How to Infinity Mission, Basically
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 talk about what we want in an Infinity Mission.
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 and 17688 Meseta. Clearing Story Missions with like 150 less levels would get you that much type points and meseta 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 than other missions dependent on the Enemy Tables and spawns, which would ruin using them for EXP purposes.
If we aren't using IMs for Meseta, Type Points, or EXP, what we are here for? Rare Weapons and Drops, of course!
There are many weapons that are Infinity Missions only. Including some of the best weapons in the game. They only drop on specific tables and areas, however.
For Dropping, obviously Drop Rate + is an absolute must. Enemies with Aura of power 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.
On top of that, these effects also don't appear on Mission Discs, which makes them incredibly difficult to obtain without Downloadable content: the only way to spawn these effects is to obtain it randomly from synthesizing missions with a total of 7 or more different effects. Even after obtaining them, it's a massive pain to actually isolate them individually in order to apply them to missions.
Weapon Attribute Rate +, Armor Attribute Rate + provides manipulation of the Drops' elements, which is quite useful. Apply when needed.
Attribute + boils down to 5% more weapon ATK when facing the correct elements, which is an important step for extreme late-game optimizing, but not really required most of the time. Also irrevelant for weapons you intend to chain with, such as Wands or R-Mags. Apply when needed.
Second is Area, Boss, and Enemy Table. These are simple: it's simply based on the drop we want.
Also, since Bonus Enemy Levels increases drop rate, we absolutely want +49 for the enemy levels: Simply having +49 already provides 200% Drop Rate, which makes that more important than Drop Rate +.
We also want 3 blocks on the mission, which would provide us with the largest number of enemies (so inherently more drops), and provide additional kill count drop bonuses.
So, with all these in mind, we now have a clear target mission. If we want, say, a pair of Sacrificial Daggers, which would drop from VR Wilds area, from Parum enemies Table 5.
Our mission would look something like this:
Boss | Whatever |
---|---|
Area | VR Wilds |
Enemy Table 1 | Parum |
Enemy Table 2 | Whatever |
Special Effects | Drop Rate +30%
Boosted Enemy Rate x3.0 |
Enemy Level | +49 |
Blocks | 3 |
Table 5 would require Monster Rank as well, which we will discuss in .
Mission Synthesis
There's a few noteworthy things about mission synthesis that we need to keep in mind.
RNG Screw
When synthesizing missions, the only things that will always be consistent, is the Mission Boss (always the boss of the second mission) and Area (always the area of the first mission).
Everything else, however, is entirely random. Enemy Tables are randomly selected, Enemy Levels are randomly changed, Special Effects are randomly assigned, etc.
On top of that, when two Infinity Missions are synthesized in the same order, the Result Mission will always be the same. Flipping the order of the two infinity missions will change the Boss and Area, and reroll the Enemy Tables, but will not change the special effects. Saving and reloading the game, or conducting the synthesis multiple times does not change the outcome.
This trait of IMs is a double edged sword. On one hand, we can't RNG abuse two material missions to produce the mission we want. Instead, we have to produce a large number of missions, which takes far more effort than otherwise. On the other hand, we can use it to produce multiple copies of the same mission, which is very useful for special effect purposes.
Special Effects
There's a lot of note when it comes to synthesizing missions with special effects:
- If there are differently leveled effects of the same category, the highest is automatically discarded.
- In other words, you absolutely cannot have unoptimized effects on either of the missions. If you did, (for example, if you were to use a Downloadable content mission), you need to either remove it first via synthesizing with a mission with less effects.
- If there are more than 7 different effects, extra Lv1 effects are added to the special effects pool.
- Not only does this pollute the pool, it can also add Enemy HPx, Enemy ACCx, and Enemy ATK TECx effects, which can potentially ruin the mission.
- The Lv1 special effects can also mess up further synthesis using the result mission, as they can push you up to 7 effects to trigger more lv1 effects.
- After all that, only half +1 of the effects are kept.
- I don't think I need to remark how RNG that is.
The safest synthesis to perform is missions with a total of 2 effects, since you don't lose any effects (2/2+1 = 2) and don't get your pool polluted, so you would always have the same 2 effects on the result mission. The process for this is covered in Basic Synthesis.
Going for more effects than that becomes much more complicated. 3 effects on the result mission would require 4 different effects between the two missions, and one is randomly removed. 4 effects would require 6 different effects between the two missions, and two is randomly removed. 5 effects is by far the most complicated, as they not only involve 8 different effects, but also has to deal with the pool pollution. The process for each of these is covered in Advanced Synthesis.
Synthesis Points
You need adequate synthesis points on both missions before you can synthesize them. The amount needed is scaled based on Code Level, but the amount gained is fixed dependent on Mission Difficulty.
Synthesis Points severely prolongs the Synthesis process, and makes each mention of Mission Synthesis in the following steps represent anywhere between 1 to 4 Infinity-Difficulty run of each of the two component missions. However, there isn't anything worth mentioning beyond "Just do the highest difficulty you can". There's no other way to earn points faster, and the Code Level is largely outside of player control, due to many of its contributing factors being RNG-based. Which means that we can't really manipulate the Synthesis Points requirements either.
In order to not make otherwise pointless Infinity runs, save before conducting any synthesis. If the results are bad, reload the game and move onto the fail cases.
Also, since the missions we need to synthesize is dependent on the results we get, it's not recommended to run a mission a dozen times for a large amount of synthesis points for synthesizing-en-masse: it's very possible that the mission winds up becoming useless and the points are wasted.
For simplicity's sake, we are going to ignore the obtaining of Synthesis Points for the entire guide.
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).
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.
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.
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:
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:
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.
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.
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.
- If the level didn't change or decreased, we will need to reroll the mission: there are several ways to reroll:
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.
Advanced Synthesis
Putting 3 Special Effects on a Mission
To get 3 special effects on a mission, we need a total of 4 different effects on the two material missions.
There is one main rule in our way: if there are more than 7 effects between the two missions (including duplicates), a lv1 effect will be added into the pool.
This can massively screw up our synthesis, and must be avoided at all costs. As such, we must not have duplicate effects on the missions, and must not have extra effects on the missions (i.e. these missions should have no special effects other than those 4).
In other words, our two missions should both have all the correct attributes (to avoid additional synthesis later) and have two special effects each (3 of which we want, all at highest level).
Follow the Basic Synthesis guide to produce these two missions.
Unlike Basic Synthesis, however, you need to put both missions to +49 first (or get the attribute mission to +49 before adding effects): synthesizing missions with 3 effects will reduce it down to 2 effects, which disables us from synthesizing it for levels afterwards.
Once you are done, take these two missions, and synthesize them into each other. An effect will be randomly removed from the 4, and the other 3 will stay on the mission.
If the effect removed is not the one you want, synthesize the result mission (with 3 effects) to the material mission that has the effect you are missing (with 2 effects). Repeat until you get all 3 effects to be the right ones.
Putting 4 Special Effects on a Mission
To get 4 special effects on a mission, we need a total of 6 different effects on the two material missions. Or, in other words, we need two missions with 3 special effects.
Follow the Putting 3 Special Effects on a Mission section twice, and obtain 2 missions with 3 special effects.
At this point you should have the following missions:
4 missions with 2 special effects each (all the effects are different).
- You can get 4 effects on a mission using only 3 2-effect missions as well, but it's more difficult to perform RNG-wise.
2 missions with 3 special effects each (all the effects are different, and 4 out of these 6 effects we want on our final mission).
All these missions should have the correct attributes and levels already.
Synthesize the 2 missions with 3 effects together. This gives us a chance of getting the mission with all 4 effects that we want.
If the resulting mission doesn't have all of the effects we want:
Synthesize another pair of 3 effects missions, and then synthesize those to make another 4 effects mission for another chance of getting one. Repeat until you get the right effects.
You can also synthesize the 4 effects mission with one of the 2 effects missions, if it contains the effects we want and also does not contain duplicates (having duplicates will result in the result mission only having 3 effects).
Putting 5 Special Effects on a Mission
To put 5 special effects onto a mission, we need a total of 8 different effects on the two material missions. In other words, we need two missions with 4 special effects.
Follow the Putting 4 Special Effects on a Mission section twice, and obtain 2 missions with 4 special effects.
At this point you should have the following missions:
4 missions with 2 special effects each (the effects are all different).
4 missions with 3 special effects each (by mix-matching the 4 2-effect missions).
2 missions with 4 special effects each (the effects are all different).
Synthesize the two missions with 4 special effects with each other: this gives us a chance of having a mission with all 5 effects we want.
Note that, because we are working with 8 effects, an lv1 special effect will be added to the effect pool, which can mess up our final result. In other words, more chances for RNG to fuck you over! Thanks SEGA!
Also, ABSOLUTELY no duplicates are allowed: if there's an extra duplicate effect (i.e. a mission with 5 effects + a mission with 4 effects), there will be TWO lv1 special effects added to the effect pool, which drastically affects our RNG. If there's one duplicate effects within the 4 effects, we will not be able to attach a 5th effect onto the mission.
If the result mission does not have all the effects we want, you need to synthesize another pair of 4-effect missions and try again.
Putting 5 Rank 3 Special Effects on a Mission
Effectively impossible to do.
Rare Enemy Rates
There's literally no way to delibrately improve this, as the stat is invisible in-game and effectively untestable.
Specific Monster Ranks
Read More: Monster Ranks
Enemy patterns and spawns are associated with Monster Ranks. This is quite important as, even with the right Table, it's possible for an enemy to never spawn without the right monster rank.
Monster Rank can be determined while running an Infinity Mission, by taking notes of its enemy spawns and correlating it with the Monster Rank patterns. Note that Monster Ranks are individual to each block.
When synthesizing, monster ranks are averaged, and then has a chance of randomly receiving a -1 or a +1. This process is very similar to Enemy Levels, and the process of raising it is similar to Enemy Levels are well: get two missions with the same attributes, mash them at each other until the RNG smiles upon you.
Reducing Effects from an Infinity Mission
You have too many effects even after a synthesis? Here's how to get them down to 2!
- Create another copy of the same mission by performing the synthesis a second time.
- Synthesize the two identical missions. The special effects should be reduced by one while the attributes are kept the same.
- If you still have too many effects, synthesize the two missions again to produce a second copy of that mission.
- Synthesize the two identical missions. The special effects should be reduced by one while the attributes are kept the same.
- Rinse and repeat.
You want to remove a specific effect from a Infinity Mission? Say no more!
- Create another copy of the same mission by performing the synthesis a second time.
- Synthesize the two identical missions. The special effects should be reduced by one while the attributes are kept the same.
- If the special effects that was removed is the one you wanted to remove, we are done!
- If it's not, synthesize the new result mission with each of the two identical missions. The special effects should be reduced by one each time, while the attributes are kept the same.
- Repeat this process until the special effect you don't want is gone.