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How to Infinity Mission, Basically
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== Basic Synthesis == For the most basic of synthesis, let's do a mission with appropriate '''Area, Boss, Enemy Table, Enemy Level +49''', and the 2 special effects '''Boosted Enemy Rate''' and '''Drop Rate'''. This is useful and relatively much easier to create. ===Ingredients=== * [[Infinity Missions]] with the Special Effects we want, and only the Special Effects we want. ** For example, in this case, we want a Mission with '''Drop Rate +''', a Mission with '''Boosted Enemy Rate x,''' and more missions each with any effects you might want to load, such as '''Weapon Attribute Rate +'''. ** It's also fine to have Missions that includes multiple of the effects we want, for example, a Mission with both '''Drop Rate+''' and '''Boosted Enemy Rate x'''. However, the number of special effects they have should not exceed 2. ** These can be obtained via [[Mission Discs]] (a random % chance of having special effects) or [[Downloadable content]] (which comes pre-loaded with special effects) * [[Infinity Missions]] with the appropriate Area / Boss / Enemy Table 1, that has no special effects. ** If your [[Infinity Missions]] from the previous step already has the Area / Boss / Enemy Table 1 you want, then you only need a mission with no special effects. **If you have other missions with no special effects but the right Area or Bosses, you can synthesize them together to create the mission for this step. ** These can be obtained via [[Mission Discs]] (a random % chance of not having any special effects). <gallery mode="Slideshow"> File:IMWithoutEffect.png|An Infinity Mission with no effects File:IMWithEffect.png|An Infinity Mission with just the effects we want </gallery> ===Steps=== ==== Highest Level Effects ==== First thing we want to do, is to create a mission with only the special effects we want, and have is their effects at the highest level. Having such a mission will allow us to apply those effects to any Area/Boss/Enemy Table combination we would like later, or to create missions with multiple high level effects. # Get a mission with 1 or 2 special effects you want (and only those special effects), and a mission with no effects. #* If you have 2 missions with 1 special effect each, you can synthesis them to create a mission with 2 special effects, which will make the next parts easier. # Synthesize these two missions, which will produce a mission with the same 1 or 2 special effects as the first mission. # Synthesize the two missions with the same special effects, the first mission from step 1 and the result mission from step 2. Since the special effects are the same type and the same level, the result mission will have these effects at a higher level. #*It's possible for the result mission to not have its special effect level raised. At which point, repeat the synthesis again, but using the new result mission with one of the two previous missions. Repeat this process until the effect level raises. # Synthesize the result mission containing the higher levels from step 3 with the mission with no effects from step 1. This will produce a mission with the same 1 or 2 higher level special effects. # Synthesize the two missions with the higher level special effects, the one from step 3 and the one from step 4. '''This will produce the mission we are shooting for, one with the highest level special effects.''' #*It's possible for the result mission to not have its special effect level raised. At which point, repeat the synthesis again, but using the new result mission with one of the two previous missions. Repeat this process until the effect level raises. # Rinse and repeat for any other special effects you may want. <gallery mode="Slideshow"> File:IMWithoutEffect.png|An Infinity Mission with no effects File:IMWithEffect.png|An Infinity Mission with just the effects we want File:IMSEStep2.png|Synthesize the two missions, which creates another copy of the effect File:IMSEStep3.png|Synthesize the two missions with the same effect, which upgrades the effect File:IMSEStep4.png|Synthesize the upgraded effect into the mission with no effect, which creates another copy File:IMSEStep5.png|Synthesize the two missions with the same effect, which upgrades the effect to max </gallery> Notes: * This method can bump up the levels of 1 or 2 special effects at once. It cannot, however, bump up 3 special effects at once, as the Synthesis result missions will only keep 2 out of the 3 special effects, making it impossible to mix and upgrade all 3 effects within one Synthesis. * It's possible to bump up 3 effects at once, if you have a total of 4 or 5 special effects between both missions, as that will allow the result mission to keep 3 out of 4 or 5 special effects. However, since the effects chosen for the result mission are randomly decided, it's very unreliable to perform. * This method still works with missions with mismatched special effect levels, such as a Mission with '''Lv3''' '''Drop Rate +''' (Drop Rate +30%) and '''Lv1 Boosted Enemy Rate x''' (Boosted Enemy Rate x1.5). *If you have missions that has more effects than you want (for example, a mission with '''Drop Rate +''', '''Boosted Enemy Rate x,''' and '''XP Boost+''', which is one too many for us to bump levels reliably), you can synthesize that mission with a mission with no effects. If that mission has 3 effects, synthesizing with a mission with no effects will allow the result mission to randomly only keep 2 out 3 special effects, which allows us to filter out the extra effect we don't need. Same applies if there are 4 or 5 effects, but 4 or 5 effects will reduce to 3, which will require one more synthesis for us to reduce it down to 2 effects. * Feel free to delete the in-between missions with Lv1 and Lv2 special effects, created from step 2, 3 and 4 once you are done.<br /> ====Enemy Table, Area, Boss and Blocks==== Secondly, we want to mix the effects into the mission with the correct table, area, and / or bosses. To do this, we will create a mission with all the correct attributes first, so that we can synthesis it with our special effects mission from the last step. Ideally, we want to use [[Infinity Missions]] without any special effects. This is because special effects will be carried across all the steps, as there's no way to remove all the special effects from a mission that already has at least 1. When we synthesize our final mission with our special effects mission, the extra special effects may mess up your special effects pool, or reduce the level of your special effects, if they happen to be the same ones. It's possible to work with having extra special effects, as we can remove it by random chance later: our final attributes mission will have a maximum of 2 effects, which will become randomly choosing 3 special effects out of 4 when synthesized with our special effects mission, which gives a fairly respectable chance of not losing the special effects we want. However, having the same special effects resulting in a level deduction we cannot work around. Unless you raise the level of the special effects of that mission using the previous step. Which might be too much work compared to just finding another mission disc. If you don't have Infinity Missions of the right requirements without special effects, try to at least avoid it having the same special effects as the ones you are trying to add from the previous step. ===== '''1. Enemy Table''' ===== Enemy Table 1 is randomly chosen between the Table 1s on the two missions, while Table 2 is chosen between the left-over Table 1 and Table 2 on both missions. Obtain a mission with a Table 1 that's the same as your target Table 1, and a mission with a Table 1 that's the same as your target Table 2. Synthesis them for the mission with target Table 1 and target Table 2. If the synthesis failed: {| class="wikitable" |+ !Fail Case !Solution |- |Table 1 is wrong |Synthesis the result mission with the first mission (with the correct Table 1). Repeat with the next result mission until the Table 1 is correct. |- |Table 2 is wrong |Synthesis the result mission with the second mission (with the correct Table 2). Repeat with the next result mission until the Table 2 is correct. |} ===== '''2. Blocks''' ===== The Block number is randomly chosen from the two missions. If your mission from the previous step does not have the correct number of blocks, take a mission that does, and synthesis them for the right block number. If the synthesis failed: {| class="wikitable" |+ !Fail Case !Solution |- |Block number is wrong |Synthesis the result mission and the mission with the right block number. Repeat with the next result mission until the block number is correct. |- |Enemy Tables are messed up due to Synthesis |Synthesis the result mission with the mission with the correct enemy tables. Repeat with the next result mission until both Tables are correct. |- |Both of the above are wrong |Get another mission with the right block count and try again. |} ===== '''3. Area''' ===== The Area is based on the Base Mission's Area. Use the mission with the area you want as the Base Mission, and use the mission we obtained from the previous step as the Plus Mission, and synthesis. {| class="wikitable" |+ !Fail Case !Solution |- |Enemy Tables is messed up |Synthesis the result mission (as the Base Mission) with our previous mission. Repeat with the next result mission until Tables are correct. |- |Blocks is messed up |Synthesis the result mission (as the Base Mission) with our previous mission. Repeat with the next result mission until Blocks are correct. |} ===== '''4. Boss''' ===== The Boss is based on the Plus Mission's Boss. Use the mission with the boss you want as the Plus Mission, and use the mission we obtained from the previous step as the Base Mission, and synthesis. {| class="wikitable" !Fail Case !Solution |- |Enemy Tables is messed up |Synthesis the result mission (as the Plus Mission) with our previous mission. Repeat with the next result mission until Tables are correct. |- |Blocks is messed up |Synthesis the result mission (as the Plus Mission) with our previous mission. Repeat with the next result mission until Blocks are correct. |} === Combining the missions together === ''If you intend to synthesize more than 2 effects on an Infinity Mission, go to Enemy Level step first and get both component missions to LV+49 before this step.'' Now we have two missions: one with all the special effects we want, and one with all the attributes we want. Now we just need to put them together. # Synthesize the special effects mission, as the base mission, with the attribute mission, as the plus mission. This gives us a mission with the correct Area, attributes, and special effects. # Synthesize the mission from step 1, as the plus mission, and the attribute mission, as the base mission. This gives us a mission with the correct Boss, Area, attributes, and special effects. If the synthesis fails, synthesize the result mission (which should have the special effects we want and some of the correct attributes) with the attribute mission again. Repeat with the next result mission until all attributes are correct. If you have extra special effects in your pool (i.e. there are one or two special effects on your attribute mission), and the effects you got are wrong, synthesize the result mission with the special effect mission again. Repeat with the next result mission until the special effects are correct. Then, synthesize the result mission (which should have the special effects we want and some of the correct attributes) with the attribute mission. Repeat the two processes until all attributes and special effects are correct. ===Enemy Level=== After all that, we can finally worry about the '''Bonus Enemy Levels''' on the [[Infinity Missions]]. We want the enemy level to be at +49, as that provides the largest built-in drop rate bonus (200%). When missions are synthesized, the enemy level is averaged, and then randomly increased or decreased by 10. In other words, we need to synthesize it until it hits enough increments to hit 49. The process of pumping level is fairly simple: # We repeat the last synthesis, and synthesize a mission identical to our final one. # Synthesize the two identical missions into each other. This will keep all attributes and Enemy Tables the same, while the Enemy Level is randomly increased or decreased. # If the level increased, take the result mission with higher level and synthesize it with one of the material missions. ## If the level didn't change or decreased, we will need to reroll the mission: there are several ways to reroll: ### synthesize the result mission with the attribute mission from the previous steps (i.e. the mission with no special effects but all the same attributes). ### synthesize the previous mission (the mission with all the correct attributes and special effects) with the attribute mission. ### synthesizing any variants or resulting missions from the above two steps. Note: since the enemy level will always become Average enemy level + random levels, you should always select missions with the highest enemy levels first, to have the highest average enemy level pre-RNG. # Repeat step 3 using the result mission, until the level is +49.
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