Infinity missions: Difference between revisions

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|Since the two effects are conflicted, one of the effects is randomly removed, and the other is kept. Because the effects are removed prior to the combine step, the effects are not upgraded despite being the same rank.
|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.
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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.
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.

Revision as of 21:46, 12 November 2021

Infinity Missions are a massive pain in the ass disguised as a gameplay feature created by none other than SEGA.

File:CodeCounter.jpg
The Code Counter, present in MyShip

Infinity Missions Overview

File:InfinityMissionExample.jpg
A typical Infinity Mission


Infinity Missions are procedurally generated missions with player customizable Area, Blocks, Boss, Enemies and Enemies Levels. Players are also able to add a variety of Special Effects to the Infinity Mission, to further customize the mission for their own needs. A combination of all these allows the players to create a massive amount of unique missions (not an infinite amount of missions, but pretty close).

Similar to an open mission, an Infinity Mission's objective is to defeat all the enemies present, and then defeat the Boss. No special gimmicks or any FPS mode is involved.

Each Infinity Mission has several attributes:

  • Code Level: The level of the infinity mission, which can be seen on the mission name. The Code Level is determined by the bonus enemy levels of the mission, and strength of the enemies in the mission, and the amount of special effects attached. The Code Level itself does not provide any gameplay benefits or any functions, and is only used to determine the amount of Synthesis points needed to synthesis the mission with other missions.
  • Boss: The Boss Creature that will appear in the mission. The mission name changes based on the Boss Creature involved. There are a total of 40 possible bosses that can appear in Infinity Missions.
  • Enemy Table 1, 2: The enemies that will spawn in the mission. There are a total of 7 different tables, and 2 different tables of enemies are present in each mission.
  • Enemy Level: The bonus levels the enemies receive, ranging from +1 to +49.
  • 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.
  • 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.

Infinity Missions are primarily used to spawn large groups of relatively uncommon enemies, such as Nanodragons, which allows the player to pick up their drops in a much easier fashion (compared to running Flaming Horns a dozen more times for the same number of spawns). It also allows the players to make incredibly difficult missions that spawns large groups of difficult enemies, such as Nanodragons, and attach ATK/TEC multipliers onto them for even more pain.

Drop Rate Bonus & Elemental Bonus

All Infinity Missions has an inherent drop rate bonus and a elemental bonus, which can be seen on the right side of the screen during the mission.

Drop Bonus

The Drop Rate Bonus is determined in the following way:

Drop Rate Formula
[100 + (IM Bonus Enemy Level/50) * 100 + Special Effect Drop Rate + (IM Bonus Enemy Level multiplier)]%
  • IM Bonus Enemy Level Multiplier is 1% for +25~+48, and 2% for +49.

Example:

An Infinity Mission with Bonus Enemy Level at +5, and no Drop Rate Special Effects:

[100 + (5/50) * 100 + 0 + 1]% = 111%

An Infinity Mission with Bonus Enemy Level at +49, and Drop Rate + 30% Special Effect:

[100 + (49/50) * 100 + 30 + 2]% = 230%

  • Note that the drop rates stay the same for all difficulties of the same Infinity Mission

On top of the initial rate, the Drop Bonus also increases as the player defeats enemies during the mission. Therefore, the longer the Infinity Mission is, the higher Drop Rates it can achieve.

Elemental Bonus

The Elemental Bonus increases the Elemental Percentage of dropped Weapons or Shield-weaves. The Bonus is directly added to the percentage.

The Elemental Bonus always starts at 0%, and increases as the player defeats enemies during the mission. Therefore, the longer the Infinity Mission is, the higher Elemental Bonus it can achieve.

How to obtain missions

Initial

The player initially starts with 3 Infinity Missions:

Name Boss Area Enemies I Enemies II Enemy Lv Blocks Special Effect
Giel Beach Lv1 Giel Zohg VR Beach Parum Machinery +5 2 -
Zoal Grove Lv1 Zoal Goug VR Grove Neudaiz Machinery +5 2 -
Duga Tundra Lv1 Duga Dunga VR Tundra Moatoob Machinery +5 2 -

Mission Discs containing these 3 missions can be obtained from the Planetary Treasury.

Mission Discs

Read More: Mission Discs

File:MissionDiscInventory.jpg
A Mission Disc in the inventory

Mission Discs are special items which drops from Infinity Mission Clear Boxes. These Discs can be spent to obtain new missions at the Code Counter.

All attributes of the mission from the Mission Disc is determined when the Disc is dropped. (Even though the Mission Disc Description only shows the Boss, the area, and the first enemy table).

The attributes are decided in the following ways:

Boss, Area, Enemy Table 1: Determined by the Area and Boss of the mission the disc dropped in.

Enemy Table 2: Randomly selected from the remaining 6 enemy tables.

Enemy Level: Randomly selected between +1 and +49.

Blocks: 70% chance of being 2 blocks, and 30% of being 3 blocks.

Special: 20% chance of not having any. 80% chance of having any one special effect at Lv1, excluding Enemy HP x, Enemy ATK/TEC x, and Enemy ACC x.

Code Level: Automatically determined by the Enemy Level and the Special attached.

Mission Sharing

Infinity Missions can be shared between players during Multi-mode.

Mission Synthesis

Read More: Mission Synthesis, How to Infinity Mission, Basically

Mission Synthesis

File:MissionSynthesis.jpg
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'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. Will not pick the same table as 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'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:

  1. The special effects from both missions are combined into one pool, dubbed the Potential Effects.
  2. 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.
  3. 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.
  4. 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.
  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.

Synthesis Points

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:

Difficulty Synthesis Points
C 10
B 20
A 40
S 60
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.

Examples

Example 1:

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:

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:

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%

Arm: Fire +80%

Drops +30%

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.
  • 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.

Level, Meseta and Type Points

The amount of Meseta and Type Points gained from an Infinity Mission is dependent on the Enemy Level, the difficulty of the mission, and the number of enemies defeated.

Enemy Levels Type Points Meseta
+1~10 12 490
+11~20 14 550
+21~30 16 600
+31~40 18 640
+41~49 20 670
Difficulty Type Points Meseta
C x0.8 x2.0
B x1.4 x4.0
A x2.0 x7.0
S x3.4 x9.0
x4.5 x12.0
#of Enemies Type Points Meseta
12~20 x0.5 x0.5
21~30 x0.7 x0.7
31~40 x0.9 x0.9
41~50 x1.1 x1.1
51~60 x1.3 x1.3
61~70 x1.5 x1.6
71~80 x1.7 x1.9
81+ x1.9 x2.2

For example, if the player clears an Infinity Mission with +20 Enemy Level, at S-difficulty, and defeated 50 enemies, they will gain 14x3.4x1.1=52 points, and 550x9.0x1.1=5445 Meseta.

Areas

Bosses

Enemy Tables

Special Effects

Name Lv1 Lv2 Lv3 Effect
Weapon: Attribute Rate 25% 50% 80% When a weapon is dropped, there's a (denoted %) chance for it to be (denoted Attribute).
Armor: Attribute Rate 25% 50% 80% When a shield-weave is dropped, there's a (denoted %) chance for it to be (denoted Attribute).
Drop Rate +10% +20% +30% Increases the drop rate of items.
Attribute % +3% +4% +5% When a weapon or shield-weave is dropped, its Attribute % is increased.
EXP Rate +20% +35% +50% Increases the EXP gained from the enemies in the mission (boss included).
Meseta +20% +35% +50% Increases the Meseta gained from Clearing the mission.
Type Points +20% +35% +50% Increases the type points gained from Clearing the mission.
Enemy HP x1.25 x1.1 x0.8 Changes the HP of the enemies in the mission (boss included).
Enemy ATK TEC x1.25 x1.1 x0.8 Changes the ATK/TEC of the enemies in the mission (boss included).
Enemy ACC x1.25 x1.1 x0.8 Changes the ACC of the enemies in the mission (boss included).
Boost Enemy Rate x1.5 x2 x3 Changes the chance that a Boosted enemy will spawn.

Planetary Treasure

Read More: Planetary Treasure

File:PlanetaryTreasureScreen.jpg
The Planetary Treasure screen at the Code Counter

Planetary Treasures are special trade items that can be traded in at Planetary Treasury.

A planetary treasure is obtained by clearing an Infinity Mission that fulfills the specific requirements. The requirements for each grade of a planetary treasure are different, and they can be found at the Code Counter. A mission that fulfills the conditions are indicated with an icon at the mission selection screen.

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.