ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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Advanced Statistics
โดย Ham uwu 6969
Guide that contain extra statistics that isn't shown in the stats menu, where the extra stats are either calculated or field-tested results. This will highlight some hidden strength/weakness that isn't directly readable from the lacking in-game stats.
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General Information
Updated to 1.09.1 patch

All extra data are sensibly calculated or tested in-game. Not an ideal guide for PVP measurement.

Precise laser cooldown and bullet speed data could be mined from the game file regulation.bin, might update laser section and perhaps bullet speed value in, as guns have significant range of bullet speed not stated, one strong point of etsujin being decent despite many nerfs to it.

If images bothers you, here is the google sheets of the "original" files.
AdvanceStatisticsAC6[docs.google.com] (V1.09.1)
Arm Weapons
Information (V1.09.1)

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Rifle

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MG

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Pistol

____________________________________________
Explosive

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Shotgun

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Laser

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Plasma

____________________________________________
Missile

____________________________________________
Undefined
Melee
Information (V1.09.1)
Shoulder Weapons
Information (V1.09.1)

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Explosive Cannon

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Laser Cannon

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Missile

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Others

Generators
Information (V1.09.1)

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Internal Combustion

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Circulating Current

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Coral

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Extra notes
AC Frames
Currently all stats are already in-game and displayed correctly, no further stats available. Generally all you need to know is those numbers that's suppose to have units of measurement, will be in exact meter or seconds. Scanner distance and time are in exact meters and seconds, vertical jump is correct in meters, directional jumps are comparable in between legs but not in actual meters.
Booster/FCS
No extra stats either. Booster stats that's related to time will be in exact seconds. Pick booster based on your preference or intended usage.

FCS assist below 50 will feel slow to initiate lock(red reticle) and have bad target leading. Above 50 is good for decent enough lock and lead shots ahead of target well. Above 70 onwards it will initiate lock almost instantly and track ahead target hard. Correction is the multiplier to the actual locking time(120 means 120% or 1.2x faster in locking time).

FCS picking are very important, so pick proper FCS to your preferred combat style and range. Close assist for pistol/shotgun, close+medium for general firearm combat range. Long range assist are generally useless as most weapons either ricochet at that range, or they just misses because slow bullet time. But, it's crucial to initiate lock on some specific enemy while you're getting closer.
14 ความเห็น
userAlpha 11 ชั่วโมงที่ผ่านมา 
brilliant - great analysis and investigation.
Ham uwu 6969  [ผู้สร้าง] 8 ก.ย. @ 9: 19pm 
Part of the reason why I only play the pve part only is I don't want to bother myself with netcode related issues. This sheets are really created initially just for my own reference of each weapon to "see" if it is actually good or bad, i.e. I only know how bad the Ransetsu AR is till I actually checked it's performance.

Some of the points you stated, I will try to check through the entire list of info it has in smithbox, but currently I can see the potential reason on why you would think there's intentional miss mechanics on them. I.E. basho core height issue that got patched recently, they're not due to intentional coding made to cause misses, but just the hitbox itself and your FCS locking center happens to be funnily not matched due to the notably shorter torso of basho.
Ham uwu 6969  [ผู้สร้าง] 8 ก.ย. @ 9: 11pm 
When it comes to questionable mechanics, it's important to test it outside of PVP, as the game isn't known for the netcode, in fact it's awful on my few try with my friend. I am currently slowly learning and mining the data using smithbox, it practically shows every value and their "given purpose(function name that doesn't always do what they meant)". It's hard to confirm how things works in pvp because all I do is digging info on parts and weapons at the moment, they're as basic as they are presented on the game itself.
userAlpha 8 ก.ย. @ 9: 03pm 
Maybe also take to Twatter and ask the Devs to spill some of the beans? Even THIS docs.google.com/spreadsheets/d/1_vX0FMO5qoAOY1QrTqi1xU5Dc7VXekP6sTxPGtrk3ME sheet - the 'most comprehensive super secret source' - doesn't address this "Hidden Miss Mechanic".

FromSoft might think they're being clever with this kind of design, but honestly, it's just aggrivating.
userAlpha 8 ก.ย. @ 9: 02pm 
All right, thanks for a thoughtful reply. So it's not just me... there IS a LARGE 'hidden recoil' mechanic.

Check for the following:

1. AC 'overall profile size' - probably a simple constant placed upon Leg Parts : Alba, Hal, VP-422 builds are all unusually slippery... dozens of direct shots from LRA rifles will skewer them directly (visually), and score no hit, yet 90%+ hits lands on Quad-tanks, no matter how fast they go / how hard they juke.

2. Certain boosters give a hard-coded Boost-To-Evasion / Miss-When-Aiming-At-Them effect : Allula. Same behavior as above - full lock, ideal range, direct hits, no register.

3. Relative Orbiting Direction of two ACs facing eachother and spiral-dueling also produces 'hidden recoil', If opponent is passing to your LEFT, 'Hidden Misses' IMMEDIATELY skyrocket to ~85% of your shots... but to the RIGHT, hit rate is ~85% HITS. I've seen this in over a hundred matches.
Ham uwu 6969  [ผู้สร้าง] 7 ก.ย. @ 7: 47pm 
Projectile speed still need some time to mine the data itself, it's still tricky to try to mine with smithbox.

As for hidden accuracy, it's basically just wacky recoil mechanism, target tracking are fully dependent on arms and FCS.

Recoil, that is like the hardest of them to determine how to measure those. First off recoil mechanism is basically a bar which size are predetermined by the arms recoil control, and it builds up as you fire recoil weapons, causing shots to go around the places when it reaches the limit. Which arms you pick and how you uses your weapons will affect the outcome of recoil issue. I can't put any meaningful label about recoil because the outcome varies on usage and build.
userAlpha 7 ก.ย. @ 5: 53pm 
Nice, but.... still....

- No projectile speed.
- No 'hidden accuracy' stats. (Recoil? Target Tracking? Hard-Coded Miss-Malus? Who knows!)

Why quibble about all of these marginally-impactful stats, and avoid analysis of the ones that actually determine 95% of a weapon's effectiveness in a fight?

Doesn't matter anyways, because meta builds are all cheese anyways.
Ham uwu 6969  [ผู้สร้าง] 1 ส.ค. @ 10: 48pm 
Thanks for the heads up, fixed.
Koeboldt 1 ส.ค. @ 6: 13pm 
missiles section is duplicated missing the plasma missiles
Ham uwu 6969  [ผู้สร้าง] 1 มิ.ย. @ 3: 43am 
If it is actually proximity fuse that enable after certain distance, there's no good way to test them unfortunately.