Should you’re the kind of gamer who loves stats and specs, you’re in for an actual deal with in terms of Armored Core 6. You should use the straightforward menus to shortly gauge how nicely your AC will carry out with the assorted builds, or you may carry up the detailed menu and have a visible feast of numbers and stats. Nevertheless, it may be a bit of overwhelming at first, so here’s a fast clarification of the detailed specs and stat view in Armored Core 6.
Armored Core 6 detailed specs defined
The specs are cut up into AC and Components. One in all them determines how nicely the body of your Armored Core will perform, whereas the opposite will decide your weaponry and extras.
Components specs
Basic and defensive stats
- AP – This determines your general well being or armor of your Armored Core.
- ANTI-KINETIC DEFENSE – Protection in opposition to kinetic weaponry.
- ANTI-ENERGY DEFENSE – How nicely you face up to power weapons.
- ANTI-EXPLOSIVE DEFENSE – Resistance in opposition to explosive assault.
- ATTITUDE STABILITY – That is your stagger resistance. It’s the sum of all of your elements. The upper the quantity, the extra stagger resistance. Often known as ACS.
- ATTITUDE RECOVERY – If you take stagger injury, this determines how shortly you get well from it.
- TARGET TRACKING – If you lock onto an enemy, this determines how probably you’re to hit the goal. The Firearm Specialization spec of arm elements contributes to this worth.
Booster stats
- BOOST SPEED – How briskly you may transfer with boosters. A Larger booster thrust and decrease general weight of the AC contribute to this worth.
- QB SPEED – How briskly your boosts will make you progress.
- QB EN CONSUMPTION – How a lot EN or power your Armored Core will use when boosting.
- QB RELOAD TIME – That is the velocity your enhance will reload, leading to fast, agile Armored Core stats.
Power Stats
- EN CAPACITY – That is how a lot EN your Armored Core could have. Larger numbers imply extra possibilities to make use of high-energy assaults and actions.
- EN SUPPLY EFFICIENCY – A better quantity means a faster regeneration of your EN.
- EN RECHARGE DELAY – When grounded and out of EN, this determines the delay earlier than you regain your EN.
- EN OUTPUT – Quantity of EN your Armored Core can produce.
- EN RECHARGE – How shortly your Armored Core will provoke EN recharge.
Load and weight stats
- TOTAL WEIGHT -The collective weight of all elements on the Armored Core. A better quantity impacts the motion velocity and EN use.
- TOTAL ARMS LOAD -Whole weight of all gear in your arms.
- ARMS LOAD LIMIT – The restrict of what your arms can carry. Stronger arms can carry extra. Nevertheless, going over the restrict will have an effect on monitoring and recoil stats.
- TOTAL LOAD -Whole weight of all elements, excluding the legs.
- LOAD LIMIT – Leg weight restrict. A better restrict permits for heavier elements in complete.
- TOTAL EN LOAD – The power load of the sum of all Armored Core elements. Should you transcend this stat, you can’t sortie your Armored Core.
- CURRENT LOAD – A whole load of your Armored Core compared to the full most load. Should you exceed this stat, you can’t Sortie.
- CURRENT ARMS LOAD – That is how a lot your arms are carrying compared to your arm’s most load. You possibly can exceed this stat, however your goal and recoil are going to endure in your Armored Core.
- CURRENT EN LOAD – How a lot drain your Armored Core is doing in your complete EN capability. You can not sortie if that is over the edge.
AC Specs
Basic
- ATTACK POWER – A easy stat to let you understand simply how a lot injury you’re placing out with what you will have.
- IMPACT – How a lot stagger your ACS can take earlier than being motionless. This resets over time.
- ACCUMULATIVE IMPACT – How a lot sustained injury your Armored Core can take earlier than hitting the stagger state.
- BLAST RADIUS – Dimension of the injury space of AoE weapons.
- ATK HEAT BUILD-UP -How shortly your weapons will overheat with sustained use.
- CONSECUTIVE HITS – What number of occasions you may chain an assault along with your weapons earlier than overheating.
Defensive unit stats
- DAMAGE MITIGATION – How a lot your present Armored Core will scale back incoming injury.
- DEFENSIVE PERFORMANCE – That is your protection score stat in your Armored Core.
- IMPACT DAMPENING – Weapon influence additionally causes injury to Armored Cores. This stat determines how a lot it reduces that injury.
Cost unit stats
- CHG. ATTACK POWER – How a lot injury a charged assault does.
- CHG. IMPACT ACS – How a lot pressure a charged assault will put in your Armored Cores ACS bar.
- CHG. ACCUM. IMPACT – How a lot pressure a sustained charged assault will put in your Armored Core.
- CHG. BLAST RADIUS – Blast radius from charged assault.
- CHG. HEAT BUILD-UP – Warmth build-up from utilizing charged assaults.
IG unit stats
- IG DAMAGE MITIGATION – How a lot injury is lowered when performing an Preliminary Guard.
- IG IMPACT DAMPENING – How a lot pressure is relieved in your Armored Core when performing an Preliminary Guard.
- IG DURATION – The time the injury mitigation window exists when performing an Preliminary guard.
- DPLY. HEAT BUILD-UP – How a lot warmth buildup is gained when utilizing the defend. It should overheat when it passes the tolerance in your Armored Core.
Further Stats
- DIRECT HIT ADJUSTMENT – Additional injury multiplier to staggered enemies.
- GUIDANCE – How nicely missiles and different homing weapons carry out.
- PA INTERFERENCE – A better stat determines how nicely you may intrude with enemy Pulse Obstacles.
- RECOIL – Recoil that happens when firing.
- EFFECTIVE RANGE – The efficient vary of weapons. This stat can also be decided by the armor score of whoever you’re taking pictures at.
- RANGE LIMIT – The utmost vary of your weaponry.
- RAPID FIRE – What number of rounds per second you may unload along with your Armored Core.
- CHG. EN LOAD – The EN use of your charged weapon.
- CHARGE TIME – The cost time of your weapon.
- CHG. AMMO CONSUMPTION – How a lot ammo is consumed on a charged shot
- HOMING LOCK TIME – The time it takes for homing weapons and missiles to lock on.
- MAX. LOCK COUNT – What number of enemies your Armored Core can lock onto with missiles and different homing weapons.
- MAGAZINE ROUNDS – What number of rounds are in {a magazine}.
- TOTAL ROUNDS – The quantity of rounds that your Armored Core can hearth.
- COOLING – If you overheat your weapon, this stat determines how shortly cooling occurs.
- RELOAD TIME – The time it takes to finish a reload.
- AMMUNITION COST – The price of your ammunition on the finish of a mission.
- IDEAL RANGE – The optimum distance in your weaponry to wreck an enemy, guaranteeing no ricochet until the armor is specialist.
Head stats
- SYSTEM RECOVERY -How shortly anomalies are recognized and rectified in your Armored Core.
- SCAN DISTANCE – This stat determines the vary of your Armored Core scan.
- SCAN EFFECT DURATION – That is how lengthy your data remains to be displayed after a scan.
Core stats
- BOOSTER EFFICIENCY ADJ. – The upper this stat, the decrease the EN utilization by boosting in your Armored Core.
- GENERATOR OUTPUT ADJ. – The upper this stat, the upper your Power Output.
- GENERATOR SUPPLY ADJ. – A better quantity decided a faster time between having zero power and charging.
Arms Specs
- RECOIL CONTROL – Recoil discount in your Armored Core.
- FIREARM SPECIALIZATION – Monitoring efficiency of firearms in your Armored Core.
- MELEE SPECIALIZATION – Larger numbers on this stat imply the next compatibility with melee weapons.
Legs Stats
- JUMP DISTANCE – Larger stats on this imply you may soar additional horizontally.
- JUMP HEIGHT – Your vertical soar distance along with your Armored Core.
- TRAVEL SPEED – Your Armored Core’s velocity.
- HIGH SPEED PERF. – Efficiency of your Armored Core underneath excessive speeds.
Booster Stats
- THRUST – Larger numbers on this stat decide how briskly you progress underneath thrust.
- UPWARD THRUST – Vertical thrust velocity and distance.
- UPWARD EN CONSUMPTION – How a lot power is utilized by vertically thrusting.
- QB THRUST – Off-the-mark velocity. A better quantity means a quicker preliminary burst of velocity when thrusting.
- QB JET DURATION -How lengthy your preliminary burst of velocity lasts.
- QB RELOAD IDEAL WEIGHT – In case your weight will get too excessive, your thrust can be harbored. This stat determines the proper weight-to-thrust ratio.
- AB THRUST – The thrust of your Assault Enhance when performing rush assaults.
- AB EN CONSUMPTION – EN consumed by Assault Enhance.
- MELEE ATTACK THRUST – When utilizing Melee assaults, you’ll typically discover your Armored Core locks on and thrusts. This stat determines the velocity of the melee assault thrust.
- MELEE ATTACK. EN CONSUMP. – How a lot EN is utilized by melee assaults.
FCS Particular stats
- CLOSE-RANGE ASSIST – Larger values decide how nicely lock-on works in close-range fight (inside 130 m).
- MEDIUM-RANGE ASSIST – Medium vary lock on potential (130-260 m).
- LONG-RANGE ASSIST – How nicely your Armored Core performs with goal help at lengthy vary (past 260 m).
- MISSILE LOCK CORRECTION -How lengthy lock on takes for missiles and homing weapons. Larger numbers on this stat imply much less time to lock on.
- MULTI-LOCK CORRECTION – A number of lock-on time in your Armored Core. The upper the stat the shorter the time.
Generator Stats
- EN RECHARGE – How shortly your Armored Core will begin to recharge your EN after use.
- SUPPLY RECOVERY – As soon as your EN is totally depleted or the recharge is interrupted, this determines how shortly it recommences recharge.
- POST-RECOVERY EN SUPPLY -If you totally drain your EN in your Armored Core, this stat determines how shortly you may get well the preliminary quantity and start full recharge.
- ENERGY FIREARM SPEC. – How effectively your Armored Core can put out power to weapons which have a drain on EN. The upper the stat, the much less use of EN is required to energy the weapons and start recharge after using them