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==Enemy Tables== There are a total of 7 enemy tables, each with 5 categories of enemies. Some categories also include [[Rare Enemies]]. {| class="wikitable" |+ !Table/Categories !1 !2 !3 !4 !5 |- |SEED |Galdeen, Jedein, Pannon/Bel Pannon, Sendillan |Delp Slami, Delsaban/Deljaban, Gaozoran, Chaos Sorcerer, Orcdillan |Darvaguine, Dilnazen, Jusnagun, Seed-Ardite, Seed-Vance/Seed-Vitace, Darbelan (rare), Delnadian (rare) |Carriguine, Delbiter, Seed-Argine, Zasharogan, Zoldillan |Chaos Bringer, Dark Belra, Indi Belra, Vorgadillan |- |Stateria |Tavalus, Vulgatus |Galvapas/Zamvapas, Svaltus, Orgdus (rare) |Rygutass, Valiaran, Lutus Jigga (rare) |Brigantia, Nargevahl, Svaltia |Blade Mother, Force Mother, Ivaras, Shot Mother |- |Neudaiz |Ageeta, Ollaka, Rappy Polec, Sageeta, Rappy (rare), Rappy-Go-Lucky (rare) |Goshin, Kakwane, Mil Lily, Mulnuha, Zelumon |Booma, Go Booma, Gohmon/Olgohmon, Gol Lily, Gonan, Kudetob, Jigo Booma (rare) |Dakamazli, Komazli, Rappy Gugg, Tengohg, Ubakurada, Rappy Igg (rare) |Danoamaz, Goran-Garan, Kamatoze |- |Parum |Badira, Go Badira, Polty, Stingee, Jaggo (rare) |Distova, Golmoro*, Koltova, Mizura, Volfu, Walmus, Jaggo Rizona (rare) |Evil Shark, Flan Blume, Ob Lily*, Pal Shark, Shagreece, Vahra/Go Vahra, Guil Shark (rare) |Bal Soza, Gol Dolva, Jarba, Jeris, Polavohra |Astark, Bola Vreema, Gainozeros, Grass Assassin |- |Humanoids |AMF Heavy Infantry, Guardians Rosk, Guardians Rosta, Special Ops - Kanohne, Mini Rappy (rare) |Armed Servant - Basta, Armed Servant - Obme, Armed Servant - Ozuna, Armed Servant - Taguba, Seed-Cast Sa, Seed-Cast Tw, Seed-Lab Staff (rare) |Seed-Cast Kn, Seed-Cast Sh, Special Ops - Assault, Special Ops - Solda, Special Ops - Sparda, Special Ops - Vobis |Little Wing Rosk, Little Wing Rosta, Rogue - Jasse, Rogue - Mazz, Rogue - Ogg |Ill Gill, Rogue - Wikko |- |Machinery |Bunari Kou-3, Flavit B1, Gravit S7, YG-01K BUGGE, YG-01Z BUG, YG-01U BUGGES (rare) |Bysha type-Koh21, Bysha type-Otsu32, Gohma Dilla, Gohma Methna, GSM-05 Seeker, GSM-05B Bomalta, Rappy Machina (rare) |Finjer B, Finjer G, Finjer R, GSM-05M Tirentos, Sinow Beat, Sinow Gold (rare) |Dilla Griena, Grinna Bete C, Grinna Bete S (rare) |Bead Groode, Garanz, Sinow Hidoki, Baranz (rare) |- |Moatoob |Lapucha, Nava Ludda, Naval, Vegga |Bul Buna, Jishagara, Poison Lily, Sand Rappy, Nar Lily (rare) |Barbarous Wolf, Savage Wolf, Vanda/Vanda Merha, Vanda Orga, Zoona, Rappy Rizona (rare) |Bil De Vear, Dago Gujeri, Drua Gohra, Kog Nadd, Lu Duggo |Bafal Bragga, Bag Degga, Koko Melodda, Mog Boggo, Nano Dragon, Bil De Melan (rare) |} <nowiki>*</nowiki> Despite using a Parum droptable, these enemies appear with group 1 Stateria ==== Monster Ranks ==== Each block of an infinity mission have a hidden stat, referred to as '''Monster Rank''', which ranges from 1 to 5'''.''' The enemies spawned during an infinity mission is dependent on the mission's table 1 and 2, as well as the block's monster rank. Each monster rank is associated with 4 patterns, which relates to the enemy tables and the category numbers of the tables: {| class="wikitable" |+ ! rowspan="2" |Monster Rank ! rowspan="2" |Pattern ! colspan="2" |Category |- !Table 1 !Table 2 |- | rowspan="4" |1 |A |1, 1 |1 |- |B |2, 1 |1 |- |C |2, 1 |2 |- |D |2, 2 |2 |- | rowspan="4" |2 |A |3, 1 |1 |- |B |3, 1 |2 |- |C |3, 2 |2 |- |D |4, 1 |1 |- | rowspan="4" |3 |A |3, 1 |3 |- |B |3, 2 |3 |- |C |4, 1 |2 |- |D |4, 2 |2 |- | rowspan="4" |4 |A |4, 2 |3 |- |B |4, 3 |3 |- |C |4, 2 |4 |- |D |4, 3 |4 |- | rowspan="4" |5 |A |5, 2 |4 |- |B |5, 4 |4 |- |C |5, 3 |5 |- |D |5, 5 |5 |} At the start of each block, one of the 4 associated patterns is randomly chosen, which dedicates the categories which enemies can spawn from. Then, three types of enemies are randomly chosen from categories of the chosen number or below, and spawned into the block. Note that, after categories are decided, it's possible for enemies to not be spawned at all from the decided categories: it's possible for no table 2 enemies to spawn at all in a block, despite being chosen during the previous process. Examples: {| class="wikitable" |+ !Block Monster Rank !Table 1 !Table 2 !Spawned Enemies !Process |- |1 |SEED |Humanoids |Galdeen, Jedein, Armed Servant - Obme |A pattern is randomly chosen (in this case, pattern C), which chooses the category 2 of table 1 (SEED), category 2 of table 2 (Humanoids), and category 1 of table 1 (SEED). In other words, the three types of possible enemies are from: category 2 and category 1 of table 1 (SEED) category 2 of table 2 (Humanoids) In this case, it selects Galdeen and Jedein (SEED category 1), Armed Servant - Obme (Humanoid category 2) |} When two missions are synthesized, the monster rank of the each of the new blocks becomes the average monster rank of the two material missions of that block (rounded down automatically). This number can also randomly gain +1 or -1 during a synthesis. If the mission only has 2 blocks, the monster rank for block 3 is recorded in the mission, but will not used. ==== Rare Enemies ==== Each Infinity Mission has a set chance of spawning rare enemies (1% to 8%). This chance is checked at the start of a mission; If rare enemies will spawn, one rare enemy is chosen from all rare enemies in Table 1, and replaces one of the enemy types in the final block. When two missions are synthesized, the new rare enemy spawn rate is averaged between the two material missions. The rate can gain a +1% or -1% during a synthesis.
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