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How to Infinity Mission, Basically
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==== 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 />
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