Anonymous
Not logged in
Talk
Contributions
Create account
Log in
PSP2i Wiki
Search
Editing
Infinity missions
(section)
From PSP2i Wiki
Namespaces
Page
Discussion
More
More
Page actions
Read
Edit
Edit source
History
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Mission Synthesis== [[File:MissionSynthesis.png|thumb|The Mission Synthesis Screen]] Mission Synthesis is the primary way of customizing and obtaining Infinity Missions. To Synthesis infinity missions, the player needs to pick two missions: the first mission chosen is the '''Base Mission''', and the second mission chosen is the '''Plus Mission.''' Both Missions must have the adequate amount of Synthesis points. The attributes of the new mission is determined as follows: '''Boss:''' Same as the '''Plus Mission'''<nowiki/>'s Boss. '''Enemy Table 1:''' Randomly selected from the Enemy Table 1 of either mission. '''Enemy Table 2:''' Randomly selected from the remaining Enemy Table 1 and the Enemy Table 2 of either mission. It's more likely to pick the remaining Table 1. Will not pick the same table as the picked Table 1. '''Enemy Level:''' The average enemy levels of both missions, and then either increased by a random number between -10 and +10. The final result has a minimum of +1, and a maximum of +49. '''Blocks:''' Randomly selected from the Block count of either mission. '''Area:''' Same as the '''Base Mission'''<nowiki/>'s Area. '''Code Level:''' Automatically determined by the '''Enemy Level''' and the '''Special''' attached. '''Special:''' The special effects on the new mission is determined via the following steps: # The special effects from both missions are combined into one pool, dubbed the '''Potential Effects.''' # If there are more than 7 effects on the '''Potential Effects''' pool (including duplicates), 1 random Lv1 special effect is added into the pool. If there are 9 or more, 2 random Lv1 special effects is added into the pool. # Conflicting Special Effects are removed: '''Weapon: Attribute Rate''' and '''Shield-weave: Attribute Rate''' that has affects different attributes conflict with one another, and one is randomly removed, while the other one is kept. # If there are two special effects with the same type (i.e. 2 '''Drop Rate +'''s): If they are different levels, only the lower one is kept. If they are the same level, the two has a chance of being combined, and getting their levels increased. # After all eliminations from '''Potential Effects''' pool is done, a number of special effects is chosen from the pool and applied to the new mission. The number of effects chosen is equal to the size of the left over '''Potential Effects''' pool, divided by 2, and then increased by 1. This number also maxes out at 5. # The effects chosen prioritizes the lowest level special effects; If there are still room for special effects left after choosing all present lowest level special effects, effects are randomly removed from the pool (the highest level special effects are removed first) until the room fits the effects left. Unfortunately, if neither of the missions have any effects, no effects will be present on the result mission. After a Synthesis, the new mission is added to the list of Infinity Missions. The two component missions are not consumed as the result of a Synthesis. It's possible to Synthesis using the same two missions as many times as the player would like; '''however, the result mission will always be the same, including special effects, enemy tables, area counts, and etc.''' ===Synthesis Points=== Synthesis points are required to synthesis Infinity Missions. Synthesis points are accumlated per Infinity Mission, and is gained by clearing it. The amount of points accumlated are dependent on the difficulty of the mission: {| class="wikitable" !Difficulty !Synthesis Points |- |C |10 |- |B |20 |- |A |40 |- |S |60 |- |β |80 |} The amount of points required for a synthesis is equal to '''Code Level times 10'''. An Infinity Mission with Code Level 12 will cost 120 Synthesis points per Synthesis. Both material missions must have sufficient synthesis points in order to conduct the synthesis. ===Examples=== '''Example 1:''' {| class="wikitable" |+ ! !Base Mission !Plus Mission !Result Mission !Explanation |- !Boss |[[Alterzagohg]] |[[Shizuru]] |[[Shizuru]] |Same as the Plus Mission's Boss |- !Enemy Table 1 |[[Stateria]] |[[Stateria]] |[[Stateria]] |Randomly selected from Table 1 of either mission. |- !Enemy Table 2 |[[Humanoid]] |[[Parum]] |[[Parum]] |Since the Table 1 is the same for both missions, randomly selected from Table 2 of either mission. |- !Enemy Level | +46 | +38 | +42 |The average of 46 and 38 (42) |- !Blocks |2 |3 |2 |Randomly selected from the block count of both missions |- !Area |VR Beach |VR Cliffs |VR Beach |Same as the Base Mission's Area |- !Special |None |None |None | |} * Note that the '''Base Mission''' has a '''Code Level''' of 12, and the '''Plus Mission''' has a '''Code Level''' of 13, which requires 120 and 130 Synthesis points respectively to perform this synthesis. '''Example 2:''' {| class="wikitable" ! !Base Mission !Plus Mission !Result Mission !Explanation |- !Boss |[[Giel Zohg]] |[[Mother Brain]] |[[Mother Brain]] |Same as the Plus Mission's Boss |- !Enemy Table 1 |[[Parum]] |[[Machinery]] |[[Parum]] |Randomly selected from Table 1 of either mission. |- !Enemy Table 2 |[[Stateria]] |[[Moatoob]] |[[Machinery]] |Randomly selected from the remaining Table 1 (Machinery) and the Table 2 of either mission (Stateria or Moatoob) |- !Enemy Level | +23 | +46 | +25 |The average of 46 and 23 (29, rounded down), then changed by -4 (randomly chosen between -10 and +10). |- !Blocks |2 |2 |2 |Randomly selected from the block count of both missions |- !Area |VR Beach |VR Beach |VR Beach |Same as the Base Mission's Area |- !Special |Wpn: Dark +25% |Wpn: Earth + 25% |Wpn: Dark + 25% |Since the two effects are conflicted, one of the effects, '''Weapon Earth +''', is randomly removed, and the other, '''Weapon Dark +''' is kept. Because the effects are removed prior to the combine step, the effects are not upgraded despite being the same rank. There are 1 effect left afterwards, '''Weapon Dark +.''' 1 of them (1/2+1 = 1) is randomly chosen and applied to the result mission. |} Note that the '''Base Mission''' has a '''Code Level''' of 6, and the '''Plus Mission''' has a '''Code Level''' of 13, which requires 60 and 130 Synthesis points respectively to perform this synthesis. '''Example 3:''' {| class="wikitable" ! !Base Mission !Plus Mission !Result Mission !Explanation |- !Boss |[[Renvolt Magashi]] |[[De Ragnus]] |[[De Ragnus]] |Same as the Plus Mission's Boss |- !Enemy Table 1 |[[Humanoid]] |[[Parum]] |[[Humanoid]] |Randomly selected from Table 1 of either mission. |- !Enemy Table 2 |[[Machinery]] |[[Machinery]] |[[Machinery]] |Randomly selected from the remaining Table 1 (Parum) and the Table 2 of either mission (Machinery or Machinery) |- !Enemy Level | +5 | +8 | +1 |The average of 5 and 8 (6, rounded down), then changed by between -5 and -10 (randomly chosen between -10 and +10), and then moved back to +1, which is the minimum enemy level for all Infinity Missions. |- !Blocks |3 |3 |3 |Randomly selected from the block count of both missions |- !Area |VR Ruins |VR Ruins |VR Ruins |Same as the Base Mission's Area |- !Special |Wpn: Light +80% Type Pts +50% Attribute +3% XP + 30% |Arm: Fire +80% XP + 50% Drops + 30% Attribute +5% |XP+20% Enemy HP x1.25 Drops +30% Attribute +3% |Since there are 8 special effects between these missions (including duplicates), a random lv1 effect is added to the pool (In this case, '''Enemy HP x1.25'''). Then we eliminate the duplicates: '''Attribute +3%''' and '''Attribute +5%''' is the same effect but different levels, and the lower one, '''Attribute +3%''', is kept. Same applies for '''XP+20%''' and '''XP+50%''', and '''XP+20%''' is kept. There are 7 effects left afterwards: '''Weapon Attribute +''', '''Armor Attribute +''', '''XP+''', '''Drop +''', '''Type Points +''', '''Enemy HPx''' and '''Attribute +.''' 4 of them (7/2+1 = 4) is selected and applied to the result mission. When choosing the effects, the lowest leveled effects are chosen first ('''EXP+, Attribute+,''' and '''Enemy HPx'''). Since there's still room for one effect left, and four effects left int the pool, the highest leveled effects is randomly removed first (In this case, '''Weapon Attribute +, Armor Attribute +,''' and '''Type Points+''' are randomly removed), and '''Drops+''' is left attached. |} * Note that the '''Base Mission''' has a '''Code Level''' of 10, and the '''Plus Mission''' has a '''Code Level''' of 10, which requires 100 and 100 Synthesis points respectively to perform this synthesis.
Summary:
Please note that all contributions to PSP2i Wiki are considered to be released under the CC BY-NC-SA 3.0 (see
PSP2i:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation
Navigation
Main page
About us
Recent changes
New files
Random page
Guides
New player guide
Setting up multiplayer
Level up guide
Titles
Visiphone passwords
Community
Community Discord
Wiki style guide
Wiki tools
Wiki tools
Special pages
Page tools
Page tools
User page tools
More
What links here
Related changes
Page information
Page logs