The Mad Vedek

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The Mad Vedek [E2-M4]
AT-Sabotage Cardassians.png
Chroniton 4 | 8 | 16
Episode
2 - Never Forgive, Never Forget
Mission
4th
Type
Away Team
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Mission Rewards

The Mad Vedek is the fourth mission in Episode 2, Never Forgive, Never Forget. It takes place on Valo II in the Valo system.

Mission Walkthrough

  The Mad Vedek's Information The Mad Vedek's Structure (Colors Info)
Introduction: You've found Teero Anaydis's hideout.
An army of mind-controlled Bajorans and Maquis stand between you.
Develop Receptor Inhibitor GasMedicine
Enlist Freed Victims to Distract

Rare Rewards:
Uncommon Phaser Type 2 (TMP) ★★
Uncommon First Contact Protocol ★★
Uncommon First Contact Protocol ★★

DiplomacyCommon
Reprogram Targeting Algorithm

Rare Rewards:
Basic Hand Scanner
Common Kurlan Naiskos
Uncommon Kurlan Naiskos ★★

EngineeringCommon
Lead Heroic Charge!

Rare Rewards:
Uncommon First Contact Protocol ★★
Uncommon Starfleet Command Wrap ★★
Uncommon Starfleet Command Wrap ★★

SecurityCommon
Design Neural DisruptorEngineering
Breach Teero's Final Defenses

Rare Rewards:
Uncommon Encoded Communique ★★
Uncommon Tricorder Mark VII ★★
Uncommon Tricorder Mark VII ★★

CommandCommon
Bolster Away Team's Mental FortitudeCommand
Chroniton Cost: 4 | 8 | 16 Chroniton
Suggested
Traits
:
Notes: If you choose the path 2.A → 3.B, you will receive only 2 rewards.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Bypass Automated Defenses
Reprogram Targeting Algorithm
A. AT-Sabotage Cardassians.png
Engineering Engineering
47 | 100 | 229
Trait bonus for tired crew:
(+8 | +18 | +42)
(+11 | +23 | +53)
No other traits provide a bonus.
Basic Hand Scanner
Common Kurlan Naiskos
Uncommon Kurlan Naiskos ★★
[Character]⁠ has disabled all of Teero's automated defenses, giving the away team an advantage heading inside.
[Character]⁠ was only able to disable a few of Teero's automated defenses. The away team will need to look sharp...
2.
Overcome Mind-Controlled Guards
Develop Receptor Inhibitor Gas
A. AT-Spock Mindmelds Picard.png
Medicine Medicine
47 | 100 | 229
Trait bonus for tired crew:
(+8 | +18 | +42)
(+11 | +23 | +53)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ manages to break Teero's hold over the Bajorans and Maquis!
[Character]⁠ does not free all of the Bajorans and Maquis from Teero's control, making the away team's struggle harder.
Lead Heroic Charge!
B. AT-Corridor Battle-First Contact.png
Security Security
47 | 100 | 229
Trait bonus for tired crew:
(+8 | +18 | +42)
(+11 | +23 | +53)
No other traits provide a bonus.
Uncommon First Contact Protocol ★★
Uncommon Starfleet Command Wrap ★★
Uncommon Starfleet Command Wrap ★★
Led by [Character]⁠, the away team defeats the Bajorans and Maquis in battle!
[Character]⁠ fails to lead the away team to victory. They are forced to flee to a safe location and regroup.
3.
Devise Plan to Resist Teero
Enlist Freed Victims to Distract
A. AT-Peacekeepers and Rioters.png
Diplomacy Diplomacy
47 | 100 | 229
Step 2.A
Successful
Trait bonus for tired crew:
(+8 | +18 | +42)
(+11 | +23 | +53)
No other traits provide a bonus.
Uncommon Phaser Type 2 (TMP) ★★
Uncommon First Contact Protocol ★★
Uncommon First Contact Protocol ★★
[Character]⁠ has convinced the freed Bajorans and Maquis to create a distraction for Teero.
[Character]⁠ is unable to get the freed Bajorans and Maquis to go anywhere near Teero again.
Design Neural Disruptor
B. AT-Cybernetic Brain Surgery.png
Engineering Engineering
47 | 100 | 229
Trait bonus for tired crew:
(+8 | +18 | +42)
(+11 | +23 | +53)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠'s neural disruptor will protect the away team against Teero's mental attacks.
[Character]⁠ was unable to create a viable device to protect against Teero's mental attacks.
Bolster Away Team's Mental Fortitude
C. AT-Klingon Death Ritual.png
Command Command
47 | 100 | 229
Choose 2.B Trait bonus for tired crew:
(+8 | +18 | +42)
(+11 | +23 | +53)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ feels able to resist Teero's mental attacks. Now the away team must confront him...
Try as they might, [Character]⁠ and the away team do not feel they could resist Teero, if they met him face to face...
4.
Confront the Mad Vedek
Breach Teero's Final Defenses
A. AT-Federation Brig with Prisoner.png
Command Command
47 | 100 | 229
Trait bonus for tired crew:
(+8 | +18 | +42)
(+11 | +23 | +53)
No other traits provide a bonus.
Uncommon Encoded Communique ★★
Uncommon Tricorder Mark VII ★★
Uncommon Tricorder Mark VII ★★
[Character]⁠ and the away team are too much for Teero. He surrenders!
Despite all their efforts, the away team are unable to overcome Teero's mental attacks. Teero remains free.
We have invaded Teero Anaydis's hideout, dealt with the Bajorans and Maquis protecting him, and taken the man himself into custody. His ultimate fate is in my hands...
We were unsuccessful in our attempt to take Teero Anaydis into custody. We cannot resume our mission until this threat has been neutralized.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: The Mad Vedek Normal
By: Captain deMarco, Chapey, Joker41NAM & bntracy (+ more)
Date(s): May 2016 – Apr 2019
Runs: 2531   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Toolbox 241>>

Common Toolbox

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 31,000 runs or so.

42Statistical Strength: Very reliable

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

37.28 — 48.11
>>
10.5
Basic Encoded Communique 248>>

Basic Encoded Communique

Average (mean) runs per drop: 11

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

  • 7 runs in 50 percent of cases (median)
  • 24 runs in 10 percent of cases
  • 47 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 46 runs.

Also, a run dropping only this item is expected
per 29,000 runs or so.

40.8Statistical Strength: Very reliable

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

36.29 — 46.65
>>
10.2
Basic Neurocortical Monitor 2309>>

Basic Neurocortical Monitor

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 36 runs or so.

4.4Statistical Strength: Very reliable

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

4.24 — 4.54
>>
1.1
Basic Writing PADD (ENT) 2423>>

Basic Writing PADD (ENT)

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 31 runs or so.

4.2Statistical Strength: Very reliable

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

4.04 — 4.32
>>
1
Basic Heavy Scanner 2372>>

Basic Heavy Scanner

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 33 runs or so.

4.3Statistical Strength: Very reliable

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

4.13 — 4.42
>>
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.

Several drop rates got adjusted on 2016/08/23. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: 37.0, 49.8, 4.0, 4.6, and 4.3.

Mission tested: The Mad Vedek Elite
By: CodeHydro, Siguard, Captain Sheridan & inorlive (+ more)
Date(s): June 2016–June 2021
Runs: 102   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Backpack 19>>

Common Backpack

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.

43Statistical Strength: Somewhat unreliable

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

29.72 — 77.39
>>
5.4
Common Field Rations 13>>

Common Field Rations

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
  • 36 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 35 runs.

Also, a run dropping only this item is expected
per 13,000 runs or so.

62.8Statistical Strength: Somewhat unreliable

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

40.66 — 137.55
>>
7.8
Common Isolinear Chips 97>>

Common Isolinear Chips

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.

8.4Statistical Strength: Very reliable

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

7.2 — 10.11
>>
1.1
Basic Isolinear Chips 177>>

Basic Isolinear Chips

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 5.2 runs or so.

4.6Statistical Strength: Very reliable

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

4.2 — 5.11
>>
0.6

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.

It would be interesting to see whether this mission has identical drop rates to Template:DropTest/Mortals and Mayhem/2, which has an identical drop list and chroniton use.

Mission tested: The Mad Vedek Epic
By: CMO Zoidberg, Joker41NAM, koba44 & KirkFox (+ more)
Date(s): Mar 2017 – Nov 2023
Runs: 185   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 125>>

Uncommon Pattern Enhancer ★★

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 88 runs or so.

23.7Statistical Strength: Very reliable

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

20.46 — 28.11
>>
1.5
Basic Writing PADD (DS9) 58>>

Basic Writing PADD (DS9)

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 880 runs or so.

51Statistical Strength: Fairly reliable

Range of average cost per
Basic Writing PADD (DS9)
within 2 standard deviations
(~95.5% confidence):

40.87 — 67.93
>>
3.2
Rare Isolinear Chips ★★★ 43>>

Rare Isolinear Chips ★★★

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
  • 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 2,200 runs or so.

68.8Statistical Strength: Fairly reliable

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

53.23 — 97.39
>>
4.3
Uncommon Expansion Module ★★ 92>>

Uncommon Expansion Module ★★

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 220 runs or so.

32.2Statistical Strength: Very reliable

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

27.02 — 39.75
>>
2
Common Expansion Module 237>>

Common Expansion Module

Average (mean) runs per drop: 1

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

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 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.

12.5Statistical Strength: Very reliable

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

11.37 — 13.85
>>
0.8

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.

Several drop rates and item drops got adjusted on 2017/03/15. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: 30.4, 50.2, 47.0, 24.8, and 13.7.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
108
12
573
23
902
32
Crew XP 28 52 92
Training XP
at Warp 1+10
60
?
?
?
?
?
Credits Credits
Credits at Warp 1
300
210
600
?
1200
?