Our Harshest Critic

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Our Harshest Critic
[E10-M7]
SB-Unknown Ship.png
Chroniton 16 | 20 | 24
Episode
10 - Shadow of a Doubt
Mission
7th
Type
Space Battle
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Mission Rewards
Man versus himself. The ultimate conflict. Usually, it's within... but take away the Q, and it's without. Good luck, Captain. For your sake, I hope you're less than you seem.
~ Quinn

Our Harshest Critic is the seventh mission in Episode 10, Shadow of a Doubt. It takes place at Anomaly in the Quirinus System.

Mission Walkthrough

Our Harshest Critic
Against: Your Past Self
Chroniton cost: 16 | 20 | 24
Normal Elite Epic
Shields
Hull
Attack
Accuracy
Evasion
Attack Power
Attack Speed
Accuracy Power
Evasion Power
Shield Regeneration
Crit Rating
Crit Bonus
I have managed to defeat past versions of myself, my crew, and my first ship in a confrontation only our present crisis could produce.
We have escaped the Continuum, and must now share what we've learned with Starfleet.
Without vanity, I can state that even a past version of myself is a formidable opponent.
Winning this battle is literally suicide, but we must find a way....


Mission Rewards

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Our Harshest Critic Normal
By: Koba44, Henka, middlehead & WaldoMag
Date(s): July 2019 – June 2020
Runs: 200   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 223>>

Uncommon Pattern Enhancer ★★

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.

14.4Statistical Strength: Very reliable

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

12.97 — 16.06
>>
0.9
Super Rare Clothing Pattern ★★★★ 12>>

Super Rare Clothing Pattern ★★★★

Average (mean) runs per drop: 17

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

  • 12 runs in 50 percent of cases (median)
  • 38 runs in 10 percent of cases
  • 76 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 75 runs.

Also, a run dropping only this item is expected
per 130,000 runs or so.

266.7Statistical Strength: Somewhat unreliable

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

169.63 — 623.09
>>
16.7
Rare Interlink ★★★ 153>>

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)
  • 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 60 runs or so.

20.9Statistical Strength: Very reliable

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

18.35 — 24.31
>>
1.3
Rare Optronic Circuit ★★★ 28>>

Rare Optronic Circuit ★★★

Average (mean) runs per drop: 8

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

  • 5 runs in 50 percent of cases (median)
  • 17 runs in 10 percent of cases
  • 33 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 32 runs.

Also, a run dropping only this item is expected
per 9,800 runs or so.

114.3Statistical Strength: Fairly reliable

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

83.46 — 181.22
>>
7.1
Basic Alcohol 184>>

Basic Alcohol

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 35 runs or so.

17.4Statistical Strength: Very reliable

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

15.49 — 19.83
>>
1.1

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: Our Harshest Critic Elite
By: Koba44, Henka, middlehead & hoshilit
Date(s): July 2019 – Oct 2021
Runs: 752   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Spices ★★★★ 101>>

Super Rare Spices ★★★★

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.

148.9Statistical Strength: Fairly reliable

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

124.66 — 184.88
>>
7.4
Rare Sensor ★★★ 438>>

Rare Sensor ★★★

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.

34.3Statistical Strength: Very reliable

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

31.62 — 37.56
>>
1.7
Common Expansion Module 863>>

Common Expansion Module

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.

17.4Statistical Strength: Very reliable

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

16.54 — 18.41
>>
0.9
Basic Gold-Pressed Latinum 854>>

Basic Gold-Pressed Latinum

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.

17.6Statistical Strength: Very reliable

Range of average cost per
Basic Gold-Pressed Latinum
within 2 standard deviations
(~95.5% confidence):

16.71 — 18.62
>>
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: Our Harshest Critic Epic
By: Koba44, Henka & middlehead
Date(s): July 2019 – Sept 2020
Runs: 336   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic First Contact Protocol 147>>

Basic First Contact Protocol

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 320 runs or so.

54.9Statistical Strength: Very reliable

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

47.6 — 64.73
>>
2.3
Rare Database (Panel) ★★★ 145>>

Rare 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)
  • 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 340 runs or so.

55.6Statistical Strength: Very reliable

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

48.2 — 65.72
>>
2.3
Uncommon Furs ★★ 346>>

Uncommon Furs ★★

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 25 runs or so.

23.3Statistical Strength: Very reliable

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

21.44 — 25.53
>>
1
Common Power Cell 370>>

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 20 runs or so.

21.8Statistical Strength: Very reliable

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

20.13 — 23.76
>>
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