Sensor

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Sensor 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
Sensor.png
FlipBasic.png
Spacer.png
Sensor.png
FlipCommon.png
Spacer.png
Sensor.png
FlipUncommon.png
Spacer.png
Sensor.png
FlipRare.png
Spacer.png
Sensor.png
FlipSuperRare.png
Location
Found At:
Standard Reward:

Faction Center (Drop/Store) :

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 Only) :

Crafted
From:
Sensor 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 Sensor 9323>>

Basic 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 45 runs or so.

4.8Statistical Strength: Very reliable

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

4.66 — 4.83
>>
1.2 11063 A Logical ResponseSpace Battle E1-M12 4 Chrons A Logical Response Normal
Basic Sensor 286>>

Basic Sensor

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.

7.1Statistical Strength: Very reliable

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

6.5 — 7.84
>>
0.9 254 Mutual Assured DestructionSpace Battle E4-M7 8 Chrons Mutual Assured Destruction Normal
Basic Sensor 694>>

Basic 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 58 runs or so.

7.7Statistical Strength: Very reliable

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

7.25 — 8.27
>>
1.3 894 For His Own GoodSpace Battle E2-M13 6 Chrons For His Own Good Normal


Common

Item Units Cost/Unit Runs/Unit Runs From
Common Sensor 280>>

Common Sensor

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

5.98 — 6.77
>>
0.5 127 Long Live the KingSpace Battle E5-M17 14 Chrons Long Live the King Normal
Common Sensor 875>>

Common Sensor

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.

7.2Statistical Strength: Very reliable

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

6.79 — 7.55
>>
0.9 782 For His Own GoodSpace Battle E2-M13 8 Chrons For His Own Good Elite
Common Sensor 1713>>

Common Sensor

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 22 runs or so.

7.4Statistical Strength: Very reliable

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

7.15 — 7.72
>>
0.9 1590 HighwaymenSpace Battle DE-M3 8 Chrons Highwaymen Epic
Common Sensor 86>>

Common Sensor

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 11 runs or so.

8.8Statistical Strength: Very reliable

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

7.58 — 10.46
>>
0.7 63 Secure the ChavezSpace Battle E5-M6 12 Chrons Secure the Chavez Normal
Common Sensor 731>>

Common Sensor

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.

8.3Statistical Strength: Very reliable

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

7.75 — 8.88
>>
2.1 1513 Long Distance CallSpace Battle DE-M1 4 Chrons Long Distance Call Elite
Common Sensor 210>>

Common Sensor

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 11 runs or so.

8.9Statistical Strength: Very reliable

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

8.08 — 9.93
>>
0.7 156 Coursing HoundsSpace Battle E5-M3 12 Chrons Coursing Hounds Normal
Common Sensor 602>>

Common Sensor

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 4.7 runs or so.

8.9Statistical Strength: Very reliable

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

8.47 — 9.39
>>
0.6 335 For the PeopleAway Team E4-M12 16 Chrons, 234 Skill Points For the People Elite
Common Sensor 111>>

Common Sensor

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 4.5 runs or so.

8.8Statistical Strength: Very reliable

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

7.85 — 9.98
>>
0.5 61 The Raptors' FuryAway Team E7-M4 16 Chrons, 450 Skill Points The Raptors' Fury Normal
Common Sensor 122>>

Common Sensor

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.

14.8Statistical Strength: Very reliable

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

12.94 — 17.33
>>
0.9 113 Researching Future HistoryAway Team E7-M9 16 Chrons, 545 Skill Points Researching Future History Normal
Common Sensor 58>>

Common Sensor

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 7.6 runs or so.

11.8Statistical Strength: Very reliable

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

9.95 — 14.47
>>
0.7 38 Baited HookAway Team E5-M16 18 Chrons, 319 Skill Points Baited Hook Elite
Common Sensor 63>>

Common Sensor

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

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 430 runs or so.

15.1Statistical Strength: Fairly reliable

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

12.19 — 19.67
>>
2.5 158 His Own ManSpace Battle E1-M2 6 Chrons His Own Man Elite
Common Sensor 81>>

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)
  • 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 30 runs or so.

16.6Statistical Strength: Very reliable

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

14.02 — 20.32
>>
1 84 The Walls Have EarsSpace Battle E2-M10 16 Chrons The Walls Have Ears Epic
Common Sensor 176>>

Common Sensor

Average (mean) runs per drop: 6

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

  • 5 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 5,800 runs or so.

36Statistical Strength: Very reliable

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

31.37 — 42.14
>>
6 1055 Cardassian HospitalityAway Team E2-M14 6 Chrons, 63 Skill Points Cardassian Hospitality Normal
Common Sensor 732>>

Common Sensor

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 26 runs or so.

15.7Statistical Strength: Very reliable

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

14.82 — 16.72
>>
1 719 Lashing OutSpace Battle E8-M13 16 Chrons Lashing Out Normal
Common Sensor 36>>

Common Sensor

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 16 runs or so.

15.0Statistical Strength: Fairly reliable

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

11.91 — 20.26
>>
0.8 30 Rabid FansAway Team CT-M2 18 Chrons, 712 Skill Points Rabid Fans Epic
Common Sensor 359>>

Common Sensor

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 16 runs or so.

16.7Statistical Strength: Very reliable

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

15.45 — 18.2
>>
0.8 300 Into the CaveAway Team E10-M6 20 Chrons Into the Cave Elite


Uncommon

Item Units Cost/Unit Runs/Unit Runs From
Uncommon Sensor ★★ 382>>

Uncommon Sensor ★★

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.

17.1Statistical Strength: Very reliable

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

15.85 — 18.61
>>
0.9 327 Field ModificationsAway Team E8-M3 20 Chrons, 493 Skill Points Field Modifications Elite
Uncommon Sensor ★★ 1441>>

Uncommon Sensor ★★

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.

17.7Statistical Strength: Very reliable

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

17.03 — 18.51
>>
0.9 1278 Death ThroesSpace Battle CT-M5 20 Chrons Death Throes Epic
Uncommon Sensor ★★ 107>>

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
  • 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.

19.4Statistical Strength: Very reliable

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

16.69 — 23.28
>>
1.2 130 Ostensible ProofAway Team E8-M9 16 Chrons, 253 Skill Points Ostensible Proof Normal
Uncommon Sensor ★★ 68>>

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
  • 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 51 runs or so.

19.8Statistical Strength: Fairly reliable

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

16.37 — 24.94
>>
1.2 84 The Walls Have EarsSpace Battle E2-M10 16 Chrons The Walls Have Ears Epic
Uncommon Sensor ★★ 79>>

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 77 runs or so.

25.5Statistical Strength: Fairly reliable

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

21.32 — 31.78
>>
1.4 112 The TossAway Team E2-M19A (Bajoran Victory) 18 Chrons, 380 Skill Points The Toss Epic
Uncommon Sensor ★★ 59>>

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 62 runs or so.

21.2Statistical Strength: Fairly reliable

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

17.26 — 27.32
>>
1.3 78 Operation IsolateAway Team CT-M8 16 Chrons, 484 Skill Points Operation Isolate Elite
Uncommon Sensor ★★ 92>>

Uncommon 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
  • 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 120 runs or so.

23.1Statistical Strength: Very reliable

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

19.49 — 28.43
>>
1.7 152 Baited HookAway Team E5-M16 14 Chrons, 150 Skill Points Baited Hook Normal
Uncommon Sensor ★★ 680>>

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 63 runs or so.

21.3Statistical Strength: Very reliable

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

19.95 — 22.78
>>
1.3 904 Not A Drop to DrinkSpace Battle E2-M6 16 Chrons Not A Drop to Drink Epic
Uncommon Sensor ★★ 1120>>

Uncommon Sensor ★★

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 1,400 runs or so.

29.5Statistical Strength: Very reliable

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

27.9 — 31.27
>>
3.7 4128 Warranted PursuitSpace Battle CT-M1 8 Chrons Warranted Pursuit Normal
Uncommon Sensor ★★ 68>>

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)
  • 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.

27.0Statistical Strength: Fairly reliable

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

22.24 — 34.36
>>
1.5 102 A Ticking BombSpace Battle KE-M4 18 Chrons A Ticking Bomb Epic
Uncommon Sensor ★★ 136>>

Uncommon Sensor ★★

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 1,300 runs or so.

29.0Statistical Strength: Very reliable

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

24.93 — 34.67
>>
3.6 493 Organian AidAway Team E3-M4 8 Chrons, 89 Skill Points Organian Aid Normal
Uncommon Sensor ★★ 261>>

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)
  • 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 97 runs or so.

24.5Statistical Strength: Very reliable

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

22.1 — 27.54
>>
1.5 400 Dogs of WarSpace Battle KE-M3 16 Chrons Dogs of War Epic
Uncommon Sensor ★★ 42>>

Uncommon Sensor ★★

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)
  • 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 800 runs or so.

37.1Statistical Strength: Fairly reliable

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

28.75 — 52.45
>>
3.1 130 Stolen HonorAway Team E1-M10 12 Chrons, 184 Skill Points Stolen Honor Epic
Uncommon Sensor ★★ 48>>

Uncommon Sensor ★★

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 5,000 runs or so.

57.1Statistical Strength: Fairly reliable

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

44.59 — 79.31
>>
5.7 274 For the PeopleAway Team E4-M12 10 Chrons, 114 Skill Points For the People Normal
Uncommon Sensor ★★ 15>>

Uncommon Sensor ★★

Average (mean) runs per drop: 7

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

  • 5 runs in 50 percent of cases (median)
  • 15 runs in 10 percent of cases
  • 30 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 8,000 runs or so.

66.7Statistical Strength: Somewhat unreliable

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

44.32 — 134.45
>>
6.7 100 Smiles and KnivesAway Team E4-M14B (Ferengi Traditionalists Victory) 10 Chrons, 135 Skill Points Smiles and Knives Normal
Uncommon Sensor ★★ 17>>

Uncommon Sensor ★★

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 10,000 runs or so.

72.4Statistical Strength: Somewhat unreliable

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

49.07 — 137.66
>>
7.2 123 With Friends Like TheseAway Team E4-M13 10 Chrons, 118 Skill Points With Friends Like These Normal
Uncommon Sensor ★★ 164>>

Uncommon Sensor ★★

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 10,000 runs or so.

72.2Statistical Strength: Very reliable

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

62.64 — 85.19
>>
7.2 1184 Putting the Free in FreedomAway Team E4-M14A (Ferengi Alliance Victory) 10 Chrons, 120 Skill Points Putting the Free in Freedom Normal
Uncommon Sensor ★★ 364>>

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 63 runs or so.

21.3Statistical Strength: Very reliable

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

19.5 — 23.4
>>
1.3 484 The Army of AnaydisSpace Battle E2-M3 16 Chrons The Army of Anaydis Epic
Uncommon Sensor ★★ 17>>

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
  • 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 51 runs or so.

29.7Statistical Strength: Somewhat unreliable

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

20.91 — 50.92
>>
1.2 21 Into the CaveAway Team E10-M6 24 Chrons Into the Cave Epic


Rare

Item Units Cost/Unit Runs/Unit Runs From
Rare Sensor ★★★ 114>>

Rare Sensor ★★★

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 16 runs or so.

20.2Statistical Strength: Very reliable

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

17.64 — 23.66
>>
0.8 96 One Future EndsAway Team E7-M7 24 Chrons, 1010 Skill Points One Future Ends Epic
Rare Sensor ★★★ 398>>

Rare Sensor ★★★

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.

19.7Statistical Strength: Very reliable

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

18.23 — 21.38
>>
0.9 356 Long Live the KingSpace Battle E5-M17 22 Chrons Long Live the King Epic
Rare Sensor ★★★ 84>>

Rare 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 71 runs or so.

30.4Statistical Strength: Very reliable

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

25.52 — 37.52
>>
1.4 116 Saving Smiley O'BrienAway Team E5-M11 22 Chrons, 650 Skill Points Saving Smiley O'Brien Epic
Rare Sensor ★★★ 43>>

Rare 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 40 runs or so.

25.1Statistical Strength: Fairly reliable

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

19.94 — 33.76
>>
1.1 49 Quell the RiotsAway Team E5-M1 22 Chrons, 559 Skill Points Quell the Riots Epic
Rare Sensor ★★★ 108>>

Rare 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)
  • 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.

33.0Statistical Strength: Very reliable

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

28.21 — 39.75
>>
1.5 162 Blunting the DaggerAway Team E5-M5 22 Chrons, 589 Skill Points Blunting the Dagger Epic
Rare Sensor ★★★ 155>>

Rare 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 62 runs or so.

29.1Statistical Strength: Very reliable

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

25.54 — 33.8
>>
1.3 205 Race to the FinishAway Team E5-M4 22 Chrons, 574 Skill Points Race to the Finish Epic
Rare Sensor ★★★ 431>>Unable to display streak info when item totals cause errors. 34.1Statistical Strength: Very reliable

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

31.42 — 37.16
>>
1.5 667 Secure the ChavezSpace Battle E5-M6 22 Chrons Secure the Chavez Epic
Rare Sensor ★★★ 13>>

Rare Sensor ★★★

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 32,000 runs or so.

126.5Statistical Strength: Somewhat unreliable

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

81.77 — 278.87
>>
10.5 137 Act of BetrayalAway Team E5-M8 12 Chrons, 135 Skill Points Act of Betrayal Normal
Rare Sensor ★★★ 18>>

Rare Sensor ★★★

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 860,000 runs or so.

121.8Statistical Strength: Somewhat unreliable

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

83.18 — 227.21
>>
7.6 137 Salvage the ChavezAway Team E5-M7 16 Chrons, 290 Skill Points Salvage the Chavez Elite
Rare Sensor ★★★ 17>>

Rare Sensor ★★★

Average (mean) runs per drop: 16

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

  • 11 runs in 50 percent of cases (median)
  • 35 runs in 10 percent of cases
  • 70 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 69 runs.

Also, a run dropping only this item is expected
per 95,000 runs or so.

213.3Statistical Strength: Somewhat unreliable

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

144.11 — 410.22
>>
15.2 259 A Logical ResponseSpace Battle E1-M12 14 Chrons A Logical Response Epic
Rare Sensor ★★★ 9>>

Rare Sensor ★★★

Average (mean) runs per drop: 13

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

  • 9 runs in 50 percent of cases (median)
  • 29 runs in 10 percent of cases
  • 58 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 57 runs.

Also, a run dropping only this item is expected
per 55,000 runs or so.

126.7Statistical Strength: Very unreliable

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

76.36 — 371.24
>>
12.7 114 Death in BattleSpace Battle DE-M7 10 Chrons Death in Battle Epic
Rare Sensor ★★★ 208>>

Rare Sensor ★★★

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.

94.2Statistical Strength: Very reliable

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

83.01 — 108.75
>>
5.2 1088 A Popular ItemSpace Battle E2-M18 18 Chrons A Popular Item Epic
Rare Sensor ★★★ 7>>

Rare Sensor ★★★

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
  • 78 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 77 runs.

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

170.0Statistical Strength: Very unreliable

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

97.17 — 678.73
>>
17 119 On Their HeelsSpace Battle E1-M5 10 Chrons On Their Heels Epic
Rare Sensor ★★★ 98>>

Rare Sensor ★★★

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
  • 75 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 74 runs.

Also, a run dropping only this item is expected
per 120,000 runs or so.

228.6Statistical Strength: Fairly reliable

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

190.48 — 285.71
>>
16.3 1600 Pirate ProblemsSpace Battle CT-M3 14 Chrons Pirate Problems Elite
Rare Sensor ★★★ 53>>

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 150 runs or so.

35.5Statistical Strength: Fairly reliable

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

28.42 — 47.17
>>
1.8 94 He Means WellSpace Battle E4-M11 20 Chrons He Means Well Epic
Rare Sensor ★★★ 358>>

Rare Sensor ★★★

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.

21.9Statistical Strength: Very reliable

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

20.04 — 24.08
>>
1 356 Salvage the ChavezAway Team E5-M7 22 Chrons, 604 Skill Points Salvage the Chavez Epic
Rare Sensor ★★★ 108>>

Rare Sensor ★★★

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.

22.7Statistical Strength: Very reliable

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

19.62 — 26.83
>>
0.9 102 Scatter Thine EnemiesSpace Battle E9-M4B 24 Chrons Scatter Thine Enemies Epic
Rare Sensor ★★★ 464>>

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.

34.6Statistical Strength: Very reliable

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

31.91 — 37.72
>>
1.7 802 Our Harshest CriticSpace Battle E10-M7 20 Chrons Our Harshest Critic Elite
Rare Sensor ★★★ 9>>

Rare 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 8.3 runs or so.

34.7Statistical Strength: Somewhat unreliable

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

22.37 — 76.99
>>
1.4 13 Starved for AttentionAway Team I-M5 24 Chrons Starved for Attention Epic
Rare Sensor ★★★ 191>>

Rare Sensor ★★★

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.

20.6Statistical Strength: Very reliable

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

18.51 — 23.24
>>
0.9 164 Boardroom PoliticsSpace Battle E8-M8 24 Chrons Boardroom Politics Epic


Super Rare

Item Units Cost/Unit Runs/Unit Runs From
Super Rare Sensor ★★★★ 8>>

Super Rare Sensor ★★★★

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

That is, 1 in 100 players may not see this item
drop at all even after 48 runs.

Also, a run dropping only this item is expected
per 32,000 runs or so.

148.8Statistical Strength: Very unreliable

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

87.64 — 491.4
>>
10.6 85 The Time TransporterAway Team E6-M4 14 Chrons, 380 Skill Points The Time Transporter Normal
Super Rare Sensor ★★★★ 133>>

Super Rare Sensor ★★★★

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 4,200 runs or so.

118.3Statistical Strength: Very reliable

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

101.26 — 142.15
>>
5.4 715 A Bold MoveSpace Battle E5-M2 22 Chrons A Bold Move Epic
Super Rare Sensor ★★★★ 11>>

Super Rare Sensor ★★★★

Average (mean) runs per drop: 7

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

  • 5 runs in 50 percent of cases (median)
  • 14 runs in 10 percent of cases
  • 28 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 27 runs.

Also, a run dropping only this item is expected
per 6,100 runs or so.

146.2Statistical Strength: Somewhat unreliable

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

92.07 — 354.6
>>
6.1 67 Field ModificationsAway Team E8-M3 24 Chrons, 893 Skill Points Field Modifications Epic
Super Rare Sensor ★★★★ 8>>

Super Rare Sensor ★★★★

Average (mean) runs per drop: 13

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

  • 9 runs in 50 percent of cases (median)
  • 29 runs in 10 percent of cases
  • 58 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 57 runs.

Also, a run dropping only this item is expected
per 54,000 runs or so.

202.0Statistical Strength: Very unreliable

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

118.9 — 670.79
>>
12.6 101 Act of BetrayalAway Team E5-M8 16 Chrons, 295 Skill Points Act of Betrayal Elite
Super Rare Sensor ★★★★ 168>>

Super Rare Sensor ★★★★

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.

93.6Statistical Strength: Very reliable

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

81.54 — 109.77
>>
3.9 655 Battle ShinzonSpace Battle E7-M2 24 Chrons Battle Shinzon Epic
Super Rare Sensor ★★★★ 17>>

Super Rare Sensor ★★★★

Average (mean) runs per drop: 9

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

  • 7 runs in 50 percent of cases (median)
  • 21 runs in 10 percent of cases
  • 41 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 40 runs.

Also, a run dropping only this item is expected
per 20,000 runs or so.

180.0Statistical Strength: Somewhat unreliable

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

121.91 — 343.85
>>
9 153 Xahean InvasionSpace Battle I-M1 20 Chrons Xahean Invasion Elite
Super Rare Sensor ★★★★ 31>>

Super Rare Sensor ★★★★

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 270,000,000 runs or so.

155.4Statistical Strength: Fairly reliable

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

114.6 — 241.09
>>
9.7 301 Highway to HellAway Team E10-M2 16 Chrons Highway to Hell Normal
Super Rare Sensor ★★★★ 56>>

Super Rare Sensor ★★★★

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.

85.7Statistical Strength: Fairly reliable

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

68.31 — 115.01
>>
3.6 200 An Infinite WelcomeAway Team E10-M5 24 Chrons An Infinite Welcome Epic


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