Proven Toxicity

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Proven Toxicity
[E8-M14A]
AT-Courtroom Procedings.png
Chroniton 16 | 20 | 24
Episode
8 - The Killing Syndrome
Mission
14th
Type
Away Missions
< Prev
Mission Rewards

Proven Toxicity is the fourteenth mission in Episode 8, The Killing Syndrome. It takes place at Saturn in the Terran system.

  • This mission is only available if you choose Hirogen Victory, otherwise the mission will be Going Viral for choosing Dominion Victory.

Mission Walkthrough

  Proven Toxicity's Information Proven Toxicity's Structure (Colors Info)
Introduction: Help the Hirogen decimate their prey by releasing a biological weapon targeting the Founders, leaders of the Dominion!
Proven Toxicity structure.png
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Retrieve Toxins
Convince Xindi to Help
A. AT-Courtroom Procedings.png
Command Command
289 | 606 | 1011
Trait bonus for tired crew:
(+?? | +?? | +198)
(+?? | +?? | +248)
{{}}
Uncommon Synthesized Polymer ★★
Super Rare Polyalloy ★★★★
Choice Success Message
Choice Failure Message
2.
Deploy Airborne Toxins
Sabotage Ship Life Support
A. AT-Scotty In Jefferies Tube.png
Engineering Engineering
289 | 606 | 1011
Trait bonus for tired crew:
(+?? | +?? | +198)
(+?? | +?? | +248)
No Rewards at this Node
Choice Success Message
Choice Failure Message
Arrange Meeting with Founders
B. AT-Starfleet Headquarters Meeting.png
Diplomacy Diplomacy
289 | 606 | 1011
Trait bonus for tired crew:
(+?? | +?? | +198)
(+?? | +?? | +248)
No Rewards at this Node
Choice Success Message
Choice Failure Message
3.
Deploy Water Toxins
Poison Resting Containers
A. AT-Sabotage Cardassians.png
Security Security
289 | 606 | 1011
Trait bonus for tired crew:
(+?? | +119 | +198)
(+?? | +149 | +248)
{{}}
Basic Ancient Film
Rare Furs ★★★
Choice Success Message
Choice Failure Message
Toast to Future Peace
B. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
289 | 606 | 1011
Trait bonus for tired crew:
(+?? | +?? | +198)
(+?? | +?? | +248)
Basic Translation Algorithm
honor 75
Basic Holoprogram x2
Choice Success Message
Choice Failure Message
4.
Deploy Trigger Toxin
Expose Infected to Great Link
A. AT-Gold Metamorphosis.png
Security Security
289 | 606 | 1011
Trait bonus for tired crew:
(+?? | +?? | +198)
(+?? | +?? | +248)
{{}}
{{}}
honor 100
Choice Success Message
Choice Failure Message
Mission Passed Message
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Proven Toxicity Normal
By: Elynduil, Siguard, koba44 & WaldoMag
Date(s): Jan 2018 – Jun 2018
Runs: 81   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
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
Rare Isolinear Chips ★★★ 14>>

Rare Isolinear Chips ★★★

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.

92.6Statistical Strength: Somewhat unreliable

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

60.9 — 192.84
>>
5.8
Uncommon Subprocessor ★★ 54>>

Uncommon Subprocessor ★★

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.

24.0Statistical Strength: Fairly reliable

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

19.35 — 31.6
>>
1.5
Common Casing 95>>

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
  • 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.

13.6Statistical Strength: Very reliable

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

11.76 — 16.25
>>
0.9
Basic Microconnector 77>>

Basic Microconnector

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 31 runs or so.

16.8Statistical Strength: Very reliable

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

14.16 — 20.75
>>
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: Proven Toxicity Elite
By: Elynduil
Date(s): Jun 2018 – Jun 2018
Runs: 20   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Expansion Module ★★★★ 3>>Unable to display streak info due to insufficient sample size. 133.3Statistical Strength: Nearly useless

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

62.45 — Infinity
>>
6.7
Rare Clothing Pattern ★★★ 12>>

Rare Clothing Pattern ★★★

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.

33.3Statistical Strength: Somewhat unreliable

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

21.92 — 69.55
>>
1.7
Uncommon Incense ★★ 23>>

Uncommon 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)
  • 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: Fairly reliable

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

13.07 — 25.97
>>
0.9
Uncommon Clothing Pattern ★★ 22>>

Uncommon Clothing Pattern ★★

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.

18.2Statistical Strength: Fairly reliable

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

13.55 — 27.64
>>
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.

Warning 2: Above results flagged as preliminary due to small sample size.

Mission tested: Proven Toxicity Epic
By: Elynduil, koba44 & WaldoMag
Date(s): Jun 2018 – Jan 2019
Runs: 76   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Combadge (DS9) ★★ 88>>

Uncommon Combadge (DS9) ★★

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.

20.7Statistical Strength: Very reliable

Range of average cost per
Uncommon Combadge (DS9) ★★
within 2 standard deviations
(~95.5% confidence):

17.75 — 24.9
>>
0.9
Basic Encoded Communique 33>>

Basic Encoded Communique

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 330 runs or so.

55.3Statistical Strength: Fairly reliable

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

41.79 — 81.61
>>
2.3
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
Uncommon Spices ★★ 88>>

Uncommon Spices ★★

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.

20.7Statistical Strength: Very reliable

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

17.75 — 24.9
>>
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
??
33
??
34
??
34
Crew XP ?? ?? ??
Training
XP
Warp 1
Warp 10
??
1960
??
2210
??
2395
Credits
Credits
regular
Warp 1
??
840
??
1050
??
1260