Editing Infinity missions
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''Infinity Missions'' are | ''Infinity Missions'' are a massive pain in the ass disguised as a gameplay feature created by none other than SEGA. | ||
[[File:CodeCounter.png|thumb|The Code Counter, present in MyShip]] | [[File:CodeCounter.png|thumb|The Code Counter, present in MyShip]] | ||
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* '''Blocks:''' An Infinity Mission can have 2 or 3 total blocks. The layout of the blocks are chosen randomly from a set of possible layouts, but the amount of enemies in one stays the same. | * '''Blocks:''' An Infinity Mission can have 2 or 3 total blocks. The layout of the blocks are chosen randomly from a set of possible layouts, but the amount of enemies in one stays the same. | ||
* '''Area:''' The environment the mission takes place in (technically they are all in a VR simulator, but who cares). There are a total of 10 possible areas. | * '''Area:''' The environment the mission takes place in (technically they are all in a VR simulator, but who cares). There are a total of 10 possible areas. | ||
* '''Special Effects:''' The special effects on the mission. There are a total of 10 different effects, each with 3 different levels, and a total of | * '''Special Effects:''' The special effects on the mission. There are a total of 10 different effects, each with 3 different levels, and a total of 3 different effects can be added to an Infinity Mission. | ||
* '''Synthesis Points:''' The points that needs to be consumed to Synthesis an Infinity Mission. The amount accumlated and the amount needed for a Synthesis are both shown. | * '''Synthesis Points:''' The points that needs to be consumed to Synthesis an Infinity Mission. The amount accumlated and the amount needed for a Synthesis are both shown. | ||
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# The special effects from both missions are combined into one pool, dubbed the '''Potential Effects.''' | # 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 | # If there are more than 7 effects on the '''Potential Effects''' pool, 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. | # 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 | # 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 is combined, and their level will be 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 | # After all eliminations from '''Potential Effects''' pool is done, a number of special effects is randomly 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. | ||
Unfortunately, if neither of the missions have any effects, no effects will be present on the result mission. | Unfortunately, if neither of the missions have any effects, no effects will be present on the result mission. | ||
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===Synthesis Points=== | ===Synthesis Points=== | ||
Synthesis points are required to synthesis Infinity Missions. Synthesis points are accumlated | Synthesis points are required to synthesis Infinity Missions. Synthesis points are accumlated on an Infinity Mission by clearing it. The amount of points accumlated are dependent on the difficulty of the mission: | ||
{| class="wikitable" | {| class="wikitable" | ||
!Difficulty | !Difficulty | ||
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|80 | |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 | 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. | ||
===Examples=== | ===Examples=== | ||
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Attribute +5% | Attribute +5% | ||
|XP+20% | |XP+20% | ||
Arm: Fire +80% | |||
Drops +30% | Drops +30% | ||
Attribute +3% | Attribute +3% | ||
| | |'''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 6 effects left afterwards: '''Weapon Attribute +''', '''Armor Attribute +''', '''XP+''', '''Drop +''', '''Type Points +''', and '''Attribute +.''' 4 of them (6/2+1 = 4) is randomly selected and applied to the result mission. | ||
|} | |} | ||
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==Enemy Tables== | ==Enemy Tables== | ||
There are a total of 7 enemy tables, each with 5 categories of enemies. Some categories also include [[Rare Enemies]]. | There are a total of 7 enemy tables, each with 5 categories of enemies. Some categories also include [[Rare Enemies]]. | ||
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 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. | ||
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|SEED | |SEED | ||
|Humanoids | |Humanoids | ||
| | | | ||
|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). | |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: | In other words, the three types of possible enemies are from: | ||
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category 2 and category 1 of table 1 (SEED) | category 2 and category 1 of table 1 (SEED) | ||
category | category 1 of table 1 (SEED) | ||
category 2 and category 1 of table 2 (Humanoids) | |||
|} | |} | ||
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 | 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. For example, if mission 1's block 1 had a monster rank of 1, and mission 2's block 1 had a monster rank of 5, the new mission's block 1 will have a monster rank of 3. | ||
Whether '''Rare enemies''' will spawn in a mission is randomly decided at the start of the 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. | |||
==Special Effects== | ==Special Effects== | ||
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|} | |} | ||
* '''Enemy HPx''', '''Enemy ATK TECx''', and '''Enemy ACCx''' cannot be obtained from [[Mission Discs]]; they can only be obtained from other existing Infinity Missions (such as [[Downloadable content]] or Missions shared by other players), or obtained from '''Mission Synthesis''' by synthesizing missions with a total of at least 7 unique Special Effects. | |||
*'''Enemy HPx''', '''Enemy ATK TECx''', and '''Enemy ACCx''' cannot be obtained from [[Mission Discs]]; they can only be obtained from other existing Infinity Missions (such as [[Downloadable content]] or Missions shared by other players), or obtained from '''Mission Synthesis''' by synthesizing missions with a total of at least 7 unique Special Effects | |||
==Planetary Treasure== | ==Planetary Treasure== | ||
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Note that clearing the appropriate Infinity Mission only provides a chance of dropping the treasure, with no guarantees. Once any treasure is traded in at the [[Planetary Treasury]], all requirements are replaced with new ones. | Note that clearing the appropriate Infinity Mission only provides a chance of dropping the treasure, with no guarantees. Once any treasure is traded in at the [[Planetary Treasury]], all requirements are replaced with new ones. | ||
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