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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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. | 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. | ||
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. | 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. | ||
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4 missions with 2 special effects each (all the effects are different). | 4 missions with 2 special effects each (all the effects are different). | ||
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). | 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). | ||
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=== 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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