ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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Actual practical stats explanation
By Ham uwu 6969
Game does explain the contextual information good enough... but what if you want actual in-game correct explanation that's tested?

Information are personally tested and assumed, so it may still be incorrect or missing on some cases.
   
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AC Specs
This is your final AC stats, with all parts and weapons combined, so it dynamically changes at parts swapping.

AP
  • Your health in actual number.

Anti-Kinetic/Energy/Explosive Defense
  • Damage reduction of each damage type. Best to just use as reference to cater your build to withstand specific boss damage type, real value or calculation is unknown to me.
  • Does not change impact received.
  • No defense works on coral type attack, can only rely on AP health.

Attitude Stability
  • Your actual stagger limit in number.

Attitude Recovery
  • Doesn't seems to shortens the time taken to get out of stun.
  • Seems to improves recovery rate from accumulated impact but not much difference, between min to max weight, still have the same delay timer before impact dissipates.
  • This basically means running lightweight isn't better in handling impact, while also having lesser Attitude Stability in general against medium/heavy build.
  • Arena AC shows that some enemy have faster out of stun recovery but it doesn't seems to be weight dependent.

Target Tracking
  • Ability to track your shot ahead of your target on lock, affect shoulder weapons as well.
  • Generally useless outside of shooting fast, zipping moving target, and less relevant when FCS lock on performance are more important.
  • Affected by arm's Firearm Specialization, arms overburdened do affect target tracking.

Boost Speed
  • Your maximum cruising speed, only affected by booster thrust and total weight.
  • Acceleration rate are affected by AC weight, QB on standstill usually bring your AC straight to top speed.

QB Speed
  • Not actual speed, but comparable value to the performance of your QB.
  • Actual speed gained from QB seems to differs to this value, and it adds over to normal boost speed.
  • Usually useless information, as QB boost duration matters more.

QB En Consumption
  • EN consumed per QB, in actual correct value that relates to EN Capacity.
  • Affected by Core parts.

QB Reload Time
  • Final QB reload intervals in seconds, that does increase when you are above QB Ideal Weight.
  • Exceeding ideal weight only affect QB reload intervals, does not have any other drawback.

EN Capacity
  • Your EN(stamina) in actual number, fixed value from your generator only, no modifier for it.

EN Supply Efficiency
  • Rate of regeneration of your stamina bar.
  • Using movement on mid air with booster on, does reduces the rate of regen, freefall allow fastest regen rate. Grounded also improves regen rate.
  • Affected by your spare EN load, so running lighter EN load parts do improves regen rate.
  • Unknown on how the numbers are calculated, but more is better.

EN Recharge Delay
  • Delay in seconds for generator to start the EN recovery.
  • Each generator has their own performance and is affected by Core parts.
  • Recharge delay gets reset everytime you use any action that comsume EN(stamina).

Total Weight
  • Weight of every single parts of your AC.
  • Do affect your movement where your acceleration, or rate of directional changes, reduced on heavier weight.

Total Arms Load/Arms Load Limit
  • Total weight of your weapons on your arms only.
  • Limit are fully dependent on arms part, and overloading impairs target tracking, but doesn't stop you from sortie.
  • Putting heavy arm weapon on shoulder and swap it to arms during sortie do not bypass the limit.


Total Load/Load Limit
  • Total load is your total weight deduct the legs weight. Load limit are dependent on legs part only.
  • Requires OC upgrades to allow sortie on overburdened.
  • Sortie while overburdened heavily affects your movement and speed, so intentionally sortie with overburdened are situational. You can intentionally carry multiple heavyweight weapons of different damage type, purge specific weapons during the mission, and use supply sherpa to restock all purged weapons, then purge any specific weapons again. This allow you carry heavy firepower on specific damage type in between resupply.

Total EN Load/EN Output
  • Combined EN load of all parts, where it doesn't allow sortie at all if you run more EN load than your output.
  • Core parts affects your EN output.
  • Spare unused EN Load does affects your rate of EN recovery.
Head
System Recovery
  • Untested, seems to be the amount of shock/fire damage it can tank before overload.

Scan Distance
  • Values in actual meters, radius.
  • Reticle lock-on initiate around 450m, so scanner beyond 450m are only useful for reference distance on some extreme distance weapon (most bazooka or some energy type gun that hits beyond 500m).
  • Can also locate any target behind cover (not always works on certain cases like thick wall).

Scan Effect Duration/Standby Time
  • Duration is actual seconds the scanned target remains tracked.
  • Standby time is the downtime before the next scan can be done, some head allow scanning again before the last scanned still holds. Excellent to keep ninjabot from hiding again.
Core
Booster Efficiency Adj.
  • Only affect QB consumption stats, not other booster stats.

Generator Output Adj.
  • Affect EN output value of the generator equipped.
  • value of 120 means 120%, which gives 1.2x more EN output of the generator.
  • Actual EN output = (Generator EN output) x (output adj/100)

Generator Supply Adj.
  • Affect EN Recharge delay.

Arms
Recoil Control
  • Affect recoil performance on how long it starts to randomly misses shots.

Firearm Specialization
  • Improve target tracking, and personally feels like a useless stats as FCS matters more.

Melee Specialization
  • Multiplier to the melee damage.
  • Affect any arm melee weapon, including MOONLIGHT and redshift version, do not affect TAIYANGSHOU.
  • Testing shows that it's not a direct percentage multiplier number.
  • Damage adjustment = raw damage x (Melee specs - 100)/200
  • 100 specs deals 774 dmg, while 158 specs deals 999 dmg, so it deals 29% which is half of 58 difference. 91 specs do 738 dmg which correlates with the ratio, which is 4.5% less than 774, half of 9%.
Legs
Load Limit
  • Maximum load the leg can support before overload, doesn't count the leg parts itself.

Jump Distance
  • How far it the AC can jump in any direction when you're on the ground, stacks with QB as well.

Jump Height
  • How high it the AC can jump upwards without booster use.
  • Value are correct in meter, and doesn't get affected by weight or anything.
Booster
Thrust
  • Affects your boosted speed (cruising) only, does not affect other stats.

Upward Thrust
  • Affect the speed of your AC to propels upwards.

Upward EN Consumption
  • EN consumption rate while using upward thrust.

QB Thrust
  • Affect the speed you gained from QB.

QB Jet Duration
  • How long your AC remains in QB mode in seconds, where you don't drop back to normal boost speed.

QB EN Consumption
  • Actual EN consumed for each QB, before adjusted by Core.

QB Reload Time
  • The fixed reload time of the booster under the reload ideal weight.

QB Reload Ideal Weight
  • Maximum weight it can support without increasing reload time.
  • Exceeding the limit seems to only gradually increase the actual QB Reload Time with no other notable drawback, so it's fine to exceed the ideal weight until the QB reload time is unacceptable.
  • Untested: Reload time increment seems to be exponential to weight gain, to be tested in the future.

AB Thrust
  • Actual thrust during AB, where your AB speed depends on this, not regular thrust.
  • Generally unimportant stats in normal combat.

AB EN Consumption
  • EN consumption rate of the AB.

Melee Attack Thrust
  • Thrust that applies during melee lunge only, important stats to lunge into stunned opponents out of melee range.

Melee Atk. EN Consump.
  • EN consumption rate of melee lunge, does slow you down if you depleted EN during lunge. Usually unimportant unless you lunge from long distance.
FCS
Close-Range Assist
  • Target locking and tracking performance within 130 meters
  • Crucial for any close quarter combat, close range weapon like shotguns and pistols starts to ricochet beyond 130m.

Medium-Range Assist
  • Target locking and tracking performance from 130 to 260 meters
  • Effective combat distance for rifle and energy weapon, and reasonable range for grenade to hit the target.

Long-Range Assist
  • Target locking and tracking performance beyond 260 meters
  • Generally useless as most weapon will not hit their target at these range, even when locked, as bullet time is significant, or they simply ricochet off.

Missile Lock Correction
  • Does not affect missile tracking or anything else but time to lock on.
  • Direct reduction multiplier for lock on time of any weapons that requires it.
  • Time reduced in seconds = ([Correction - 100]/100) x normal lock-on time, so specs of 128 reduces a 5s lock on time to 3.6, which seems to be correct in game, and specs of 45 raised the lock on time to 7.75, which also seems to correct in counting in-game.

Multi-Lock Correction
  • Same as above but for multilock only.
  • Quite useless, why would you need this?
Generator
EN Capacity
  • Fixed EN(stamina) the generator has, can't be modified by other parts.

EN Recharge
  • Delay of the time for the generator to start charging the EN(stamina), when it's not depleted fully.
  • Value in seconds = 1000/EN-Recharge
  • Affected by core.

Supply Recovery
  • Delay of the time for the generator to start charging the EN(stamina), after depleted fully.
  • Value in seconds = 1000/EN-Recharge
  • Affected by core, similar to EN Recharge except this is for full deplete mode only.

Post-Recovery EN Supply
  • Total energy recovered immediately from Supply recovery, doesn't get affected by any other factor than Supply Recovery downtime.
  • Good post-recovery EN supply allow for more airtime, as they regen a fixed amount of energy on full deplete disregarding if you're grounded or not.

Energy Firearm Spec
  • Multiplier to the Energy damage to any weapon that can be charged for more damage. Does not affect energy weapon that do not charge.
  • Damage applies to non-charged attack as well
  • MOONLIGHT are affected by it, but not the redshift version.
  • Does not affect plasma missile or laser drones, but does affect AURORA.
  • Testing shows that it's not a direct percentage multiplier number, same formula as melee specs.
  • Damage adjustment = raw damage x (EN specs - 100)/200
  • Charge time reduction however is direct percentage of the value, from 100 specs to 120 specs, you get 10% dmg buff and 20% charge time reduction.
  • specs below 100 do reduce damage and increases charge time.

EN Output
  • Raw EN load the generator can support, affected by core.

General Weapon Stats
NOTE: there's too much stats on different weapons, and the stats does not cover some important info like [accumulative impact per seconds with reload], [damage per seconds with reload], which, when calculated, highlight some weapons that's on paper terrible, to be actually better than the stats suggest. I planned to have a google spreadsheet to include all weapons and extra stats in the future.

Attack Power
  • Actual damage number before modifiers from damage buff/resist.
  • Directly comparable with other weapons except energy weapon that gets multiplied by energy firearm specs.
  • Numbers are static here so equipping different EN firearm specs generator do not changes the stats displayed.

Impact
  • Actual impact number before modifiers that goes into ACS strain bar.
  • The full impact that immediately applied to target, which dissipate around 1s.
  • The dissipation time are counted separately on each damage, so constantly damage doesn't prevent the shots earlier to dissipate while you're still engaging.
  • Untested: scaled along with attack power from buff/resistance from observed boss fight.

Accumulative Impact
  • Impact that doesn't dissipate automatically in around 1s, stays on the target with a longer delay timer that resets on receiving further impact hit, and dissipates at slower rate.
  • Hit that ricochet do not reset the delay timer.

Blast Radius
  • radius of the blast in actual meter.
  • Damage and impact are slightly reduced near the edges.

Direct Hit Adjustment
  • Multiplier of damage on staggered enemy.
  • Unconfirmed: number 215 translates to 2.15 times of base damage, but staggered enemy seems to lose their resistance, so they receives even more damage than DH multiplier stated. Damage calculation done on trainer AC correlates with this assumption, but lacks testing to confirm.

Recoil
  • Misleading stats as recoil are measured per bullet fired, and has no comparable method other than live fire testing.
  • Hidden recoil system suggest it is also a build up bar type like ACS bar, where holding down the trigger build up the recoil bar, and it slowly make more shots to veer off the target until all shots just goes everywhere.
  • Does improve with recoil control arm, but the gain tends to be minimal if you're not dual wielding or using gun with high firing rate.
  • Recoil build-up can be cleared easily by simply backing off from holding down trigger, so you can still fire dual LUDLOWs with basho arm with around half a second stop intervals.
  • HU-BEN is almost uncontrollable with anything, can only be improved via interval stop in between, or shove your barrels into your opponent.

Ideal/Effective Range
  • Stated as range where shots won't ricochet, numbers are indeed in actual meter(checked with explosive weapons and plasma weapons), but generally effective range can only be used as a comparison between weapons that ricochet.
  • Actual distance of ricochet depends on enemy type, tetrapod MT will ricochet rounds at much shorter distance than AC, so the numbers can only be used as basic comparison between weapons.
  • All kinetic(bullet/needle) and laser weapon do full damage under ricochet distance and do nearly no damage at ricochet distance. No damage drop-off.
  • Explosive and plasma weapon doesn't have ricochet distance but they do detonate at their max stated distance, which in general are far beyond usable distance except pocket grenade launchers.

Total Round
  • Yes.

Reload Time
  • In actual seconds.
  • Switching it to shoulder during reload does reload it normally, no penalty.

Ammunition Cost
  • The only time you will bother with this stats is when you are trying to S-rank some mission, using Earshot too much in Investigate BAWS arsenal No.2 will actually drops it to A. Otherwise you never need to read this stat.

ATK Heat Buildup
  • Heat gained per shot. Total shot to overheat can be calculated by 1000 divide by the number.
  • Actual heat pool is 1000, tested with actual consecutive shots to overheat at 1000 or above.

Cooling
  • Bigger number is better, no idea if the number can be calculated in seconds.
  • Overheat cooldown are longer than regular cooldown, and must be fully cooled down. So do manage your heat unless it's a single shot overheat weapon. Estimate around 1s extra cooldown on overheat than near max heat.
  • can be cooldown normally with no penalty when swap to shoulder.

Rapid fire
  • Total amount of shots fired per seconds. Burst fire seems to counted correctly in average shots per seconds.
  • To calculate DPS use (Damage per shot)x(Rapid Fire), but this does not consider actual DPS with reload.

Chg. EN Load
  • EN Load that gets added to the AC's EN load after charging up the weapon.
  • Holding charged shot does reduce your EN recovery rate, and exceeding the EN load will cause the EN regeneration at almost standstill, but never fully stops it, and have no real side effect otherwise.

Charge Time
  • In actual seconds and multiplied by EN firearm specs.

Chg. Ammo Consumption
  • Total ammo consumed for the single charge shot.

Chg. Attack Power, Impact, Accumulative Impact, Heat Buildup
  • Same as their regular counterpart explanation but on charged shots.
Other Weapon Stats (Specific)
Melee
Consecutive Hits
  • Consecutive hits are the total amount of swing combo a melee can potentially do on normal attack.
  • Cooling remains the same regardless of your number of swings done.
  • Most weapons seems to do the same damage on each consecutive hit, laser dagger, do not do double damage on 2nd hit, despite looking like it does on testing. Lase slicer however seems to do less 2nd swing damage.
  • Some weapon do more damage with multiple swing than charged attack, and some do the opposite.

Pulse
PA Interference
  • Untested on value calculation, only relevant against pulse armor.
  • Laser/plasma weapon can deal with PA better than other weapon types due to the raw damage it deals, use them if you don't like to use those pulse weapons.

Missile
Guidance
  • Ability for missile to change it's trajectory to target, higher value means harder to dodge.
  • Practically this value doesn't reflect true missile tracking performance, for instance, the intentionally slowed down Active Homing Missile Launcher, has low guidance, but the projectile speed are much slower, allowing it to maneuver into target practically the same as regular high speed missile with high guidance.
  • Generally you can fully ignore guidance and instead testing out in actual combat to measure their tracking performance.

Homing Lock Time
  • Base value in seconds, and adjusted by FCS Missile Lock Correction, or Multi-Lock Correction depending on your selection.
  • VE-21B is the only FCS with notable higher multi-lock performance than single lock, however, the weapon must be capable of multi-lock(max lock count above 1).

Max. Lock Count
  • Number of targets it can mark for multi-lock.

EXTRA SIDENOTES
  • Burst firing weapon can be misleading with their stats that count in single burst, while actually doing lower DPS than expected from their Damage to Rapid Fire calculation. I.E. LUDLOW and ETSUJIN has similar performance in testing, but the ETSUJIN stats of 48x4 makes it look like it does 4x more damage than LUDLOW except the x4 is 4 bullets. Single bullet performance is almost identical, both in stats and real test.
  • Plasma weapons only do maximum stats damage if target stays in the damage zone.
  • 44-142 KRSV and IB-C03W1:WLT 011 have 2 charge mode, the first charge stats are not shown.
  • ACS anomaly status inflicted with electric and fire weapon has no stats shown, and no real way to see how much they impact anything, or the lack thereof.