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How to Infinity Mission, Basically
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== 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 Missions|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: {| class="wikitable" |+ !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 .
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