How to Infinity Mission, Basically

From PSP2i Wiki

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 find a target mission we want.

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. Clearing significantly easier Story Missions would get you that much 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 dependent on the Enemy Tables.


If we aren't using IMs for Meseta, Type Points, or EXP, what we are here for? Rare Weapons and Drops, of course!

For Dropping, obviously Drop Rate + is an absolute must. Enemies with Boosted Auras 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. These effects also don't appear on Mission Discs, which makes them incredibly difficult to obtain without Downloadable content. Also note that an Infinity Mission has a maximum of 5 effects, thus requiring the player to choose between the 3 effects, rather than stacking all of them.

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

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.
    • These can be obtained via Mission Discs (a random % chance of not having any special effects).

Steps

Note that, for simplicity, we are going to ignore the obtaining of Synthesis Points: it significantly prolongs the Synthesis process, but doesn't have anything worth mentioning beyond "Just do the highest difficulty you can to get points most efficiently".

Special Effects

First thing we want to do, is to pump the effects to the highest level, and mesh them into a mission we can apply onto other mission we need.

Highest Level Effects

Combine Effects

Table, Area, Boss

Enemy Level