If you’re the type of gamer who loves stats and specs, you’re in for a real treat when it comes to Armored Core 6. You can use the simple menus to quickly gauge how well your AC will perform with the various builds, or you can bring up the detailed menu and have a visual feast of numbers and stats. However, it can be a little overwhelming at first, so here is a quick explanation of the detailed specs and stat view in Armored Core 6.
Armored Core 6 detailed specs explained
The specs are split into AC and Parts. One of them determines how well the frame of your Armored Core will function, while the other will determine your weaponry and extras.
General and defensive stats
- AP – This determines your overall health or armor of your Armored Core.
- ANTI-KINETIC DEFENSE – Defense against kinetic weaponry.
- ANTI-ENERGY DEFENSE – How well you withstand energy weapons.
- ANTI-EXPLOSIVE DEFENSE – Resistance against explosive assault.
- ATTITUDE STABILITY – This is your stagger resistance. It is the sum of all your parts. The higher the number, the more stagger resistance. Also known as ACS.
- ATTITUDE RECOVERY – When you take stagger damage, this determines how quickly you recover from it.
- TARGET TRACKING – When you lock onto an enemy, this determines how likely you are to hit the target. The Firearm Specialization spec of arm parts contributes to this value.
- BOOST SPEED – How fast you can move with boosters. A Higher booster thrust and lower overall weight of the AC contribute to this value.
- QB SPEED – How fast your boosts will make you move.
- QB EN CONSUMPTION – How much EN or energy your Armored Core will use when boosting.
- QB RELOAD TIME – This is the speed your boost will reload, resulting in quick, agile Armored Core stats.
- EN CAPACITY – This is how much EN your Armored Core will have. Higher numbers mean more chances to use high-energy attacks and movements.
- EN SUPPLY EFFICIENCY – A higher number means a quicker regeneration of your EN.
- EN RECHARGE DELAY – When grounded and out of EN, this determines the delay before you regain your EN.
- EN OUTPUT – Amount of EN your Armored Core can produce.
- EN RECHARGE – How quickly your Armored Core will initiate EN recharge.
Load and weight stats
- TOTAL WEIGHT -The collective weight of all parts on the Armored Core. A higher number affects the movement speed and EN use.
- TOTAL ARMS LOAD -Total weight of all equipment on your arms.
- ARMS LOAD LIMIT – The limit of what your arms can carry. Stronger arms can carry more. However, going over the limit will affect tracking and recoil stats.
- TOTAL LOAD -Total weight of all parts, excluding the legs.
- LOAD LIMIT – Leg weight limit. A higher limit allows for heavier parts in total.
- TOTAL EN LOAD – The energy load of the sum of all Armored Core parts. If you go beyond this stat, you cannot sortie your Armored Core.
- CURRENT LOAD – A complete load of your Armored Core in comparison to the total maximum load. If you exceed this stat, you cannot Sortie.
- CURRENT ARMS LOAD – This is how much your arms are carrying in comparison to your arm’s maximum load. You can exceed this stat, but your aim and recoil are going to suffer on your Armored Core.
- CURRENT EN LOAD – How much drain your Armored Core is doing on your total EN capacity. You cannot sortie if this is over the threshold.
- ATTACK POWER – A simple stat to let you know just how much damage you’re putting out with what you have.
- IMPACT – How much stagger your ACS can take before being immobile. This resets over time.
- ACCUMULATIVE IMPACT – How much sustained damage your Armored Core can take before hitting the stagger state.
- BLAST RADIUS – Size of the damage area of AoE weapons.
- ATK HEAT BUILD-UP -How quickly your weapons will overheat with sustained use.
- CONSECUTIVE HITS – How many times you can chain an attack with your weapons before overheating.
Defensive unit stats
- DAMAGE MITIGATION – How much your current Armored Core will reduce incoming damage.
- DEFENSIVE PERFORMANCE – This is your defense rating stat for your Armored Core.
- IMPACT DAMPENING – Weapon impact also causes damage to Armored Cores. This stat determines how much it reduces that damage.
Charge unit stats
- CHG. ATTACK POWER – How much damage a charged attack does.
- CHG. IMPACT ACS – How much strain a charged attack will put on your Armored Cores ACS bar.
- CHG. ACCUM. IMPACT – How much strain a sustained charged attack will put on your Armored Core.
- CHG. BLAST RADIUS – Blast radius from charged attack.
- CHG. HEAT BUILD-UP – Heat build-up from using charged attacks.
IG unit stats
- IG DAMAGE MITIGATION – How much damage is reduced when performing an Initial Guard.
- IG IMPACT DAMPENING – How much strain is relieved on your Armored Core when performing an Initial Guard.
- IG DURATION – The time the damage mitigation window exists when performing an Initial guard.
- DPLY. HEAT BUILD-UP – How much heat buildup is gained when using the shield. It will overheat when it passes the tolerance in your Armored Core.
- DIRECT HIT ADJUSTMENT – Extra damage multiplier to staggered enemies.
- GUIDANCE – How well missiles and other homing weapons perform.
- PA INTERFERENCE – A higher stat determines how well you can interfere with enemy Pulse Barriers.
- RECOIL – Recoil that occurs when firing.
- EFFECTIVE RANGE – The effective range of weapons. This stat is also determined by the armor rating of whoever you’re shooting at.
- RANGE LIMIT – The maximum range of your weaponry.
- RAPID FIRE – How many rounds per second you can unload with your Armored Core.
- CHG. EN LOAD – The EN use of your charged weapon.
- CHARGE TIME – The charge time of your weapon.
- CHG. AMMO CONSUMPTION – How much 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 – How many enemies your Armored Core can lock onto with missiles and other homing weapons.
- MAGAZINE ROUNDS – How many rounds are in a magazine.
- TOTAL ROUNDS – The amount of rounds that your Armored Core can fire.
- COOLING – When you overheat your weapon, this stat determines how quickly cooling happens.
- RELOAD TIME – The time it takes to complete a reload.
- AMMUNITION COST – The cost of your ammunition at the end of a mission.
- IDEAL RANGE – The optimal distance for your weaponry to damage an enemy, guaranteeing no ricochet unless the armor is specialist.
- SYSTEM RECOVERY -How quickly anomalies are identified and rectified in your Armored Core.
- SCAN DISTANCE – This stat determines the range of your Armored Core scan.
- SCAN EFFECT DURATION – This is how long your information is still displayed after a scan.
- BOOSTER EFFICIENCY ADJ. – The higher this stat, the lower the EN usage by boosting in your Armored Core.
- GENERATOR OUTPUT ADJ. – The higher this stat, the higher your Energy Output.
- GENERATOR SUPPLY ADJ. – A higher number determined a quicker time between having zero energy and charging.
- RECOIL CONTROL – Recoil reduction on your Armored Core.
- FIREARM SPECIALIZATION – Tracking performance of firearms in your Armored Core.
- MELEE SPECIALIZATION – Higher numbers in this stat mean a higher compatibility with melee weapons.
- JUMP DISTANCE – Higher stats in this mean you can jump further horizontally.
- JUMP HEIGHT – Your vertical jump distance with your Armored Core.
- TRAVEL SPEED – Your Armored Core’s speed.
- HIGH SPEED PERF. – Performance of your Armored Core under high speeds.
- THRUST – Higher numbers in this stat determine how fast you move under thrust.
- UPWARD THRUST – Vertical thrust speed and distance.
- UPWARD EN CONSUMPTION – How much energy is used by vertically thrusting.
- QB THRUST – Off-the-mark speed. A higher number means a faster initial burst of speed when thrusting.
- QB JET DURATION -How long your initial burst of speed lasts.
- QB RELOAD IDEAL WEIGHT – If your weight gets too high, your thrust will be harbored. This stat determines the perfect weight-to-thrust ratio.
- AB THRUST – The thrust of your Assault Boost when performing rush attacks.
- AB EN CONSUMPTION – EN consumed by Assault Boost.
- MELEE ATTACK THRUST – When using Melee attacks, you will often notice your Armored Core locks on and thrusts. This stat determines the speed of the melee attack thrust.
- MELEE ATTACK. EN CONSUMP. – How much EN is used by melee attacks.
FCS Specific stats
- CLOSE-RANGE ASSIST – Higher values determine how well lock-on works in close-range combat (within 130 m).
- MEDIUM-RANGE ASSIST – Medium range lock on ability (130-260 m).
- LONG-RANGE ASSIST – How well your Armored Core performs with aim assist at long range (beyond 260 m).
- MISSILE LOCK CORRECTION -How long lock on takes for missiles and homing weapons. Higher numbers in this stat mean less time to lock on.
- MULTI-LOCK CORRECTION – Multiple lock-on time for your Armored Core. The higher the stat the shorter the time.
- EN RECHARGE – How quickly your Armored Core will start to recharge your EN after use.
- SUPPLY RECOVERY – Once your EN is fully depleted or the recharge is interrupted, this determines how quickly it recommences recharge.
- POST-RECOVERY EN SUPPLY -When you fully drain your EN in your Armored Core, this stat determines how quickly you can recover the initial amount and commence full recharge.
- ENERGY FIREARM SPEC. – How efficiently your Armored Core can put out energy to weapons that have a drain on EN. The higher the stat, the less use of EN is needed to power the weapons and begin recharge after the use of them