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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# 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 has a chance of being combined, and getting their levels 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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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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|Rygutass, Valiaran, Lutus Jigga (rare)
|Rygutass, Valiaran, Lutus Jigga (rare)
|Brigantia, Nargevahl, Svaltia
|Brigantia, Nargevahl, Svaltia
|Blade Mother, Force Mother, Ivaras, Shot Mother
|Blade Mother, Force Mother, Ivaras, Shoot Mother
|-
|-
|Neudaiz
|Neudaiz
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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 (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.  
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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.  
* 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.  
*'''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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