A Singular Occurrence

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A Singular Occurrence [E3-M3]
AT-Astrometrics View-Generations.png
Chroniton 8 | 12 | 18
Episode
3 - From On High
Mission
3rd
Type
Away Team
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Mission Rewards

A Singular Occurrence is the third mission in Episode 3, From On High. It takes place at Cytheria in the Cytherian system.

Mission Walkthrough

  A Singular Occurrence's Information A Singular Occurrence's Structure (Colors Info)
Introduction: The Cytherians will try and repair the timelines via a controlled singularity.
Monitor their progress and react quickly if anything goes wrong.
Create a Gravimetric TorpedoSecurity
Create Resonant Graviton Beam

Rare Rewards:
Uncommon Scalpel ★★
Uncommon Central Command Uniform ★★
Super Rare Interlink ★★★★

ScienceCommon
Develop Prototype Sensor Routine

Rare Rewards:
Common Criminal Activity Report
Rare Emitter Crystal ★★★
Super Rare Polyalloy ★★★★

ScienceCommon
Decrease Mass Profile

Rare Rewards:
Uncommon Phaser Type 1 ★★
Uncommon Cardassian Encryption Algorithm ★★
Super Rare Clothing Pattern ★★★★

ScienceCommon
Cannibalize Systems for ManeuverEngineering
Perform Escape Maneuver

Rare Rewards:
Uncommon Authorization Code ★★
Uncommon Prime Directive ★★
Rare Power Cell ★★★

CommandCommon
Pilot Around 'Rim' of Black Hole

Rare Rewards:
Uncommon Tricorder Mark VII ★★
Uncommon Neurocortical Monitor ★★
Super Rare Synthesized Polymer ★★★★

CommandCommon
Chroniton Cost: 8 | 12 | 18 Chroniton
Suggested
Traits
:
Notes: You can get 4 rewards instead of 3 by visiting all science nodes.
1.A → 2.B → 3.A
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Monitor for Anomalies
Develop Prototype Sensor Routine
A. AT-Astrometrics View-Generations.png
Science Science
81 | 184 | 409
Trait bonus for tired crew:
(+16 | +?? | +80)
(+20 | +?? | +101)
No other traits provide a bonus.
Common Criminal Activity Report
Rare Emitter Crystal ★★★
Super Rare Polyalloy ★★★★
[Character]⁠ developed a routine to monitor the singularity. The singularity is causing a black hole to form close by!
[Character]⁠ took some time in developing the sensor routine to monitor the singularity. A problem was detected late!
2.
Delay Black Hole Growth
Create a Gravimetric Torpedo
A. AT-Sabotage Warp Core.png
Security Security
81 | 184 | 409
Trait bonus for tired crew:
(+16 | +?? | +80)
(+20 | +?? | +101)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ outfitted a torpedo with a gravimetric warhead to slow the growth of the black hole.
[Character]⁠ outfitted a torpedo with a gravimetric warhead but failed to fire it effectively into the black hole.
Decrease Mass Profile
B. AT-Transporter Room.png
Science Science
81 | 184 | 409
Trait bonus for tired crew:
(+16 | +?? | +80)
(+20 | +?? | +101)
No other traits provide a bonus.
Uncommon Phaser Type 1 ★★
Uncommon Cardassian Encryption Algorithm ★★
Super Rare Clothing Pattern ★★★★
[Character]⁠ was able to decrease the starship's mass profile, delaying the crisis of the growing black hole.
[Character]⁠ failed to decrease the starship's mass profile. The black hole continues to expand!
Pilot Around 'Rim' of Black Hole
C. AT-Survive Acid Pond.png
Command Command
81 | 184 | 409
Step 1.A
Successful
Trait bonus for tired crew:
(+16 | +?? | +80)
(+20 | +?? | +101)
No other traits provide a bonus.
Uncommon Tricorder Mark VII ★★
Uncommon Neurocortical Monitor ★★
Super Rare Synthesized Polymer ★★★★
[Character]⁠'s quick piloting skills bought time for the starship by setting a course circling the gravity well.
[Character]⁠ laid an inefficient course around the black hole's gravity well. No time was gained.
3.
Upgrade Engine Output
Create Resonant Graviton Beam
A. AT-Deflector Dish-First Contact.png
Science Science
81 | 184 | 409
Choose
2.A or 2.B
Trait bonus for tired crew:
(+16 | +?? | +80)
(+20 | +?? | +101)
No other traits provide a bonus.
Uncommon Scalpel ★★
Uncommon Central Command Uniform ★★
Super Rare Interlink ★★★★
[Character]⁠ fired a resonant graviton beam to slip the grasp of the black hole momentarily, buying time to escape!
[Character]⁠'s resonant graviton beam was not fully effective. An escape is possible, but it will be treacherous.
Cannibalize Systems for Maneuver
B. AT-Scotty In Jefferies Tube.png
Engineering Engineering
81 | 184 | 409
Choose
2.B or 2.C
Trait bonus for tired crew:
(+16 | +?? | +80)
(+20 | +?? | +101)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ cannibalized almost all systems to squeeze unheard power from the ship. We have one chance to escape!
[Character]⁠ was inefficient in finding ways to gain more power for the ship. Escape will be difficult.
4.
Escape Black Hole
Perform Escape Maneuver
A. AT-Shuttlecraft Under Attack.png
Command Command
81 | 184 | 409
Trait bonus for tired crew:
(+16 | +?? | +80)
(+20 | +?? | +101)
No other traits provide a bonus.
Uncommon Authorization Code ★★
Uncommon Prime Directive ★★
Rare Power Cell ★★★
All preparations made, [Character]⁠ struggled to wrest free from the black hole and was narrowly successful!
[Character]⁠ attempted to wrest free from the black hole's grasp but was unsuccessful. The ship is lost!
The Cytherian-created singularity collapsed, creating a black hole near our position.
Thanks to the efforts of my quick thinking crew, we were able to escape, but many questions remain...
The Cytherian-created singularity collapsed creating a black hole near our position.
We have no choice but to go down with the ship, and hope Starfleet will memorialize our efforts.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: A Singular Occurrence Normal
By: Siguard, Chapey, bntracy & Crunch (+ more)
Date(s): Jul 2016 – Jan 2018
Runs: 400   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Astrometric Chart 285>>

Common Astrometric Chart

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 990 runs or so.

11.2Statistical Strength: Very reliable

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

10.14 — 12.58
>>
1.4
Uncommon Database (Panel) ★★ 138>>

Uncommon 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)
  • 7 runs in 10 percent of cases
  • 13 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 18,000 runs or so.

23.2Statistical Strength: Very reliable

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

19.94 — 27.7
>>
2.9
Common Casing 569>>

Common 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
  • 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 63 runs or so.

5.6Statistical Strength: Very reliable

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

5.27 — 6.03
>>
0.7
Basic Interlink 608>>

Basic Interlink

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 48 runs or so.

5.3Statistical Strength: Very reliable

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

4.95 — 5.62
>>
0.7

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Choose 2.B → 3.A to get 4 rewards

Mission tested: A Singular Occurrence Elite
By: Captain deMarco, Crunch, Cap'nCrunch & inorlive (+ more)
Date(s): Jun 2016 – Jan 2018
Runs: 695   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Micro-Resonator 238>>

Basic Micro-Resonator

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

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 19,000 runs or so.

35Statistical Strength: Very reliable

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

31.18 — 40
>>
2.9
Rare Clothing Pattern ★★★ 87>>

Rare Clothing Pattern ★★★

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 1,000,000 runs or so.

95.9Statistical Strength: Fairly reliable

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

79.15 — 121.51
>>
8
Common Microconnector 1219>>

Common 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)
  • 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 27 runs or so.

6.8Statistical Strength: Very reliable

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

6.56 — 7.15
>>
0.6
Basic Subprocessor 1236>>

Basic Subprocessor

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 26 runs or so.

6.8Statistical Strength: Very reliable

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

6.47 — 7.05
>>
0.6

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Choose 2.B → 3.A to get 4 rewards

Mission tested: A Singular Occurrence Epic
By: WaldoMag, Siguard, drhseep & Joker41NAM (+1 more)
Date(s): October 2016
Runs: 183   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Authorization Code ★★ 94>>

Uncommon Authorization Code ★★

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)
  • 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 3,700 runs or so.

35Statistical Strength: Fairly reliable

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

29.38 — 43.41
>>
1.9
Super Rare Microconnector ★★★★ 32>>

Super Rare Microconnector ★★★★

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 270,000 runs or so.

102.9Statistical Strength: Fairly reliable

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

76.48 — 157.39
>>
5.7
Rare Optronic Circuit ★★★ 55>>

Rare Optronic Circuit ★★★

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 31,000 runs or so.

59.9Statistical Strength: Fairly reliable

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

47.55 — 80.88
>>
3.3
Uncommon Interlink ★★ 171>>

Uncommon 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
  • 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 340 runs or so.

19.3Statistical Strength: Very reliable

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

16.99 — 22.24
>>
1.1
Common Incense 380>>

Common 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)
  • 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 14 runs or so.

8.7Statistical Strength: Very reliable

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

8.09 — 9.33
>>
0.5

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Choose 2.B → 3.A to get 4 rewards


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
594
24
820
30
984
34
Crew XP 56 80 104
Training
XP
Warp 1
Warp 10
120
?
170
?
?
?
Credits
Credits
regular
Warp 1
600
420
900
630
1352
?