joker41NAM (+ more)
Date(s): Jun 2016 – Aug 2018
Runs: 419   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Desealing Rod 242>>

Common Desealing Rod

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 140 runs or so.

13.9Statistical Strength: Very reliable

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

12.42 — 15.66
>>
1.7
Uncommon Synthesized Polymer ★★ 94>>

Uncommon Synthesized Polymer ★★

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
  • 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 2,400 runs or so.

35.7Statistical Strength: Fairly reliable

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

29.75 — 44.49
>>
4.5
Common Polyalloy 459>>

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)
  • 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.

7.3Statistical Strength: Very reliable

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

6.8 — 7.89
>>
0.9
Basic Relay 462>>

Basic Relay

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 Relay
within 2 standard deviations
(~95.5% confidence):

6.76 — 7.84
>>
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: The Walls Have Ears Epic
By: KJTW, Astrokaiz, Crunch & Kesss (+ more)
Date(s): July 2016 – February 2017
Runs: 64   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
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
Rare Emitter Crystal ★★★ 8>>

Rare Emitter Crystal ★★★

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)
  • 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.

128.0Statistical Strength: Very unreliable

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

75.56 — 418.34
>>
8
Uncommon Sensor ★★ 47>>

Uncommon Sensor ★★

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 68 runs or so.

21.8Statistical Strength: Fairly reliable

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

17.37 — 29.21
>>
1.4
Common Sensor 60>>

Common Sensor

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 33 runs or so.

17.1Statistical Strength: Fairly reliable

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

14.05 — 21.73
>>
1.1
Basic Emitter Crystal 74>>

Basic Emitter Crystal

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.

13.8Statistical Strength: Very reliable

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

11.7 — 16.93
>>
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

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
 ?
15
625
25
923
33
Crew XP 33 57 93
Training XP
at Warp 1+10
70
?
 ?
?
 ?
?
Credits Credits
Credits at Warp 1
300
210
600
?
1200
?