The Verge of Destruction

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The Verge of Destruction
[E8-M5]
AT-Deflector Dish-First Contact.png
Chroniton 16 | 20 | 24
Episode
8 - The Killing Syndrome
Mission
5th
Type
Away Missions
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Mission Rewards

The Verge of Destruction is the fifth mission in Episode 8, The Killing Syndrome. It takes place at Gralik in the Xindus system.

Mission Walkthrough

  The Verge of Destruction's Information The Verge of Destruction's Structure (Colors Info)
Introduction: Commander Tucker of the NX-01 is threatened by a reactivated Delphic Expanse sphere. Save his ship to save his data!
The Verge of Destruction structure.png
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Optimize Hull Polarization
Augment Debris Deflection
A. AT-Deflector Dish-First Contact.png
Security Security
240 | 504 | 912
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
Credits 5000
Uncommon Furs ★★
Basic Science Experiment
Choice Success Message
Choice Failure Message
2.
Engage Backup Systems
Conduct Rapid Core Realignment
A. AT-Sabotage Warp Core.png
Engineering Engineering
240 | 504 | 912
Android Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
Basic Submicron Scanner
Basic Isolinear Chips x4
Credits 5000
[Character]⁠ has quickly realigned the warp core’s containment field generators, buying us some time.
Choice Failure Message
Siphon Power from Backup Systems
B. AT-Bolian Repairs Console.png
Engineering Engineering
240 | 504 | 912
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
Common Authorization Code
Rare Clothing Pattern ★★★
Uncommon Synthesized Polymer ★★
Choice Success Message
Choice Failure Message
3.
Analyze Warp Core Microfractures
Attempt Metallurgical Scan
A. AT-Astrometrics View-Generations.png
Science Science
240 | 504 | 912
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
No Rewards at this Node
Choice Success Message
Choice Failure Message
Locate Metallurgical Fatigue Points
B. AT-Shuttlecraft Under Attack.png
Engineering Engineering
240 | 504 | 912
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
No Rewards at this Node
[Character]⁠ has successfully identified a spot where compression stress on the warp core assembly will cause a breach.
Choice Failure Message
4.
Bypass Damaged Core Component
Create Temporary Containment Field
A. AT-Scotty In Jefferies Tube.png
Engineering Engineering
240 | 504 | 912
Trait bonus for tired crew:
(+48 | +100 | +182)
(+60 | +126 | +228)
Basic TR-580 Medical Tricorder
Basic Coffee
honor 100
Rare Spices ★★★
[Character]⁠ has managed to take the damaged containment field generator offline without shutting down the warp core.
Choice Failure Message
Our crew has managed to keep the warp core from losing containment, bypassing a failing containment field generator coil. Our speed will be reduced to warp six, but that will be sufficient to reach a starbase and make further repairs.
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: The Verge of Destruction Normal
By: middlehead
Date(s): May 2018 – July 2022
Runs: 30   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Expansion Module ★★★★ 2>>Unable to display streak info due to insufficient sample size. 240.0Statistical Strength: Nearly useless

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

99.74 — Infinity
>>
15
Rare Interlink ★★★ 4>>

Rare Interlink ★★★

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.

120.0Statistical Strength: Nearly useless

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

60.51 — 7059.49
>>
7.5
Uncommon Microconnector ★★ 26>>

Uncommon 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 41 runs or so.

18.5Statistical Strength: Fairly reliable

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

13.85 — 27.66
>>
1.2
Common Microconnector 30>>

Common Microconnector

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.

16.0Statistical Strength: Fairly reliable

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

12.31 — 22.85
>>
1
Basic Alcohol 28>>

Basic Alcohol

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 33 runs or so.

17.1Statistical Strength: Fairly reliable

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

13.03 — 25.04
>>
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.

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

Mission tested: The Verge of Destruction Elite
By: middlehead & Crunch
Date(s): Mar 2018 – July 2019
Runs: 20   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Alcohol ★★★★ 4>>

Super Rare Alcohol ★★★★

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

That is, 1 in 100 players may not see this item
drop at all even after 22 runs.

Also, a run dropping only this item is expected
per 3,400 runs or so.

100.0Statistical Strength: Nearly useless

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

50.65 — 3882.68
>>
5
Rare Spices ★★★ 12>>

Rare Spices ★★★

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 Spices ★★★
within 2 standard deviations
(~95.5% confidence):

21.92 — 69.55
>>
1.7
Uncommon Alcohol ★★ 20>>

Uncommon Alcohol ★★

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.

20.0Statistical Strength: Fairly reliable

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

14.62 — 31.66
>>
1
Uncommon Isolinear Chips ★★ 24>>

Uncommon 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)
  • 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: Fairly reliable

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

12.64 — 24.47
>>
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.

Mission tested: The Verge of Destruction Epic
By: koba44, CMO Zoidberg, middlehead & Joker41NAM
Date(s): Jan 2018 – Aug 2022
Runs: 362   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Starfleet Test Cylinder 150>>

Basic Starfleet Test Cylinder

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 380 runs or so.

57.9Statistical Strength: Very reliable

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

50.29 — 68.28
>>
2.4
Super Rare Furs ★★★★ 82>>

Super Rare Furs ★★★★

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 2,300 runs or so.

106Statistical Strength: Fairly reliable

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

87.39 — 134.53
>>
4.4
Rare Clothing Pattern ★★★ 437>>

Rare 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
  • 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.

19.9Statistical Strength: Very reliable

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

18.51 — 21.47
>>
0.8
Uncommon Alcohol ★★ 417>>

Uncommon Alcohol ★★

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.

20.8Statistical Strength: Very reliable

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

19.35 — 22.57
>>
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
923
33
994
34
1034
34
Crew XP 96 108 116
Training
XP
Warp 1
Warp 10
??
??
??
??
??
??
Credits
Credits
regular
Warp 1
1200
??
1500
??
1800
??