Editing How to Infinity Mission, Basically
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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! | 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! | ||
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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. | 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. | '''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. However, 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. | '''Weapon Attribute Rate +, Armor Attribute Rate +''' provides manipulation of the Drops' elements, which is quite useful. Apply when needed. | ||
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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. | 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. | ||
Anyway, if you ever wind up with a mission you don't want, [[How to Infinity Mission, Basically#Break in the case of RNG screw|Break in the case of RNG screw]]. | |||
=== Special Effects === | === Special Effects === | ||
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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. | 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 <u>each mention of '''Mission Synthesis''' in the following steps represent anywhere between 1 to 4 Infinity-Difficulty run of | Synthesis Points severely prolongs the Synthesis process, and makes <u>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</u>. 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. | ||
For simplicity's sake, we are going to ignore the obtaining of '''Synthesis Points for the entire guide.''' | For simplicity's sake, we are going to ignore the obtaining of '''Synthesis Points for the entire guide.''' | ||
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=== Combining the missions together === | === Combining the missions together === | ||
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. | 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. | ||
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To get 3 special effects on a mission, we need a total of 4 different effects on the two material missions. | To get 3 special effects on a mission, we need a total of 4 different effects on the two material missions. | ||
We need to avoid having duplicates of effects on the missions: if there are more than 7 effects between the two missions (including duplicates), a lv1 effect will be added into the pool, which will screw up our synthesis. | |||
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). | 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 | 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. | 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. | ||
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=== Putting 4 Special Effects on a Mission === | === Putting 4 Special Effects on a Mission === | ||
=== Putting 5 Special Effects on a Mission === | === Putting 5 Special Effects on a Mission === | ||
=== Rare Enemy Rates === | === Rare Enemy Rates === | ||
There's literally no way to delibrately improve this | There's literally no way to delibrately improve this. | ||
=== Specific Monster Ranks === | === Specific Monster Ranks === | ||
== Reducing Effects from an Infinity Mission == | == Reducing Effects from an Infinity Mission == | ||
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#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. | #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. | #Repeat this process until the special effect you don't want is gone. | ||
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