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  1. --- Phantasy Star Portable 2 (and Infinity drops) by Mewn
  2.  
  3. Contents
  4. [1] Credits
  5. [2] General info
  6. [3] Enemy drops (non-Infinity Mission)
  7. [4] Enemy drops (Infinity Mission)
  8. [5] Object drops
  9. [6] Drop boosts
  10. [7] Misc stuff and FAQs I guess
  11.  
  12. [1] Credits
  13.  
  14. Agrajag - for providing a lot of help with extracting and getting the raw data
  15. Shougai PSO (g-heaven.net) - Japanese fansite that has a lot of basic info from official sources on how drops work, which I used to build a greater understanding.
  16. EspioKaos - for translation help, my Japanese sucks
  17.  
  18. [2] General info
  19.  
  20. All item drop rates provided in the spreadsheet are base rates - that is to say, they are the droprate as unaffected by modifiers to rare drop rate, including Sayo's rare drop blessing, the rare drop boost ability, innate mission drop rate boosts and Infinity Mission drop boosts.
  21.  
  22. Droprates are the same in both Story Mode and Multi Mode.
  23.  
  24. [3] Enemy drops (non-Infinity Missions)
  25. [3.1] General drop process
  26.  
  27. Upon defeating an enemy in PSP2 or PSP2i, the game will begin a series of rolls to determine what, if anything, will drop. The game does these rolls in a particular order, and if at any point a drop is triggered, that drop will appear and the drop process will end. This means that an enemy can only drop one item at a time (including Meseta), and drops that are checked later in the process technically have their effective droprates affected by what comes before (because in order to be checked, the preceding drops must not drop).
  28.  
  29. Note that 'enemy' here refers to any non-boss enemy. This includes minibosses that may appear at the end of missions, such as Svaltus, Bag Degga etc., and also includes NPC enemies like the Vol Brothers, Kasch Tribesman etc., but does not include true bosses like De Ragan (those that have some sort of intro and death cutscene). That said, some of the NPC enemies don't have drops coded, or will only drop a few items.
  30.  
  31. The process is as follows:
  32.  
  33. 1. The enemy is defeated
  34. 2. The game will roll for level drops. Depending on the level of the enemy, this can be anything from 1-3 rolls, which are all conducted separately and sequentially from highest to lowest tier. If a drop is triggered, that item will drop.
  35. 3. The game will roll for a special drop. If a special drop is triggered, the game will then roll to determine which special drop item will drop (this can be out of 1-3 items).
  36. 4. The game will roll for area drops. If an area drop is triggered, the game will then roll to determine what this will be.
  37. 5. The game will roll for meseta drops. If a meseta drop is triggered, the game will roll to see how much meseta drops, based on individual min-max meseta values for the enemy defeated.
  38. 6. If no drops have been triggered at this point, the enemy drops nothing.
  39.  
  40. [3.2] Level drops
  41.  
  42. Japanese guides call these type-based drops. I think either term is fine but I spent too much time calling them level drops to change myself.
  43.  
  44. Level drops is the term I give to an enemy's drops which are separated by both relatively narrow level tiers, and battle type. In multiplayer, the type of the leader will determine the drops for all players. The level tiers are as follows:
  45.  
  46. 1-9
  47. 10-29
  48. 30-49
  49. 50-74
  50. 75-99
  51. 100-124
  52. 125-149
  53. 150-174
  54. 175-199
  55. 200-224
  56. 225-250
  57.  
  58. Depending on the level of the enemy, and which of the above tiers they fall into, the game will check anywhere between 1 to 3 individual drops. These are often (but not always) drops belonging to the tier below them, meaning that it is possible to get an item that drops for, say, 50-74, from a level 75-99 enemy instead. However, multiple level drops are checked sequentially, and if one item drops, the game will not check for the other items. In practice, this means there is a (usually minor) effect on droprate for the second or third drops checked, as the game must roll for earlier drops to NOT drop before it will check the later ones. However, if the same item shows up multiple times, it will be checked each time, meaning that it may be advantageous to hunt for an item at a level where it will be checked twice to raise the effective droprate.
  59.  
  60. The tiers that are checked are given below, in the order they are checked:
  61.  
  62. 1-9: 1-9
  63. 10-29: 10-29, 1-9
  64. 30-49: 30-49, 10-29
  65. 50-74: 50-74, 30-49
  66. 75-99: 75-99, 50-74
  67. 100-124: 100-124 (1), 100-124 (2)
  68. 125-149: 125-149, 100-124 (1)
  69. 150-174: 150-174, 125-149
  70. 175-199: 175-199, 150-174
  71. 200-224: 200-224 (1), 200-224 (2), 200-224 (3)
  72. 225-250: 225-250 (1), 225-250 (2), 200-224 (1)
  73.  
  74. Looking at the above, you can see that in most cases, the game will check the drop relevant to that tier, then a drop from the tier below. There's a few exceptions here though.
  75.  
  76. The 100-124 tier has two drops to itself, and does not check the 75-99 tier. On a technical level, this is because the game actually stores drops in separate files for 1-99, 100-199, and 200-250 and only one is loaded at a time, thus the game cannot read the 75-99 drop. While the game could simply replicate the 75-99 drops and rates for the 100-124 (2) tier, it actually differs slightly. A lot of these changes are where a particularly unique (i.e. Kubara) item that is a level drop at 75-99 becomes a special drop at 100-199 (more info on special drops below), and the 100-124 (2) removes them as level drops, presumably to balance out their droprates.
  77.  
  78. An example of this change occuring happens with Rappy Igg, who has the following drops at 75-99 and 100-124 (2):
  79.  
  80. -----------------------------------------------------------------------------
  81. 75-99 | Yamata-Misaki | Morning Glory | Togeha-zashi | Morning Glory |
  82. 100-124 (2) | Yamata-Misaki | Togeha-zashi | Togeha-zashi | Togeha-zashi |
  83. -----------------------------------------------------------------------------
  84.  
  85. The Morning Glory drop is replaced with Togeha-zashi, presumably because Morning Glory becomes a special drop at 100-199.
  86.  
  87. Similarly, at 200+, the game checks three drops instead of the two it checks at 10-199, and there's only two actual level tiers at 200+, so each tier has multiple drops.
  88.  
  89. While specific details on droprates and differing drops between types can be found in the accompanying spreadsheet, as a general rule of thumb, drops suited to a particular type (e.g. swords for Hunters) tend to be more common for that type.
  90.  
  91. If it helps to understand at what exact levels an item can drop, Japanese guidebooks give these as the level tiers:
  92.  
  93. 1-29
  94. 10-49
  95. 30-74
  96. 50-99
  97. 75-99
  98. 100-124
  99. 100-149
  100. 125-174
  101. 150-199
  102. 175-199
  103. 200-224
  104. 200-250
  105. 225-250
  106.  
  107. I think either system is fine for a basic understanding, the reason I use a slightly different one is because the exact level of an enemy will affect whether the drop is checked first, second, or third, which can have a, generally minor, effect on droprate (for a second drop to have a chance to drop, the first drop must not drop).
  108.  
  109. [3.3] Special drops
  110.  
  111. Japanese guides refer to these as 'common drops' - this is intended to mean 'common to all types', not 'common rarity' but as the term is ambiguous in English I opted for special drops instead.
  112.  
  113. Special drops are a separate type of drop to level drop. The major differences between special and level drops are:
  114.  
  115. 1) Not affected by battle type, either in terms of items or droprates*
  116. 2) Not affected by rare drop boosts. As level drops ARE affected by rare drop boosts, and the game will not check for a special drop if a level drop drops, this means rare drop boosts are actually *detrimental* to hunting special drops.
  117. 3) Only have three level tiers: 1-99, 100-199, 200+
  118.  
  119. * Due to what I assume is a bug, special drops for Lv1-99 Golmoro are 10x more rare for Hunters/Vanguards than for Rangers/Forces, because for those types Golmoro 1-99 has its special droprate set to 1%, instead of 10%. This really only affects the Plantain Leaf weapon drop, so you can either switch to Ra/Fo to hunt this or get it from an exchange mission.
  120.  
  121. Each enemy has its own set rate to drop a special drop when this is checked. This is usually 10% for 1-99, and 5% for 100+ (though this may differ, especially for rare enemies). If the game rolls to drop a special drop, it will then roll again to determine which special item will drop. An enemy can have between 1-3 items in their special drop pool.
  122.  
  123. The droprates given in the spreadsheet take into account both special droprate and the chance of getting that specific item. For example, if an enemy has 10% special droprate, and then has a 90% chance to drop Item A and a 10% chance to drop Item B, this will be reflected as Item A having a 9% droprate (0.1 * 0.9), and Item B having a 1% droprate (0.1 * 0.1).
  124.  
  125. [3.4] Area drops
  126.  
  127. Area drops are drops that are based entirely upon the area you are in, and the enemy does not matter beyond each enemy having a set rate to drop an area drop. Drop boosts do not affect area drops.
  128.  
  129. If the game rolls an area drop, it then rolls to see what exact item will drop. Area drops include PA discs and Spellstones and the weightings are included in the spreadsheet.
  130.  
  131. [3.5] Meseta drops
  132.  
  133. If the game rolls a meseta drop, meseta will drop. Each enemy has values for min and max meseta that I assume are part of a formula including enemy level, boost aura and maybe other factors. I don't actually know, and I don't find the exact workings to be terribly interesting, so I haven't looked into it. Drop boosts do not affect meseta drops.
  134.  
  135. [4] Enemy drops (Infinity Mission)
  136. [4.1] General drop process
  137.  
  138. Enemy drops in Infinity Missions work somewhat differently to other missions, though the basic principles (the game checks drops in a particular order, can only drop one item and drop process ends if an item is dropped) remain the same.
  139.  
  140. Note that the drop rates given in the spreadsheet are base rates, which means that they do NOT take into account the drop rate boost mechanics that IM missions have. These mechanics increase droprates for group and level drops based on the level of the enemies, which starts at 100% + (enemy level modifier * ~2.0408), and increases as you defeat enemies in the mission.
  141.  
  142. The IM process is as follows:
  143.  
  144. 1. The enemy is defeated
  145. 2. The game will roll for the group drop. More info below, but this is a particular drop shared amongst a group of enemies.
  146. 3. The game will roll for level drops, of which there are two per level tier. The game will check these in order and sequentially.
  147. 3. The game will roll for a special drop. If a special drop is triggered, the game will then roll to determine which special drop item will drop (this can be out of 1-3 items).
  148. 4. The game will roll for area drops. If an area drop is triggered, the game will then roll to determine what this will be.
  149. 5. The game will roll for meseta drops. If a meseta drop is triggered, the game will roll to see how much meseta drops, based on individual min-max meseta values for the enemy defeated.
  150. 6. If no drops have been triggered at this point, the enemy drops nothing.
  151.  
  152. [4.2] Group drops
  153.  
  154. I'm not sure Japanese guidebooks really distinguish between these and level drops (see 4.3), and technically they are read off the same drop table and work in a similar way under the hood. I choose to refer to them as separate type of drop because of their distinguishing characteristics compared to level drops.
  155.  
  156. Group drops refer to an item drop shared amongst a group of enemies (though the drop rates may differ between different enemies in a group). Any enemy in the particular group can drop the item. These are generally unique weapons, including many new to Infinity (though base PSPo2 items also drop).
  157.  
  158. Group drops do NOT differ by type, but rather by area instead. There are 10 Infinity Mission areas (Ark, Beach, Castle, Cliffs, Den, Grove, Plains, Ruins, Tundra and Wilds) and all have different drops.
  159.  
  160. Level tiers for group drops are 1-99, 100-199, and 200-250. If hunting a particular drop, a mission with +49 level enemies run on C or A may be more effective than a +0 level enemies mission run on B or S.
  161.  
  162. Rare drop boosts do affect group droprates.
  163.  
  164. Groups are as follows:
  165.  
  166. Parum 1 - Badira, Go Badira, Polty, Stingee, Jaggo (rare)
  167. Parum 2 - Distova, Golmoro*, Koltova, Mizura, Volfu, Walmus, Jaggo Rizona (rare)
  168. Parum 3 - Evil Shark, Flan Blume, Ob Lily*, Pal Shark, Shagreece, Vahra/Go Vahra, Guil Shark (rare)
  169. Parum 4 - Bal Soza, Gol Dolva, Jarba, Jeris, Polavohra
  170. Parum 5 - Astark, Bola Vreema, Gainozeros, Grass Assassin
  171.  
  172. * Despite using a Parum droptable, these enemies appear with group 1 Stateria
  173.  
  174. Moatoob 1 - Lapucha, Nava Ludda, Naval, Vegga
  175. Moatoob 2 - Bul Buna, Jishagara, Poison Lily, Sand Rappy, Nar Lily (rare)
  176. Moatoob 3 - Barbarous Wolf, Savage Wolf, Vanda/Vanda Merha, Vanda Orga, Zoona, Rappy Rizona (rare)
  177. Moatoob 4 - Bil De Vear, Dago Gujeri, Drua Gohra, Kog Nadd, Lu Duggo
  178. Moatoob 5 - Bafal Bragga, Bag Degga, Koko Melodda, Mog Boggo, Nano Dragon, Bil De Melan (rare)
  179.  
  180. Neudaiz 1 - Ageeta, Ollaka, Rappy Polec, Sageeta, Rappy (rare), Rappy-Go-Lucky (rare)
  181. Neudaiz 2 - Goshin, Kakwane, Mil Lily, Mulnuha, Zelumon
  182. Neudaiz 3 - Booma, Go Booma, Gohmon/Olgohmon, Gol Lily, Gonan, Kudetob, Jigo Booma (rare)
  183. Neudaiz 4 - Dakamazli, Komazli, Rappy Gugg, Tengohg, Ubakurada, Rappy Igg (rare)
  184. Neudaiz 5 - Danoamaz, Goran-Garan, Kamatoze
  185.  
  186. Machinery 1 - Bunari Kou-3, Flavit B1, Gravit S7, YG-01K BUGGE, YG-01Z BUG, YG-01U BUGGES (rare)
  187. Machinery 2 - Bysha type-Koh21, Bysha type-Otsu32, Gohma Dilla, Gohma Methna, GSM-05 Seeker, GSM-05B Bomalta, Rappy Machina (rare)
  188. Machinery 3 - Finjer B, Finjer G, Finjer R, GSM-05M Tirentos, Sinow Beat, Sinow Gold (rare)
  189. Machinery 4 - Dilla Griena, Grinna Bete C, Grinna Bete S (rare)
  190. Machinery 5 - Bead Groode, Garanz, Sinow Hidoki, Baranz (rare)
  191.  
  192. Humanoid 1 - AMF Heavy Infantry, Guardians Rosk, Guardians Rosta, Special Ops - Kanohne, Mini Rappy (rare)
  193. Humanoid 2 - Armed Servant - Basta, Armed Servant - Obme, Armed Servant - Ozuna, Armed Servant - Taguba, Seed-Cast Sa, Seed-Cast Tw, Seed-Lab Staff (rare)
  194. Humanoid 3 - Seed-Cast Kn, Seed-Cast Sh, Special Ops - Assault, Special Ops - Solda, Special Ops - Sparda, Special Ops - Vobis
  195. Humanoid 4 - Little Wing Rosk, Little Wing Rosta, Rogue - Jasse, Rogue - Mazz, Rogue - Ogg
  196. Humanoid 5 - Ill Gill, Rogue - Wikko
  197.  
  198. Seed 1 - Galdeen, Jedein, Pannon/Bel Pannon, Sendillan
  199. Seed 2 - Delp Slami, Delsaban/Deljaban, Gaozoran, Chaos Sorcerer, Orcdillan
  200. Seed 3 - Darvaguine, Dilnazen, Jusnagun, Seed-Ardite, Seed-Vance/Seed-Vitace, Darbelan (rare), Delnadian (rare)
  201. Seed 4 - Carriguine, Delbiter, Seed-Argine, Zasharogan, Zoldillan
  202. Seed 5 - Chaos Bringer, Dark Belra, Indi Belra, Vorgadillan
  203.  
  204. Stateria 1 - Tavalus, Vulgatus
  205. Stateria 2 - Galvapas/Zamvapas, Svaltus, Orgdus (rare)
  206. Stateria 3 - Rygutass, Valiaran, Lutus Jigga (rare)
  207. Stateria 4 - Brigantia, Nargevahl, Svaltia
  208. Stateria 5 - Blade Mother, Force Mother, Ivaras, Shoot Mother
  209.  
  210. [4.3] Level drops
  211.  
  212. These work similarly to non-IM mission level drops (see 3.2). However, there are some differences:
  213.  
  214. * IM Level drops do not differ by type, but by area, as with group drops.
  215. * The level tiers for IM level drops are 1-49, 50-99, 100-149, 150-199, 200-250 (which matches the difficulties C-Infinity).
  216. * Each level tier has two separate drops, which are checked sequentially and unlike normal level drops, the tiers don't overlap (so 1-49 has two unique drops, 50-99 has two unique drops, and so on).
  217.  
  218. The game will check these after the group drops, and as usual, rare drop boosts do affect these drop rates too.
  219.  
  220. [4.4] Special drops
  221.  
  222. Again, these are similar to non-IM special drops (see 3.3), but with a few differences:
  223.  
  224. * IM special drops are not affected by type or area.
  225. * There are effectively no level tiers (technically they are still 1-99, 100-199 and 200-250, but these are identical), and special drops remain the same from level 1 up to 250. This means that, yes, some enemies can drop S-grade weapons at level 1 (for example, Polty can drop the 12* Hello Polty longbow).
  226.  
  227. As with their non-IM counterparts, IM special drops are not directly affected by rare drop boosts, but such boosts are effectively detrimental as the game will not check a special drop if a group/level drop check succeeds. The easiest (but possibly most boring way) to hunt them would likely be to spam a +0 enemy level mission where the enemy spawns on C difficulty.
  228.  
  229. [4.5] Area drops
  230.  
  231. Functionally identical to non-IM area drops (see 3.4). Do note that each of the ten IM areas is its own area, even when an an area may contain different subareas. For example, all the PSO1 areas are considered 'VR Wilds' and have the same area drops.
  232.  
  233. IM areas have different drops to their non-IM counterparts. VR Beach and Beach are not considered the same area.
  234.  
  235. [4.6] Meseta drops
  236.  
  237. Functionally identical to non-IM meseta drops (see 3.5).
  238.  
  239. [5] Object drops
  240.  
  241. Objects, in this context, refers to breakable containers, which can be boxes, barrels, piles of hay, rubble etc. They can be split into three major categories
  242.  
  243. * Regular (non-Infinity Mission) object drops
  244. * Infinity Mission object drops
  245. * Boss drops (those containers that spawn after a boss with an intro/death cutscene is defeated, this would include De Ragan, Dulk Fakis etc. but not, say, Vivienne)
  246.  
  247. [5.1] General process
  248.  
  249. When an object is destroyed, the game will look up the drops associated with that object. Each 'object ID' (if you will), can have multiple actual containers associated with it and can have up to three drops (with their own unique droprates), which the game will check sequentially and in order.
  250.  
  251. 1. The object is destroyed
  252. 2. The game will roll for drop 1. If it drops, the process will end.
  253. 3. The game will roll for drop 2. If it drops, the process will end.
  254. 4. The game will roll for drop 3. If it drops, the process will end.
  255. 5. The game will roll for a meseta drop. If it drops, the process will end.
  256. 6. Nothing drops and the drop process ends.
  257.  
  258. This basic process applies to all containers in the game regardless of the three categories they fall under, however differences in how they work and are recorded in the accompanying spreadsheet are listed below in the individual sections.
  259.  
  260. As with enemy drops, the drops provided in the spreadsheet are base rates, unaffected by drop boosts (although these only apply to boss drops anyway). As the three drops are checked sequentially, drops 2 and 3 will have their effective droprates affected because the game needs to roll to not drop the preceding drops.
  261.  
  262. I don't know much about how meseta drops work from objects. In the game files there is no value associated with individual object IDs that would indicate a chance to drop meseta or potential min-max values. A universal value, perhaps?
  263.  
  264. There are 10 different level tiers which apply to all objects - the level is determined by the level of the mission (except for boss drops, where the level of the boss is what is used instead - this is important because bosses can be higher level than their mission!). These are:
  265.  
  266. 1-24
  267. 25-49
  268. 50-74
  269. 75-99
  270. 100-124
  271. 125-149
  272. 150-174
  273. 175-199
  274. 200-224
  275. 225-250
  276.  
  277. These tiers do not overlap in any way.
  278.  
  279. [5.2] Regular object drops
  280.  
  281. This refers to objects found in non-Infinity missions, including the boxes that appear after clearing a mission without a boss, but excluding boss drops.
  282.  
  283. Most objects will drop simple healing items, but most open missions will have an object that will drop something like a weapon or shield weave (generally only up to 10*, though). Some tactical missions will also have boxes with unique drops in. Due to the way the game works, the boxes that appear in the treasure rooms of the Offertory Box are also found in this object list and as such their droprates are included in the spreadsheet.
  284.  
  285. In the 'Notes/appearances' section of the object drops tab on the spreadsheet I've tried to list the missions in which particular object IDs can be found, though this is not complete and based on observation.
  286.  
  287. Rare drop boosts do not affect object drops.
  288.  
  289. [5.3] Infinity Mission drops
  290.  
  291. Infinity Missions do not generally have objects. Boss drops, again, do not fall into this category, but the boxes that spawn after defeating 'bosses' like Vol Brothers, Vivienne, Kasch Tribesman etc. DO fall into this category. Specifically, these minibosses count for this category:
  292.  
  293. Heavens Mother
  294. Kasch Tribesman
  295. Nagisa
  296. Renvolt Magashi
  297. SEED-Helga
  298. Shizuru
  299. Vivienne
  300. Vol Brothers
  301.  
  302. Most IM object drops are associated with one of the above enemies, who will spawn eight unique containers after defeat with their drops. There are also 'common' objects with healing items, but I'm not sure if these are ever actually used.
  303.  
  304. IM object drops are not affected by rare drop boosts, not even the ones that appear after defeating one of the enemies above.
  305.  
  306. [5.4] Boss drops
  307.  
  308. This refers solely to those containers that will spawn after defeating a boss with an intro/death cutscene. These are:
  309.  
  310. Adahna Degahna
  311. Alterazgohg
  312. Azn'gom Gijn'gom
  313. Bil De Golus
  314. Dark Falz (and Dark Falz Final)
  315. Dark Falz Dios
  316. De Ragan
  317. De Ragnus
  318. De Rol Le
  319. Dimmagolus
  320. Dol Vaveer
  321. Dragon
  322. Duga Dunga
  323. Dulk Fakis (and Dulk Fakis Final)
  324. Dyla Bravas
  325. Faz'ntar Seg'ntar
  326. Giel Zohg
  327. Magas Maggahna
  328. Mother Brain
  329. Olga Flow (and Olga Flow Final)
  330. Onmagoug
  331. Orga Dyran
  332. Orga Spritos (and Orga Angelus/Orga Anastasis)
  333. Reol Badia
  334. Volna Gravka
  335. Yaoroz
  336.  
  337. Most bosses have 8 individual object drops associated with them. Some have more though, which can be tied to destroying boss parts.
  338.  
  339. - Dark Falz Dios has 11 objects associated with it
  340. - Dylas Bravas, Giel Zohg and Volna Gravka each have 10 objects associated with them
  341. - Yaoroz has 9 objects associated with it
  342.  
  343. 'Final' bosses (Dark Falz Final, Dulk Fakis Final, Olga Flow Final, Orga Angelus/Anastasis) have different drops from their first forms but also include their first form's drops in their (non-IM) files , presumably for missions where you fight both forms so you can get both sets of drops. Fought on their own (as in most situations), they will not drop their first form's drops so they are not included to cut down on what is already a bloated data set.
  344.  
  345. 'Final' bosses do not include their first form's drops in their Infinity Mission files as there is no situation in which you fight a boss sequentially in an Infinity Mission, so they are wholly separate.
  346.  
  347. Note that WHICH boxes actually spawn is determined by the mission, not the boss. Infinity Missions will, to my knowledge, spawn one of each of their boxes (if the conditions are met for that box to spawn, like destroying an enemy part or whatever), but non-IM missions may spawn different boxes depending on the actual mission, even for the same boss.
  348.  
  349. For example, Plains Overlord and Crimson Beast will spawn boxes 1, 2 (twice), 3, 4, 5 (twice) and 6, for a total of eight boxes - but box 2 and box 5 are duplicated.
  350. Roar of Flames, a multi-mode tactical mission with De Ragan as the boss, will spawn boxes 2 (three times), 3, 4, 5, 6 and 8. Again for a total of eight boxes, but three of the boxes use box 2 drops.
  351.  
  352. In practical terms, this means that, outside of Infinity Missions, the only mission where De Ragan will drop Ragan Head is Roar of Flames, as it drops from box 8, which does not spawn in Plains Overlord or Crimson Beast. Box 7 on the other hand appears to never actually be used, but it doesn't really drop anything unique or interesting so it's not really a big deal. More research would be necessary to determine which missions specifically drop which boxes.
  353.  
  354. I suspect this is a means to have mission-exclusive boss drops, since when fighting a boss the game will only have the relevant boss drop file loaded into memory, and no other drops.
  355.  
  356. Drops in Infinity Missions are slightly altered compared to non-Infinity Mission counterparts, so the spreadsheet includes both. For the most part, this includes fitting Mission Discs into the drop tables and reducing the droprates (I assume to compensate for the drop boost mechanics that Infinity Missions have), though there are other minor changes.
  357.  
  358. Boss drops differ slightly by type (in non-IM missions) and area (in IM missions). For the most part this affects their more basic drops such as manufacturer weapons and in IMs, area will determine what specific Mission Discs drop. More rare and unique boss drops, such as the aforementioned Ragan Head, are generally not affected by type/area and you are free to go after these in whatever manner you see fit.
  359.  
  360. Unlike other object drops, boss drops ARE affected by rare drop boosts, making them a good thing for hunting boss drops.
  361.  
  362. [6] Drop boosts
  363.  
  364. There are a variety of mechanics in the game that can affect item drop rates, specifically 6 categories. These boosts are separate and can be combined. This can be key to hunting items with low droprates, like in Infinity Missions.
  365.  
  366. The boost formula is, I believe as follows:
  367.  
  368. (Mission boost + Special effect boost + Enemy defeat boost) * Ability boost * Prayer boost * Aura boost
  369.  
  370. This is from an article on the Japanese website Shougai PSO. However, it claims that that the special effect boost is multiplicative, not additive, which doesn't appear to be the case in game. If it was multiplicative, you would expect a level +49 Infinity Mission (base 200% droprate) with a +30% drops special effect to have a combined 260% droprate (2 * 1.3). In actual fact, the game shows 230% and after testing with other level codes and +x% drop effects, the game simply appears to add the +x% drop effect directly to the bonus droprate.
  371.  
  372. Taking this into account, the maximum theoretical droprate boost would be 11500% (or 115x the base drop rate) in a maxed-out Infinity Mission on a rainbow boosted enemy, with Rare Item Boost ability and Sayo's 15% rare drop blessing. I say theoretical because I'm not sure it's possible to get this high in practice. If you can get to something like 250% in an Infinity Mission with the ability/blessing on a rainbow boosted enemy, that's still a rather impressive 7187.5% (or roughly 72x the regular drop rate).
  373.  
  374. [6.1] Mission boosts
  375.  
  376. Certain missions have their own built-in drop rate boosts. These are:
  377.  
  378. * JUMP - Tyrant's Advent (+20%)
  379. * MAX Attack ∞ (+50%)
  380. * The Magashi Plan (+100%)
  381. * The Ivory Concert (+100%)
  382. * Phantasmal Requiem (+200%)
  383. * Urgent missions (+200%)
  384.  
  385. Infinity missions will also have a base droprate boost based on the enemy level modifier * approximately 2 (the actual value is slightly higher, probably around 2.0408, so the highest modifiers will give slightly more than double - +49, the highest possible, will give +100% droprate, not +98%).
  386.  
  387. This boost is effective for level drops (both normal and Infinity Missions), group drops in Infinity Missions, and boss drops (where they have an intro/death cutscene such as De Ragan).
  388.  
  389. If the mission being played has no boost, substitute 1 into the formula.
  390.  
  391. [6.2] Special effect boosts
  392.  
  393. This refers to the +10%/20%/30% drop effects a mission code can have. As such, it is only a factor for Infinity Missions.
  394.  
  395. This boost is effective for group and level drops in Infinity Missions, and boss drops (where they have an intro/death cutscene such as De Ragan). It appears to be simply added on the bonus droprate displayed when playing an IM, so a level +49 mission with a base droprate of 200% would become 210%/220%/230% with a 10/20/30% drop effect respectively.
  396.  
  397. If the mission being played is not an IM, or has no +drop effect, then substitute 0 into the formula.
  398.  
  399. [6.3] Enemy defeat boost
  400.  
  401. This refers to the droprate boost in Infinity Missions you get by defeating enemies (note how the displayed droprate boost increases as you defeat them). This boost is between +1% to +170% (although I'm not sure how practical it is to get 170%, basic testing suggests not very) and is additive with the base Infinity Mission boost and special effect boost (see 7.1 and 7.2 respectively), not multiplicative.
  402.  
  403. This boost is effective for group and level drops in Infinity Missions, and boss drops (where they have an intro/death cutscene such as De Ragan).
  404.  
  405. If the mission being played is not an IM, or no enemies have been defeated, then substitute 0 into the formula.
  406.  
  407. [6.4] Ability boost
  408.  
  409. This refers to the ability 'Rare Item Boost' which is unlocked by getting any of the four types to level 30. This provides a 25% boost to drop rates but costs 4 points.
  410.  
  411. This boost is effective for level drops (both normal and Infinity Missions), group drops in Infinity Missions, and boss drops (where they have an intro/death cutscene such as De Ragan).
  412.  
  413. If the player does not have Rare Item Boost set on their character, substitute 1 into the formula.
  414.  
  415. [6.5] Prayer boost
  416.  
  417. This refers to Sayo the Mystic's random rare drop blessing, which can vary between 3-15%.
  418.  
  419. This boost is effective for level drops (both normal and Infinity Missions), group drops in Infinity Missions, and boss drops (where they have an intro/death cutscene such as De Ragan).
  420.  
  421. If the player does not have this blessing active, then substitute 1 into the formula.
  422.  
  423. [6.6] Aura boost
  424.  
  425. This refers to the boosted drop rates of enemies surrounded by auras.
  426.  
  427. * The yellow boost aura has an appearance rate of 5.1% and boosts droprates by +100% for that enemy.
  428. * The red boost aura has an appearance rate of 1.074% and boosts droprates by +400% for that enemy.
  429. * The rainbow boost aura has an appearance rate of 0.1% and boosts droprates by +1900% for that enemy,
  430.  
  431. Only regular enemies can have auras, therefore this boost is only effective for level drops (both normal and Infinity Missions) and group drops in Infinity Missions.
  432.  
  433. [7] Misc stuff and FAQs I guess
  434.  
  435. Q: I defeated 100 of enemy and didn't get a 1/100 drop, what gives?
  436. A: That's not how probability works. Each individual enemy will roll that same droprate, regardless of whether you've defeated none of that enemy before or a 1000 enemies. If you defeat 100 enemies, you will have 100 chances to get the item, which means you're more likely to get it than if you defeat 10, but it's never a sure thing... unless the drop rate is literally 100% of course.
  437.  
  438. Q: What does the number mean after Mission Discs on the spreadsheet?
  439. A: Mission Discs will drop with a set area, boss and primary enemy type. These are actually separate items in the game files each with these attributes set (secondary enemy type and effects are randomly generated, however). I haven't looked into which discs correspond with which area/boss/primary enemy type, hence the numbers for now.
  440.  
  441. Q: Why is this drop system so pointlessly complex and full of moving parts as to necessitate a War and Peace-length treatise on how it works?
  442. A: Because Sega hates you and me and after devoting so much time to this I hate myself too. Thanks Obama.
  443.  
  444. Q: Does PSP2 Infinity have Drop Anything Rate (DAR) like PSO1?
  445. A: No.
  446.  
  447. Q: Item x doesn't appear on the spreadsheet, where can I find it?
  448. A: If it doesn't appear on the spreadsheet, that means it doesn't drop. Items (mostly) won't appear on here if they can only be obtained from the following sources: trade missions, mission rewards, gifts from partner characters, shops, titles, visiphone passwords, or DLC. The sole exception is items from the Offertory Box's treasure rooms, because the game spawns you into a room with boxes, which drop the items, and these boxes are part of the regular object drop list loaded in during missions. In short, if you don't pick it up off the ground, it won't be on here.
  449.  
  450. Q: What's the smallest possible droprate in the game?
  451. A: 1/50000, as the game rolls out of 50000 to check drop chances (I think PSU does the same thing). None of this 1/250k Psycho Wand nonsense from PSO1 here. Very, very few items have such a low droprate though (and I think it's generally if you're trying to hunt an ultra-rare item using the 'wrong' type).
  452.  
  453. Q: What are rare enemy spawnrates?
  454. A: Don't know. It would depend on the mission (Gurhal Heroes, for example, always spawns rare mobs in some areas, like Seabed Relics and Beach).
  455.  
  456. Q: What happens if an enemy has 100% chance to drop a special or area item?
  457. A: The game will roll against the 100% rate and, unsurprisingly, roll to drop one of those items. Any drop that would be checked after that would never happen.
  458.  
  459. Q: If an enemy drops the same item multiple times as a level drop, do their droprates just get added together?
  460. A: Technically speaking, no. The game would roll on each drop independently and at the set droprate for each drop. Take Komazli's Psycho Wand drop here (for Forces, because the droprate is massively reduced for other types).
  461.  
  462. Komazli 175-199 FO: Psycho Wand 0.2% (1/500)
  463. Komazli 150-174 FO: Psycho Wand 0.15% (1/667)
  464.  
  465. When beating a Lv175-199 Komazli as FO, the game will first check Psycho Wand at 0.2% then, if it doesn't drop, Psycho Wand again at 0.15%. This means the effective combined droprate is not 0.35%, but actually 0.3497% (~1/286), because the game will not actually check both drops if the first drop succeeds, which has a small effect. I mention this mostly for accuracy, as functionally it rarely matters.
  466.  
  467. Q: Why are droprates so bad at 200+ compared to lower levels?
  468. A: I assume part of it is because the game checks three drops, so theoretically some drops might, when combined, be more common. Some of it is just Sega being Sega though.
  469.  
  470. Q: Why are Infinity Mission droprates so bad?
  471. A: Because those are the base droprates before drop boosts are applied, of which Infinity Missions have several on top of stuff like Sayo's blessing and the rare boost ability. A +49 enemy level IM will start out at double the base droprate, without any other boosts.
  472.  
  473. Q: Does this apply to the base Phantasy Star Portable 2 too?
  474. A: The basics probably do where they exist in base PSPo2 (so no IM, new monsters/bosses or 200+ stuff), but I can't guarantee they didn't change anything from JP base PSPo2 (the English localisation did change drops around to account for there being no official DLC support, and these changes were not carried forward into Infinity). Also, I mean, the English patch for Infinity is out, why are you playing base PSPo2?
  475.  
  476. Q: How do I find specific items on the spreadsheet?
  477. A: You can filter the spreadsheet. Or wait for someone to put the data in a more presentable form, like, say, wiki articles or something.
  478.  
  479. Q: I found an error, what do?
  480. A: The droprates are straight from the game data and should be correct, even when it seems stupid. Anything else, including in here, feel free to point out errors (evidence it's an error helps). The drop system is stupid complex so it wouldn't surprise me if it's not all 100% correct.
  481.  
  482. Q: Can I use this data myself?
  483. A: Sure. Credit is nice, but I'm not about to claim ownership of PSPo2i's game data.
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