Power Cell

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Power Cell is a Component used to craft many items for crew members.

Crafting Table

Rarity Basic Common
(Common)
Uncommon
(UncommonUncommon)
Rare
(RareRareRare)
Super Rare
(Super RareSuper RareSuper RareSuper Rare)
Icon
Spacer.png
PowerCell.png
FlipBasic.png
Spacer.png
PowerCell.png
FlipCommon.png
Spacer.png
PowerCell.png
FlipUncommon.png
Spacer.png
PowerCell.png
FlipRare.png
Spacer.png
PowerCell.png
FlipSuperRare.png
Location
Found At:
Standard Reward:

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop/Store) :

Standard Reward:

Rare Reward (1-Time) :

Faction Center (Drop Only) :

Crafted
From:
Power Cell is a component and cannot be crafted. It is used as a component to craft other items.
Item
Cost:
Faction Store:
  • 25k Credits or
  • 25 Merit
Faction Store:
  • 50k Credits or
  • 50 Merit or
  • 25 Dilithium
Faction Store:
  • 250k Credits or
  • 125 Merit or
  • 50 Dilithium
Faction Store:
  • 500k Credits or
  • 250 Merit or
  • 100 Dilithium
  • Drop Only
Crafts
Into:



DropTests

Basic

Item Units Cost/Unit Runs/Unit Runs From
Basic Power Cell 5852>>

Basic 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
  • 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 7.5 runs or so.

2.6Statistical Strength: Very reliable

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

2.56 — 2.65
>>
0.7 3810 HighwaymenSpace Battle DE-M3 4 Chrons Highwaymen Normal
Basic Power Cell 2289>>

Basic 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 250 runs or so.

5.9Statistical Strength: Very reliable

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

5.74 — 6.17
>>
1 2267 Assault and BatteryAway Team E1-M4 6 Chrons, 73 Skill Points Assault and Battery Elite
Basic Power Cell 629>>

Basic 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 17 runs or so.

6.8Statistical Strength: Very reliable

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

6.39 — 7.24
>>
0.8 534 Not A Drop to DrinkSpace Battle E2-M6 8 Chrons Not A Drop to Drink Elite
Basic Power Cell 94>>

Basic 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
  • 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 15 runs or so.

8.2Statistical Strength: Very reliable

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

7.07 — 9.74
>>
0.8 77 A Ticking BombSpace Battle KE-M4 10 Chrons A Ticking Bomb Elite
Basic Power Cell 999>>

Basic 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 24 runs or so.

7.7Statistical Strength: Very reliable

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

7.34 — 8.14
>>
1 964 Cardassian HospitalityAway Team E2-M14 8 Chrons, 144 Skill Points Cardassian Hospitality Elite
Basic Power Cell 175>>

Basic 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
  • 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 13 runs or so.

9.4Statistical Strength: Very reliable

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

8.43 — 10.61
>>
0.8 137 Act of BetrayalAway Team E5-M8 12 Chrons, 135 Skill Points Act of Betrayal Normal
Basic Power Cell 845>>

Basic 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 27 runs or so.

15.9Statistical Strength: Very reliable

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

15.06 — 16.85
>>
1 840 Coursing HoundsSpace Battle E5-M3 16 Chrons Coursing Hounds Elite
Basic Power Cell 46>>

Basic 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.

16Statistical Strength: Fairly reliable

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

13 — 20.95
>>
0.9 41 Death's EndeavorAway Team E7-M13B (KCA Victory) 18 Chrons, 635 Skill Points Death's Endeavor Normal
Basic Power Cell 178>>

Basic 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 24 runs or so.

15.3Statistical Strength: Very reliable

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

13.63 — 17.39
>>
1 170 The Vanguard's ChallengeSpace Battle E8-M7 16 Chrons The Vanguard's Challenge Normal
Basic Power Cell 41>>

Basic 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 18 runs or so.

14.1Statistical Strength: Fairly reliable

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

11.26 — 18.66
>>
0.9 36 Control Over ChaosAway Team E5-M9 16 Chrons, 299 Skill Points Control Over Chaos Elite
Basic Power Cell 66>>

Basic 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.

3.6Statistical Strength: Fairly reliable

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

3.04 — 4.53
>>
0.9 60 Zora's InvitationAway Team I-M4 4 Chrons Zora's Invitation Normal
Basic Power Cell 235>>

Basic 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 23 runs or so.

3.8Statistical Strength: Very reliable

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

3.43 — 4.24
>>
0.9 223 Bottom FeedersSpace Battle I-M6 4 Chrons Bottom Feeders Normal
Basic Power Cell 520>>

Basic 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
  • 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 200 runs or so.

9.3Statistical Strength: Very reliable

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

8.65 — 9.97
>>
0.6 301 Highway to HellAway Team E10-M2 16 Chrons Highway to Hell Normal


Common

Item Units Cost/Unit Runs/Unit Runs From
Common Power Cell 2666>>

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

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 2.1 runs or so.

3Statistical Strength: Very reliable

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

2.95 — 3.04
>>
0.3 798 Assault and BatteryAway Team E1-M4 10 Chrons, 140 Skill Points Assault and Battery Epic
Common Power Cell 1492>>

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

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.7 runs or so.

4Statistical Strength: Very reliable

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

3.92 — 4.1
>>
0.4 598 Mortals and MayhemAway Team DE-M6 10 Chrons, 160 Skill Points Mortals and Mayhem Epic
Common Power Cell 1294>>

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)
  • 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 2.5 runs or so.

6.4Statistical Strength: Very reliable

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

6.17 — 6.54
>>
0.5 587 Back to SchoolAway Team E5-M14 14 Chrons, 144 Skill Points Back to School Normal
Common Power Cell 177>>

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)
  • 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 3.5 runs or so.

7.1Statistical Strength: Very reliable

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

6.54 — 7.81
>>
0.5 90 Under New ManagementAway Team E2-M1 14 Chrons, 199 Skill Points Under New Management Epic
Common Power Cell 88>>

Common Power Cell

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 50 runs or so.

7.4Statistical Strength: Very reliable

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

6.23 — 9
>>
1.2 108 The TossAway Team E2-M19A (Bajoran Victory) 6 Chrons, 73 Skill Points The Toss Normal
Common Power Cell 32>>

Common Power Cell

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 53 runs or so.

7.5Statistical Strength: Fairly reliable

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

5.75 — 10.78
>>
1.3 40 A New RecruitAway Team E2-M19C (Cardassian Victory) 6 Chrons, 73 Skill Points A New Recruit Normal
Common Power Cell 268>>

Common Power Cell

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 37 runs or so.

6.7Statistical Strength: Very reliable

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

6.07 — 7.46
>>
1.1 299 Man with a PlanAway Team E2-M19B (Maquis Victory) 6 Chrons, 73 Skill Points Man with a Plan Normal
Common Power Cell 263>>

Common Power Cell

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.

9.1Statistical Strength: Very reliable

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

8.24 — 10.15
>>
1.1 299 Ishka IssuesAway Team E4-M1 8 Chrons, 90 Skill Points Ishka Issues Normal
Common Power Cell 1363>>

Common Power Cell

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 48 runs or so.

9.7Statistical Strength: Very reliable

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

9.24 — 10.13
>>
1.2 1646 The Army of AnaydisSpace Battle E2-M3 8 Chrons The Army of Anaydis Elite
Common Power Cell 866>>

Common Power Cell

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
  • 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 240 runs or so.

12.4Statistical Strength: Very reliable

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

11.69 — 13.25
>>
2.1 1793 Beyond the CallSpace Battle E1-M8 6 Chrons Beyond the Call Elite
Common Power Cell 432>>

Common Power Cell

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 1,000 runs or so.

13.3Statistical Strength: Very reliable

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

12.21 — 14.66
>>
3.3 1439 Maquis IncitementAway Team E2-M9 4 Chrons, 54 Skill Points Maquis Incitement Normal
Common Power Cell 103>>

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 120 runs or so.

14.9Statistical Strength: Very reliable

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

12.75 — 17.78
>>
0.8 85 Lost LegacyAway Team E7-M12 18 Chrons, 610 Skill Points Lost Legacy Normal
Common Power Cell 152>>

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
  • 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 8.4 runs or so.

12.2Statistical Strength: Very reliable

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

10.93 — 13.8
>>
0.7 103 Man with a PlanAway Team E2-M19B (Maquis Victory) 18 Chrons, 380 Skill Points Man with a Plan Epic
Common Power Cell 400>>

Common Power Cell

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 48 runs or so.

9.7Statistical Strength: Very reliable

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

8.96 — 10.63
>>
1.2 486 Dogs of WarSpace Battle KE-M3 8 Chrons Dogs of War Elite
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
>>
0.9 336 Our Harshest CriticSpace Battle E10-M7 24 Chrons Our Harshest Critic Epic


Uncommon

Item Units Cost/Unit Runs/Unit Runs From
Uncommon Power Cell ★★ 170>>

Uncommon Power Cell ★★

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 95 runs or so.

21.3Statistical Strength: Very reliable

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

18.78 — 24.68
>>
1.5 259 A Logical ResponseSpace Battle E1-M12 14 Chrons A Logical Response Epic
Uncommon Power Cell ★★ 139>>

Uncommon Power Cell ★★

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 100 runs or so.

15.6Statistical Strength: Very reliable

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

13.57 — 18.38
>>
1.6 217 The Professor's DeadlineAway Team CT-M4 10 Chrons, 175 Skill Points The Professor's Deadline Normal
Uncommon Power Cell ★★ 262>>

Uncommon Power Cell ★★

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 80 runs or so.

20.1Statistical Strength: Very reliable

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

18.13 — 22.53
>>
1.4 376 Deadly DisruptionsAway Team E4-M5 14 Chrons, 220 Skill Points Deadly Disruptions Elite
Uncommon Power Cell ★★ 579>>

Uncommon Power Cell ★★

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 52 runs or so.

19.9Statistical Strength: Very reliable

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

18.58 — 21.42
>>
1.2 720 Secure the ChavezSpace Battle E5-M6 16 Chrons Secure the Chavez Elite
Uncommon Power Cell ★★ 177>>

Uncommon Power Cell ★★

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 1,100 runs or so.

27.2Statistical Strength: Very reliable

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

23.77 — 31.69
>>
3.4 601 Maquis IncitementAway Team E2-M9 8 Chrons, 119 Skill Points Maquis Incitement Elite
Uncommon Power Cell ★★ 243>>

Uncommon Power Cell ★★

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 5,200 runs or so.

34.6Statistical Strength: Very reliable

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

30.76 — 39.51
>>
5.8 1401 Pretense of MercyAway Team E2-M17 6 Chrons, 175 Skill Points Pretense of Mercy Elite
Uncommon Power Cell ★★ 44>>

Uncommon Power Cell ★★

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.

42.6Statistical Strength: Fairly reliable

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

33.05 — 59.7
>>
3.5 156 Coursing HoundsSpace Battle E5-M3 12 Chrons Coursing Hounds Normal
Uncommon Power Cell ★★ 24>>

Uncommon Power Cell ★★

Average (mean) runs per drop: 5

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

  • 4 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 2,500 runs or so.

45.0Statistical Strength: Somewhat unreliable

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

32.29 — 74.19
>>
4.5 108 The TossAway Team E2-M19A (Bajoran Victory) 10 Chrons, 185 Skill Points The Toss Elite
Uncommon Power Cell ★★ 20>>

Uncommon Power Cell ★★

Average (mean) runs per drop: 5

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

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 21 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 20 runs.

Also, a run dropping only this item is expected
per 2,600 runs or so.

55.2Statistical Strength: Somewhat unreliable

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

38.56 — 97.1
>>
4.6 92 Saving Smiley O'BrienAway Team E5-M11 12 Chrons, 141 Skill Points Saving Smiley O'Brien Normal
Uncommon Power Cell ★★ 4>>

Uncommon Power Cell ★★

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.

75.0Statistical Strength: Nearly useless

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

37.82 — 4412.18
>>
7.5 30 A New RecruitAway Team E2-M19C (Cardassian Victory) 10 Chrons, 185 Skill Points A New Recruit Elite
Uncommon Power Cell ★★ 183>>

Uncommon Power Cell ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,600 runs or so.

59.2Statistical Strength: Very reliable

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

51.79 — 69.17
>>
5.9 1084 Fan ClubSpace Battle E4-M9 10 Chrons Fan Club Normal
Uncommon Power Cell ★★ 22>>

Uncommon Power Cell ★★

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
  • 24 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 23 runs.

Also, a run dropping only this item is expected
per 3,900 runs or so.

52.3Statistical Strength: Somewhat unreliable

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

36.99 — 89.08
>>
5.2 115 Man with a PlanAway Team E2-M19B (Maquis Victory) 10 Chrons, 184 Skill Points Man with a Plan Elite
Uncommon Power Cell ★★ 7>>

Uncommon Power Cell ★★

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 79 runs or so.

28.6Statistical Strength: Very unreliable

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

17.08 — 87.43
>>
1.4 10 The Professor's DeadlineAway Team CT-M4 20 Chrons, 804 Skill Points The Professor's Deadline Epic
Uncommon Power Cell ★★ 693>>

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 21 runs or so.

22.1Statistical Strength: Very reliable

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

20.83 — 23.52
>>
0.9 638 Rapid ResponseSpace Battle E9-M1 24 Chrons Rapid Response Epic


Rare

Item Units Cost/Unit Runs/Unit Runs From
Rare Power Cell ★★★ 222>>

Rare Power Cell ★★★

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 110 runs or so.

31.5Statistical Strength: Very reliable

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

28.17 — 35.8
>>
1.6 350 Feed A FeverAway Team E8-M12 20 Chrons, 596 Skill Points Feed A Fever Elite
Rare Power Cell ★★★ 61>>

Rare Power Cell ★★★

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
  • 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 130 runs or so.

36.8Statistical Strength: Fairly reliable

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

29.92 — 47.74
>>
1.7 102 Act of BetrayalAway Team E5-M8 22 Chrons, 619 Skill Points Act of Betrayal Epic
Rare Power Cell ★★★ 230>>

Rare Power Cell ★★★

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.

34.4Statistical Strength: Very reliable

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

30.71 — 38.96
>>
1.7 395 For the PeopleAway Team E4-M12 20 Chrons, 515 Skill Points For the People Epic
Rare Power Cell ★★★ 424>>

Rare Power Cell ★★★

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
  • 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 130 runs or so.

37.1Statistical Strength: Very reliable

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

34.13 — 40.64
>>
1.7 715 A Bold MoveSpace Battle E5-M2 22 Chrons A Bold Move Epic
Rare Power Cell ★★★ 39>>

Rare Power Cell ★★★

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 270 runs or so.

38.8Statistical Strength: Fairly reliable

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

29.94 — 54.99
>>
2.2 84 Common GroundAway Team E4-M4 18 Chrons, 455 Skill Points Common Ground Epic
Rare Power Cell ★★★ 5>>

Rare Power Cell ★★★

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 16,000 runs or so.

134.4Statistical Strength: Nearly useless

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

71.49 — 1120
>>
8.4 42 Maquis IncitementAway Team E2-M9 16 Chrons, 274 Skill Points Maquis Incitement Epic
Rare Power Cell ★★★ 39>>

Rare Power Cell ★★★

Average (mean) runs per drop: 10

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

  • 7 runs in 50 percent of cases (median)
  • 23 runs in 10 percent of cases
  • 45 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 44 runs.

Also, a run dropping only this item is expected
per 26,000 runs or so.

158.8Statistical Strength: Fairly reliable

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

120.74 — 231.77
>>
9.9 387 With Friends Like TheseAway Team E4-M13 16 Chrons, 239 Skill Points With Friends Like These Elite
Rare Power Cell ★★★ 3>>

Rare Power Cell ★★★

Average (mean) runs per drop: 15

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

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

That is, 1 in 100 players may not see this item
drop at all even after 65 runs.

Also, a run dropping only this item is expected
per 80,000 runs or so.

172.0Statistical Strength: Nearly useless

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

80.16 — Infinity
>>
14.3 43 Organian AidAway Team E3-M4 12 Chrons, 189 Skill Points Organian Aid Elite
Rare Power Cell ★★★ 104>>

Rare Power Cell ★★★

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
  • 24 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 23 runs.

Also, a run dropping only this item is expected
per 4,100 runs or so.

95.9Statistical Strength: Very reliable

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

80.58 — 118.37
>>
5.3 554 Into His Own HandsSpace Battle E5-M12 18 Chrons Into His Own Hands Elite
Rare Power Cell ★★★ 2>>

Rare Power Cell ★★★

Average (mean) runs per drop: 37

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

  • 26 runs in 50 percent of cases (median)
  • 84 runs in 10 percent of cases
  • 168 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 167 runs.

Also, a run dropping only this item is expected
per 1,300,000 runs or so.

511.0Statistical Strength: Nearly useless

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

211.95 — Infinity
>>
36.5 73 Common GroundAway Team E4-M4 14 Chrons, 214 Skill Points Common Ground Elite
Rare Power Cell ★★★ 6>>

Rare Power Cell ★★★

Average (mean) runs per drop: 26

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

  • 18 runs in 50 percent of cases (median)
  • 60 runs in 10 percent of cases
  • 119 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 118 runs.

Also, a run dropping only this item is expected
per 470,000 runs or so.

312.0Statistical Strength: Very unreliable

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

172.17 — 1660.58
>>
26 156 Coursing HoundsSpace Battle E5-M3 12 Chrons Coursing Hounds Normal
Rare Power Cell ★★★ 3>>

Rare Power Cell ★★★

Average (mean) runs per drop: 34

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

  • 24 runs in 50 percent of cases (median)
  • 78 runs in 10 percent of cases
  • 156 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 155 runs.

Also, a run dropping only this item is expected
per 1,100,000 runs or so.

612.0Statistical Strength: Nearly useless

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

284.53 — Infinity
>>
34 102 A Ticking BombSpace Battle KE-M4 18 Chrons A Ticking Bomb Epic
Rare Power Cell ★★★ 33>>

Rare Power Cell ★★★

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
  • 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 20 runs or so.

44.2Statistical Strength: Fairly reliable

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

33.84 — 63.87
>>
2.2 73 Starved for AttentionAway Team I-M5 20 Chrons Starved for Attention Elite
Rare Power Cell ★★★ 2313>>

Rare 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 17 runs or so.

20.4Statistical Strength: Very reliable

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

19.73 — 21.05
>>
0.8 1963 Stealing the StarsSpace Battle I-M7 24 Chrons Stealing the Stars Epic
Rare Power Cell ★★★ 16>>

Rare Power Cell ★★★

Average (mean) runs per drop: 4

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
  • 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 39 runs or so.

62.5Statistical Strength: Somewhat unreliable

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

42.79 — 115.86
>>
3.1 50 Mudd's EnterpriseAway Team I-M8 20 Chrons Mudd's Enterprise Elite
Rare Power Cell ★★★ 7>>

Rare Power Cell ★★★

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

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,400 runs or so.

93.7Statistical Strength: Very unreliable

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

53.95 — 356.47
>>
5.9 41 Kicking the NestAway Team E9-M3 16 Chrons Kicking the Nest Normal


Super Rare

Item Units Cost/Unit Runs/Unit Runs From
Super Rare Power Cell ★★★★ 58>>

Super Rare Power Cell ★★★★

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 1,100 runs or so.

81.9Statistical Strength: Fairly reliable

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

65.56 — 109.19
>>
3.4 198 Garak's GambleSpace Battle E7-M13A (Romulan Victory) 24 Chrons Garak's Gamble Epic
Super Rare Power Cell ★★★★ 19>>

Super Rare Power Cell ★★★★

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
  • 18 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 17 runs.

Also, a run dropping only this item is expected
per 1,700 runs or so.

96.0Statistical Strength: Somewhat unreliable

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

66.65 — 171.51
>>
4 76 Proven ToxicityAway Team E8-M14A 24 Chrons, 1011 Skill Points Proven Toxicity Epic
Super Rare Power Cell ★★★★ 43>>

Super Rare Power Cell ★★★★

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
  • 18 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 17 runs.

Also, a run dropping only this item is expected
per 1,600 runs or so.

93.2Statistical Strength: Fairly reliable

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

72.15 — 131.63
>>
3.9 167 Death's EndeavorAway Team E7-M13B (KCA Victory) 24 Chrons, 1676 Skill Points Death's Endeavor Epic
Super Rare Power Cell ★★★★ 18>>

Super Rare Power Cell ★★★★

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
  • 19 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 2,000 runs or so.

101.3Statistical Strength: Somewhat unreliable

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

69.72 — 185.39
>>
4.2 76 Going ViralAway Team E8-M14B 24 Chrons, 1011 Skill Points Going Viral Epic
Super Rare Power Cell ★★★★ 8>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 11

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

  • 8 runs in 50 percent of cases (median)
  • 24 runs in 10 percent of cases
  • 48 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 47 runs.

Also, a run dropping only this item is expected
per 30,000 runs or so.

166.0Statistical Strength: Very unreliable

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

97.82 — 547.96
>>
10.4 83 Going ViralAway Team E8-M14B 16 Chrons, 289 Skill Points Going Viral Normal
Super Rare Power Cell ★★★★ 8>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 15

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

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

That is, 1 in 100 players may not see this item
drop at all even after 64 runs.

Also, a run dropping only this item is expected
per 78,000 runs or so.

199.5Statistical Strength: Very unreliable

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

117.37 — 664.58
>>
14.3 114 The Vedek's TrailAway Team E2-M2 14 Chrons, 215 Skill Points The Vedek's Trail Epic
Super Rare Power Cell ★★★★ 174>>

Super Rare Power Cell ★★★★

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
  • 25 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 24 runs.

Also, a run dropping only this item is expected
per 4,400 runs or so.

120.1Statistical Strength: Very reliable

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

104.73 — 140.81
>>
5.5 950 Into His Own HandsSpace Battle E5-M12 22 Chrons Into His Own Hands Epic
Super Rare Power Cell ★★★★ 3>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 24

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

  • 17 runs in 50 percent of cases (median)
  • 55 runs in 10 percent of cases
  • 109 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 108 runs.

Also, a run dropping only this item is expected
per 360,000 runs or so.

378.7Statistical Strength: Nearly useless

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

176.19 — Infinity
>>
23.7 71 Trust IssuesAway Team E7-M10 16 Chrons, 575 Skill Points Trust Issues Normal
Super Rare Power Cell ★★★★ 3>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 27

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

  • 19 runs in 50 percent of cases (median)
  • 62 runs in 10 percent of cases
  • 124 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 123 runs.

Also, a run dropping only this item is expected
per 530,000 runs or so.

432.0Statistical Strength: Nearly useless

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

200.94 — Infinity
>>
27 81 Proven ToxicityAway Team E8-M14A 16 Chrons, 289 Skill Points Proven Toxicity Normal
Super Rare Power Cell ★★★★ 5>>

Super Rare Power Cell ★★★★

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)
  • 39 runs in 10 percent of cases
  • 77 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 76 runs.

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

268.8Statistical Strength: Nearly useless

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

142.43 — 2384.49
>>
16.8 84 The Walls Have EarsSpace Battle E2-M10 16 Chrons The Walls Have Ears Epic
Super Rare Power Cell ★★★★ 95>>

Super Rare Power Cell ★★★★

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.

85.9Statistical Strength: Fairly reliable

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

71.85 — 106.77
>>
3.6 340 Xahean InvasionSpace Battle I-M1 24 Chrons Xahean Invasion Epic
Super Rare Power Cell ★★★★ 2>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 25

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

  • 18 runs in 50 percent of cases (median)
  • 57 runs in 10 percent of cases
  • 114 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 113 runs.

Also, a run dropping only this item is expected
per 2,500 runs or so.

500.0Statistical Strength: Nearly useless

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

207.72 — Infinity
>>
25 50 Mudd's EnterpriseAway Team I-M8 20 Chrons Mudd's Enterprise Elite
Super Rare Power Cell ★★★★ 35>>

Super Rare Power Cell ★★★★

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)
  • 20 runs in 10 percent of cases
  • 39 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 38 runs.

Also, a run dropping only this item is expected
per 16,000 runs or so.

169.1Statistical Strength: Fairly reliable

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

127.03 — 253.03
>>
8.5 296 An Infinite WelcomeAway Team E10-M5 20 Chrons An Infinite Welcome Elite


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