How to Infinity Mission, Basically: Difference between revisions
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==Target Mission== | ==Target Mission== | ||
Before we start mixing, let's find a target mission we want. | |||
First thing is the special effects, which are the most important part of [[Infinity Missions]]. While we are picking, let's talk about them a little bit: | |||
Since the Meseta and Type Points earned from [[Infinity Missions]] is pathetic, making those effects, '''Meseta +''' and '''Type Points +''' effectively worthless. Seriously, you can clear a mission with 81+ LV249 enemies and only get 171 Type Points. Clearing significantly easier [[Story Missions]] would get you that much already. | |||
'''XP Rate +''' is decent on paper, but there's not a lot of point making [[Infinity Missions]] specifically for EXP purposes, when [[Tactical Missions]] with very good EXP already exists. Especially since the [[Infinity Missions|Infinity Mission]] can be much more difficult dependent on the Enemy Tables. | |||
If we aren't using IMs for Meseta, Type Points, or EXP, what we are here for? Rare Weapons and Drops, of course! | |||
For Dropping, obviously '''Drop Rate +''' is an absolute must. Enemies with [[Boosted Auras]] also has a significantly higher drop rate (like, several times higher), therefore '''Boost Enemy Rate x''' is also a must. | |||
'''Enemy HPx''', '''Enemy ACCx''', and '''Enemy ATK TECx''' can be good, but the first two Levels all make the enemies more difficult, which makes it more difficult to obtain the adequate Synthesis Points to Synthesis their missions. These effects also don't appear on [[Mission Discs]], which makes them incredibly difficult to obtain without [[Downloadable content]]. Also note that an Infinity Mission has a maximum of 5 effects, thus requiring the player to choose between the 3 effects, rather than stacking all of them. | |||
'''Weapon Attribute Rate +, Armor Attribute Rate +''' provides manipulation of the Drops' elements, which is quite useful. Apply when needed. | |||
==Ingredients== | ==Ingredients== | ||
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==Steps== | ==Steps== | ||
=== Special Effects === | |||
=== Table, Area, Boss === | |||
=== Enemy Level === | |||
{{Navigation}} | {{Navigation}} |
Revision as of 00:34, 16 November 2021
Unfortunately, since a large amount of Weapons, especially ones of the highest rarity, are locked behind Infinity Missions, learning how to use it effectively is all but inevitable. So, here we are!
Target Mission
Before we start mixing, let's find a target mission we want.
First thing is the special effects, which are the most important part of Infinity Missions. While we are picking, let's talk about them a little bit:
Since the Meseta and Type Points earned from Infinity Missions is pathetic, making those effects, Meseta + and Type Points + effectively worthless. Seriously, you can clear a mission with 81+ LV249 enemies and only get 171 Type Points. Clearing significantly easier Story Missions would get you that much already.
XP Rate + is decent on paper, but there's not a lot of point making Infinity Missions specifically for EXP purposes, when Tactical Missions with very good EXP already exists. Especially since the Infinity Mission can be much more difficult dependent on the Enemy Tables.
If we aren't using IMs for Meseta, Type Points, or EXP, what we are here for? Rare Weapons and Drops, of course!
For Dropping, obviously Drop Rate + is an absolute must. Enemies with Boosted Auras also has a significantly higher drop rate (like, several times higher), therefore Boost Enemy Rate x is also a must.
Enemy HPx, Enemy ACCx, and Enemy ATK TECx can be good, but the first two Levels all make the enemies more difficult, which makes it more difficult to obtain the adequate Synthesis Points to Synthesis their missions. These effects also don't appear on Mission Discs, which makes them incredibly difficult to obtain without Downloadable content. Also note that an Infinity Mission has a maximum of 5 effects, thus requiring the player to choose between the 3 effects, rather than stacking all of them.
Weapon Attribute Rate +, Armor Attribute Rate + provides manipulation of the Drops' elements, which is quite useful. Apply when needed.