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ARMORED CORE 6 PARTS LISTWHAT DO CERTAIN STATS DO?
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Certain stats are not very self-explanatory and require you to inspect them individually to see what they do and how they affect other stats. Here are the less-obvious details:
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COLOR GUIDE AND FAQ
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[WORST IN CLASS] (LOWEST STAT POSSIBLE)
HEAD PART STATS
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[BELOW AVERAGE]
SYSTEM RECOVERY - Determines resistance to status effects (like shock or burn) and how quickly you recover from them.
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[NEAR AVERAGE]
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[ABOVE AVERAGE]CORE PART STATS
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[BEST IN CLASS] (HIGHEST STAT POSSIBLE)
BOOSTER EFFICIENCY ADJUSTMENT - Increasing this value decreases the amount of EN consumed on a Quick Boost (reducing the QB EN Consumption stat)
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GENERATOR OUTPUT ADJUSTMENT - Increasing this value improves your generator's final EN Output (and therefore increasing your EN Load capacity and EN recovery speed)
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Why are there parts with very few or very high "near average" counts?
GENERATOR SUPPLY ADJUSTMENT - Increasing this value shortens the time required for the generator to regenerate EN. (Affects EN Supply Efficiency and EN Recharge Delay)
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Sometimes averages can be weird and there won't be many parts that
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are "near average", depending on the stat varience (like Scan Duration)
ARM PART STATS
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ARMS LOAD LIMIT - Maximium weight your arms can carry without negatively affecting your recoil control and target tracking.
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Why do the averages always end in clean numbers with no decimals?
RECOIL CONTROL - Higher recoil control mitigates inaccuracies caused by rapid-firing weapons such as machine or gatling guns.
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Averages for numbers always ending in "0", so stats like Weight, AP,
FIREARM SPECIALIZATION - Affects your accuracy and tracking with firearms. This contributes to the Target Tracking stat.
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Scan Distance, etc., are rounded to the nearest number ending in "0".
MELEE SPECIALIZATION - Affects the damage of your melee attacks.
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All numbers are rounded to nearest ".0" value, as well. (rounded up from .51)
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LEG PART STATS
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Why does a stat have their "low/high" values backwards? Isn't higher better?
JUMP DISTANCE - This seems self-explanatory, but this stat also affects the speed of your Quick Boosts while you're on the ground.
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Certain stats that are better the lower they are have inverse "low/high"
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average bounds: so Weight, for example, will look like (High/Low) instead.
BOOSTER PART STATS
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This applies to: Weight, EN Load, EN Consumption, and Reload Time.
QB RELOAD IDEAL WEIGHT - This value is the max weight your AC can be before reducing the performance of Quick Boosts.
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QB JET DURATION - Affects the length of your Quick Boost and therefore increasing the distance traveled.
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What is an "average bound percentage" and why is it different between parts?
AB THRUST - Controls Assault Boost speed, but also affects the speed of Rush Attacks performed from an AB.
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A stat's "average bound percentage" is determined by both
MELEE ATTACK THRUST - Increases the speed at which you rush at enemies when performing homing in on then for melee attacks.
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that stat's average value and that value's varience between parts.
MELEE ATK. EN CONSUMPTION - Reduces the amount of EN consumed when moving toward enemies during melee attacks.
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Higher stats tend to have higher Avg. Bound %, but it depends on the stat.
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Example: Head parts have an average AP value of 820, with an average
FCS PART STATS
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bound % of 15%. This means a part's AP stat needs to be 15% above or below
MISSILE/MULTI-LOCK CORRECTION: Both of these don't improve the actual accuracy of missiles, but affect how quickly you lock on to someone/multiple targets.
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the listed average to qualify as such: anything in between is "near average".
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For Head AP, the bounds are "700/940". This means a part has to have
GENERATOR PART STATS
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700 (or less) AP or 940 (or more) AP to qualify as below or above average.
EN RECHARGE: Affects how quickly your AC recovers energy when it is NOT fully depleted.
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SUPPLY RECOVERY: Affects how quickly your AC recovers energy when it IS fully depleted.
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POST-RECOVERY EN SUPPLY: This value determines how much EN you start with after it recovers from being fully depleted.
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ENERGY FIREARM SPECIALIZATION: Increasing this value increases attack power and reduces charging time for EN weapons*.
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* Added note: This does NOT affect EN weapons with their own EN output systems, such as melee weapons and plasma missile launchers.
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GENERAL AC STATS
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ATTITUDE RECOVERY - Determines how quickly you recover your ACS gauge (while you are NOT staggered, not while you are); Lowering your AC's weight will increase this value.
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TARGET TRACKING - Affects how likely your shots will hit a moving enemy. Affected by your arms' Firearm Specialization stat.
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EN OUTPUT: Determines your maximum EN Load, but any leftover EN not being used will contribute to your EN's recovery speed and EN Supply Efficiency stat.
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