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How to Infinity Mission, Basically
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===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. 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.
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