Editing Infinity missions

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''Infinity Missions'' are particular missions with a lot of variety and unique drops that can come only by playing them. From enemies that can spawn, theyr level range, different bosses and peculiar bonuses that are applicable to Infinity Missions to increase your odd of obtaining those unique drops. It is to keep in mind they are thought to be an endgame activity to get very rare and powerful weapons, at times with really low drop rates.
''Infinity Missions'' are a massive pain in the ass disguised as a gameplay feature created by none other than SEGA.


[[File:CodeCounter.png|thumb|The Code Counter, present in MyShip]]
[[File:CodeCounter.png|thumb|The Code Counter, present in MyShip]]
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* '''Blocks:''' An Infinity Mission can have 2 or 3 total blocks. The layout of the blocks are chosen randomly from a set of possible layouts, but the amount of enemies in one stays the same.
* '''Blocks:''' An Infinity Mission can have 2 or 3 total blocks. The layout of the blocks are chosen randomly from a set of possible layouts, but the amount of enemies in one stays the same.
* '''Area:''' The environment the mission takes place in (technically they are all in a VR simulator, but who cares). There are a total of 10 possible areas.
* '''Area:''' The environment the mission takes place in (technically they are all in a VR simulator, but who cares). There are a total of 10 possible areas.
* '''Special Effects:''' The special effects on the mission. There are a total of 10 different effects, each with 3 different levels, and a total of 5 different effects can be added to an Infinity Mission.
* '''Special Effects:''' The special effects on the mission. There are a total of 10 different effects, each with 3 different levels, and a total of 3 different effects can be added to an Infinity Mission.  
* '''Synthesis Points:''' The points that needs to be consumed to Synthesis an Infinity Mission. The amount accumlated and the amount needed for a Synthesis are both shown.
* '''Synthesis Points:''' The points that needs to be consumed to Synthesis an Infinity Mission. The amount accumlated and the amount needed for a Synthesis are both shown.


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# The special effects from both missions are combined into one pool, dubbed the '''Potential Effects.'''
# The special effects from both missions are combined into one pool, dubbed the '''Potential Effects.'''
# If there are more than 7 effects on the '''Potential Effects''' pool (including duplicates), 1 random Lv1 special effect is added into the pool. If there are 9 or more, 2 random Lv1 special effects is added into the pool.
# If there are more than 7 effects on the '''Potential Effects''' pool, 1 random Lv1 special effect is added into the pool. If there are 9 or more, 2 random Lv1 special effects is added into the pool.
# Conflicting Special Effects are removed: '''Weapon: Attribute Rate''' and '''Shield-weave: Attribute Rate''' that has affects different attributes conflict with one another, and one is randomly removed, while the other one is kept.
# Conflicting Special Effects are removed: '''Weapon: Attribute Rate''' and '''Shield-weave: Attribute Rate''' that has affects different attributes conflict with one another, and one is randomly removed, while the other one is kept.
# If there are two special effects with the same type (i.e. 2 '''Drop Rate +'''s): If they are different levels, only the lower one is kept. If they are the same level, the two has a chance of being combined, and getting their levels increased.
# If there are two special effects with the same type (i.e. 2 '''Drop Rate +'''s): If they are different levels, only the lower one is kept. If they are the same level, the two is combined, and their level will be increased.
# After all eliminations from '''Potential Effects''' pool is done, a number of special effects is chosen from the pool and applied to the new mission. The number of effects chosen is equal to the size of the left over '''Potential Effects''' pool, divided by 2, and then increased by 1. This number also maxes out at 5.
# After all eliminations from '''Potential Effects''' pool is done, a number of special effects is randomly chosen from the pool and applied to the new mission. The number of effects chosen is equal to the size of the left over '''Potential Effects''' pool, divided by 2, and then increased by 1. This number also maxes out at 5.
# The effects chosen prioritizes the lowest level special effects; If there are still room for special effects left after choosing all present lowest level special effects, effects are randomly removed from the pool (the highest level special effects are removed first) until the room fits the effects left.
Unfortunately, if neither of the missions have any effects, no effects will be present on the result mission.
Unfortunately, if neither of the missions have any effects, no effects will be present on the result mission.


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===Synthesis Points===
===Synthesis Points===
Synthesis points are required to synthesis Infinity Missions. Synthesis points are accumlated per Infinity Mission, and is gained by clearing it. The amount of points accumlated are dependent on the difficulty of the mission:
Synthesis points are required to synthesis Infinity Missions. Synthesis points are accumlated on an Infinity Mission by clearing it. The amount of points accumlated are dependent on the difficulty of the mission:
{| class="wikitable"
{| class="wikitable"
!Difficulty
!Difficulty
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|80
|80
|}
|}
The amount of points required for a synthesis is equal to '''Code Level times 10'''. An Infinity Mission with Code Level 12 will cost 120 Synthesis points per Synthesis. Both material missions must have sufficient synthesis points in order to conduct the synthesis.   
The amount of points required for a synthesis is equal to '''Code Level times 10'''. An Infinity Mission with Code Level 12 will cost 120 Synthesis points per Synthesis.   


===Examples===
===Examples===
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Attribute +5%
Attribute +5%
|XP+20%
|XP+20%
Enemy HP x1.25
Arm: Fire +80%


Drops +30%
Drops +30%


Attribute +3%
Attribute +3%
|Since there are 8 special effects between these missions (including duplicates), a random lv1 effect is added to the pool (In this case, '''Enemy HP x1.25'''). Then we eliminate the duplicates: '''Attribute +3%''' and '''Attribute +5%''' is the same effect but different levels, and the lower one, '''Attribute +3%''', is kept. Same applies for '''XP+20%''' and '''XP+50%''', and '''XP+20%''' is kept. There are 7 effects left afterwards: '''Weapon Attribute +''', '''Armor Attribute +''', '''XP+''', '''Drop +''', '''Type Points +''', '''Enemy HPx''' and '''Attribute +.''' 4 of them (7/2+1 = 4) is selected and applied to the result mission. When choosing the effects, the lowest leveled effects are chosen first ('''EXP+, Attribute+,''' and '''Enemy HPx'''). Since there's still room for one effect left, and four effects left int the pool, the highest leveled effects is randomly removed first (In this case, '''Weapon Attribute +, Armor Attribute +,''' and '''Type Points+''' are randomly removed), and '''Drops+''' is left attached.  
|'''Attribute +3%''' and '''Attribute +5%''' is the same effect but different levels, and the lower one, '''Attribute +3%''', is kept. Same applies for '''XP+20%''' and '''XP+50%''', and '''XP+20%''' is kept. There are 6 effects left afterwards: '''Weapon Attribute +''', '''Armor Attribute +''', '''XP+''', '''Drop +''', '''Type Points +''', and '''Attribute +.''' 4 of them (6/2+1 = 4) is randomly selected and applied to the result mission.
|}
|}


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==Enemy Tables==
==Enemy Tables==
There are a total of 7 enemy tables, each with 5 categories of enemies. Some categories also include [[Rare Enemies]].  
There are a total of 7 enemy tables, each with 5 categories of enemies. Some categories also include [[Rare Enemies]] (underlined).  
{| class="wikitable"
{| class="wikitable"
|+
|+
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|-
|-
|SEED
|SEED
|Galdeen, Jedein, Pannon/Bel Pannon, Sendillan
|
|Delp Slami, Delsaban/Deljaban, Gaozoran, Chaos Sorcerer, Orcdillan
|
|Darvaguine, Dilnazen, Jusnagun, Seed-Ardite, Seed-Vance/Seed-Vitace, Darbelan (rare), Delnadian (rare)
|
|Carriguine, Delbiter, Seed-Argine, Zasharogan, Zoldillan
|
|Chaos Bringer, Dark Belra, Indi Belra, Vorgadillan
|
|-
|-
|Stateria
|Strateia
|Tavalus, Vulgatus
|
|Galvapas/Zamvapas, Svaltus, Orgdus (rare)
|
|Rygutass, Valiaran, Lutus Jigga (rare)
|
|Brigantia, Nargevahl, Svaltia
|
|Blade Mother, Force Mother, Ivaras, Shot Mother
|
|-
|-
|Neudaiz
|Neudaiz
|Ageeta, Ollaka, Rappy Polec, Sageeta, Rappy (rare), Rappy-Go-Lucky (rare)
|
|Goshin, Kakwane, Mil Lily, Mulnuha, Zelumon
|
|Booma, Go Booma, Gohmon/Olgohmon, Gol Lily, Gonan, Kudetob, Jigo Booma (rare)
|
|Dakamazli, Komazli, Rappy Gugg, Tengohg, Ubakurada, Rappy Igg (rare)
|
|Danoamaz, Goran-Garan, Kamatoze
|
|-
|-
|Parum
|Parum
|Badira, Go Badira, Polty, Stingee, Jaggo (rare)
|Polty
|Distova, Golmoro*, Koltova, Mizura, Volfu, Walmus, Jaggo Rizona (rare)
Badira
|Evil Shark, Flan Blume, Ob Lily*, Pal Shark, Shagreece, Vahra/Go Vahra, Guil Shark (rare)
 
|Bal Soza, Gol Dolva, Jarba, Jeris, Polavohra
Go Badira
|Astark, Bola Vreema, Gainozeros, Grass Assassin
 
Stingee
 
<u>Jaggo</u>
|Koltova
Distova
 
Volfu
 
Mizura
 
Walmus
 
<u>Jaggo Rizona</u>
|Vahra
Go Vahra
 
Evil Shark
 
Pal Shark
 
Flan Blume
 
Shagreece
 
<u>Gill Shark</u>
|Polavohra
Bal Soza
 
Jeris
 
Gol Dolva
 
Jarba
|Astark
Grass Assassin
 
Gainozeros
 
Bola Vreema
|-
|-
|Humanoids
|Humanoids
|AMF Heavy Infantry, Guardians Rosk, Guardians Rosta, Special Ops - Kanohne, Mini Rappy (rare)
|
|Armed Servant - Basta, Armed Servant - Obme, Armed Servant - Ozuna, Armed Servant - Taguba, Seed-Cast Sa, Seed-Cast Tw, Seed-Lab Staff (rare)
|
|Seed-Cast Kn, Seed-Cast Sh, Special Ops - Assault, Special Ops - Solda, Special Ops - Sparda, Special Ops - Vobis
|
|Little Wing Rosk, Little Wing Rosta, Rogue - Jasse, Rogue - Mazz, Rogue - Ogg
|
|Ill Gill, Rogue - Wikko
|
|-
|-
|Machinery
|Machinery
|Bunari Kou-3, Flavit B1, Gravit S7, YG-01K BUGGE, YG-01Z BUG, YG-01U BUGGES (rare)
|
|Bysha type-Koh21, Bysha type-Otsu32, Gohma Dilla, Gohma Methna, GSM-05 Seeker, GSM-05B Bomalta, Rappy Machina (rare)
|
|Finjer B, Finjer G, Finjer R, GSM-05M Tirentos, Sinow Beat, Sinow Gold (rare)
|
|Dilla Griena, Grinna Bete C, Grinna Bete S (rare)
|
|Bead Groode, Garanz, Sinow Hidoki, Baranz (rare)
|
|-
|-
|Moatoob
|Moatoob
|Lapucha, Nava Ludda, Naval, Vegga
|
|Bul Buna, Jishagara, Poison Lily, Sand Rappy, Nar Lily (rare)
|
|Barbarous Wolf, Savage Wolf, Vanda/Vanda Merha, Vanda Orga, Zoona, Rappy Rizona (rare)
|
|Bil De Vear, Dago Gujeri, Drua Gohra, Kog Nadd, Lu Duggo
|
|Bafal Bragga, Bag Degga, Koko Melodda, Mog Boggo, Nano Dragon, Bil De Melan (rare)
|
|}
|}
<nowiki>*</nowiki> Despite using a Parum droptable, these enemies appear with group 1 Stateria 
==== Monster Ranks ====
Each block of an infinity mission have a hidden stat, referred to as '''Monster Rank''', which ranges from 1 to 5'''.''' The enemies spawned during an infinity mission is dependent on the mission's table 1 and 2, as well as the block's monster rank.
Each block of an infinity mission have a hidden stat, referred to as '''Monster Rank''', which ranges from 1 to 5'''.''' The enemies spawned during an infinity mission is dependent on the mission's table 1 and 2, as well as the block's monster rank.


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|SEED
|SEED
|Humanoids
|Humanoids
|Galdeen, Jedein, Armed Servant - Obme
|
|A pattern is randomly chosen (in this case, pattern C), which chooses the category 2 of table 1 (SEED), category 2 of table 2 (Humanoids), and category 1 of table 1 (SEED).
|A pattern is randomly chosen (in this case, pattern C), which chooses the category 2 of table 1 (SEED), category 2 of table 2 (Humanoids), and category 1 of table 1 (SEED).
In other words, the three types of possible enemies are from:
In other words, the three types of possible enemies are from:
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category 2 and category 1 of table 1 (SEED)
category 2 and category 1 of table 1 (SEED)


category 2 of table 2 (Humanoids)  
category 1 of table 1 (SEED)


In this case, it selects Galdeen and Jedein (SEED category 1), Armed Servant - Obme (Humanoid category 2)  
category 2 and category 1 of table 2 (Humanoids)  
|}
|}
When two missions are synthesized, the monster rank of the each of the new blocks becomes the average monster rank of the two material missions of that block (rounded down automatically). This number can also randomly gain +1 or -1 during a synthesis. If the mission only has 2 blocks, the monster rank for block 3 is recorded in the mission, but will not used.  
When two missions are synthesized, the monster rank of the each of the new blocks becomes the average monster rank of the two material missions of that block. For example, if mission 1's block 1 had a monster rank of 1, and mission 2's block 1 had a monster rank of 5, the new mission's block 1 will have a monster rank of 3.


==== Rare Enemies ====
Each Infinity Mission has a set chance of spawning rare enemies (1% to 8%). This chance is checked at the start of a mission; If rare enemies will spawn, one rare enemy is chosen from all rare enemies in Table 1, and replaces one of the enemy types in the final block.


When two missions are synthesized, the new rare enemy spawn rate is averaged between the two material missions. The rate can gain a +1% or -1% during a synthesis.
Whether '''Rare enemies''' will spawn in a mission is randomly decided at the start of the mission; If rare enemies will spawn, one rare enemy is chosen from all rare enemies in Table 1, and replaces one of the enemy types in the final block.


==Special Effects==
==Special Effects==
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|}
|}


* For '''Weapon: Attribute Rate''' and '''Armor: Attribute Rate''', which has 6 different variations (1 for each attribute), only one variation can be present on an Infinity Mission at a time. During a synthesis with effects ofdifferent attributes, the resulting one is chosen randomly regardless of effect level.
* '''Enemy HPx''', '''Enemy ATK TECx''', and '''Enemy ACCx''' cannot be obtained from [[Mission Discs]]; they can only be obtained from other existing Infinity Missions (such as [[Downloadable content]] or Missions shared by other players), or obtained from '''Mission Synthesis''' by synthesizing missions with a total of at least 7 unique Special Effects.
*'''Enemy HPx''', '''Enemy ATK TECx''', and '''Enemy ACCx''' cannot be obtained from [[Mission Discs]]; they can only be obtained from other existing Infinity Missions (such as [[Downloadable content]] or Missions shared by other players), or obtained from '''Mission Synthesis''' by synthesizing missions with a total of at least 7 unique Special Effects.
 
== Code Level ==
Code level is decided using the following formula:
 
1 + [Enemy Level Bonus] + [Monster Rank Bonus] + [Number of special effects attached] = Code Level
{| class="wikitable"
|+Enemy Level Bonus
!Level
!+6-10
!+11-15
!+16-20
!+21-25
!+26-30
!+31-35
!+36-40
!+41-43
!44
!45
!46
!47
!48
!49
|-
!Bonus
|1
|2
|3
|4
|5
|6
|7
|8
|9
|10
|11
|12
|13
|14
|}
{| class="wikitable"
|+
Monster Rank Bonus
!Total Monster Rank
of all blocks
!6
!7
!8
!9
!10
!11
!12
!13
!14
!15
|-
!Bonus
|1
|2
|3
|4
|5
|6
|7
|8
|9
|10
|}
Example:
{| class="wikitable"
|+
!Enemy Level
!Monster Rank of Blocks
!Special Effects attached
!Code Level
|-
| +49
|Block 1: 1
Block 2: 2
Block 3: 3
|Drops + 30%
Enemy Boost x 3.0
Weapon: Dark +25%
|With an Enemy level of +49, the Enemy Level Bonus is '''14'''. The total Monster Rank is 6, thus the Monster Rank Bonus is 1.
There are three special effects attached. Therefore the Code level is 1+14+1+3 = 18.
|}
Note that Monster Ranks of Blocks are not visible in game. Inferring using the Code Level is the only way of estimating the Monster Ranks of an IM.
 
A list of common Code Levels:
{| class="wikitable"
!Code Level
!Enemy Level
!Special Effects attached
!Monster Rank of Blocks
!Notes
|-
|1
| +1
|None
|Block 1: 1
Block 2: 1
Block 3: 1
|This is the minimum possible code level on an Infinity Mission.
This is the kind of mission you start with, which you can get for free from [[Planetary Treasury]].
|-
|17
| +49
|Drops + 30%
Enemy Boost x 3.0
|Block 1: 1
Block 2: 1
Block 3: 1
|This is the most common Infinity Mission a player would end up with after some synthesis.
Unfortunately, this mission has incredibly low Monster Ranks, and got 0 levels for its bonus.
Use this as the baseline to determine how much Monster Rank bonus was applied to the Code Level,
and therefore the monster rank distribution of the mission's blocks.
|-
|30
| +49
|Drops + 30%
Enemy Boost x 3.0
 
Weapon: Dark +25%
 
Armor: Dark +25%
 
Attribute: +5%
|Block 1: 5
Block 2: 5
Block 3: 5
|This is the maximum possible code level on an Infinity Mission.
|}The maximum Code Level that can be obtained is 30: Using a Mission with Enemy Level +49, 5 attached special effects, and a monster rank of 5 on all three blocks.
 
The minimum Code Level that can be obtained is 1: Using a Mission with Enemy Level below +5, no attached special effects, and a total monster rank below 5.


==Planetary Treasure==
==Planetary Treasure==
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Note that clearing the appropriate Infinity Mission only provides a chance of dropping the treasure, with no guarantees. Once any treasure is traded in at the [[Planetary Treasury]], all requirements are replaced with new ones.
Note that clearing the appropriate Infinity Mission only provides a chance of dropping the treasure, with no guarantees. Once any treasure is traded in at the [[Planetary Treasury]], all requirements are replaced with new ones.


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