Stats or Specs in Armored Core 6: Fires of Rubicon refer to the various properties of the player's Armored Core that govern their capabilities in and out of combat. The Armored Core Series has always featured a myriad of different Stats, each affecting specific systems of an Armored Core, and this is no different in Armored Core 6. Stats can be changed by mixing and matching different Units and Frame parts, each of which can be upgraded for better Stats, and your Stats will be a key consideration in determining which Builds are are most viable for you.

When viewing your Specs in the Garage or at the start of Missions, you will find two different windows - one for Part Specs and one for AC Specs. Both windows can be expanded to view a full list of Specs provided and altered by new Frame Parts and Units. AC Specs can be considered the general key Stats of your Armored Core and are affected by many different Armored Core components, while Parts Specs are Stats affected by the specific Frame Parts and Units you can equip on your Armored Core.

 

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  • Visit Frame for a list of Frame Parts that can boost your defensive Stats, and guides on which Frame parts boost which Stats the most.
  • Visit Units for a list of weapons that can boost your offensive Stats.

 

All Stats in Armored Core 6

AC Specs
Part Specs

 

AC Specs in Armored Core 6

The following Stats can be considered 'Main Stats' in Armored Core 6, and determine the basic capabilities of your Armored Core. Each of these Stats can be altered by various parts as opposed to a single Frame Part or Unit.

 

 

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General & Defensive Stats

AP

Abbreviation for Armor Points. Determines the overall defense of your Armored Core.

 

Anti-Kinetic Defense

Defense rating against kinetic damage.

 

Anti-Energy Defense

Defense rating against energy damage.

 

Anti-Explosive Defense

Defense rating against explosive/ incendiary damage.

  

Attitude Stability

The maximum load the ACS (Attitude Control System) can support.

This is the total attitude stability value of all frame parts.

The higher the value, the less likely the AC is to stagger.

 

Attitude Recovery

The ability of the ACS to manage strain.

Lighter overall weight increases this value, leading to faster recovery from residual impact.

 

Target Tracking

 Target tracking performance during lock-on.

The higher this value, the more likely you are to land shots on moving enemies.

The Firearm Specialization spec of arm parts contributes to this value.

 

Boost Stats

Boost Speed

Higher booster thrust and lower overall weight of the AC contribute to this value.

 

QB Speed

Determines your speed while Quick Boosting.

 

QB EN Consumption

EN consumed by Quick Boost.

 

QB Reload Time

Reload time for Quick Boost.

Lower values enable agile, consecutive usage.

 

 

Energy Stats

EN Capacity

Total amount of EN available for use.

Higher values enable heavy use of EN consuming actions.

 

EN Supply Efficiency

 Rate at which EN is supplied to the AC. 

Higher values enable faster EN recovery.

EN Recharge Delay

Determines how long until your Energy replenishes upon being grounded. 

 

EN Output

Determines how much Energy your Armored Core is able to generate.

 

EN Recharge

The ability of the generator to initiate EN recharge.

The higher this value, the more quickly the generator commences recovery after an EN-consuming action.

 

 

 

Load & Weight Stats

Total Weight

Total weight of all AC parts.

Calculated as the sum of the weight of all individual parts.

Influences movement speed of the AC.

 

Total Arms Load

 Arm load weight.

Calculated as the sum of the weight of the individual weapons on both arms.

Arms Load Limit

 Maximum weight arms can carry without compromising on stable operating performance.

Higher values make it easier to manipulate arm weapons, mitigating dips in target tracking and recoil control caused by overload.

Total Load

 Body load weight.

Calculated as the total weight of all parts, excluding the leg unit.

Load Limit

Maximum weight legs can support.

 Higher values improve capacity, enabling installation of multiple heavy parts.

Total EN Load

 EN load of the AC.

Calculated as the sum of the EN load of all parts,

The AC cannot sortie if this value exceeds the generator's EN output.

Current Load

Total load as a proportion of the maximum load.

The AC cannot sortie if this value exceeds the limit.
(The OS upgrade Weight Control can bypass this restriction.)

Current Arms Load

Weight of both hand weapons as a proportion of the maximum arm load.

Exceeding the limit will result in diminished target tracking and recoil control.

Current EN Load

EN load as a proportion of EN output.

The AC cannot sortie if this value exceeds the limit.

Part Specs in Armored Core 6

The following Stats are not found when viewing your AC Specs, and are instead altered by specific Frame Parts or Units. Do note that a single part may not affect all the Stats listed under their corresponding header (e.g. not all Units have a Rapid Fire Stat).

Click to jump to a specific section of the page 

Units ♦ Head ♦ Core ♦ Arms ♦ Legs ♦ Booster ♦ FCS ♦ Generator

 

 

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General Unit Stats

Attack Power

Damage-dealing performance. Damage output can decrease due to factors such as attenuation over distance, or when ricocheting occurs.

Impact

 This corresponds to immediate ACS strain, which resets within a short period of time.

Accumulative Impact

 Accumulative ACS overload performance. This corresponds to sustained ACS strain, which is alleviated over time.

Blast Radius

Size of resulting explosions. 

ATK Heat Build-UP

Heat buildup when attacking.

Overheat occurs when value exceeds the maximum tolerance. 

Consecutive Hits

Number of chain attacks possible with additional inputs. 

 

Defensive Unit Stats

Damage Mitigation

Determines how much damage taken is reduced by. 

Defensive Performance

Average defense rating against the various damage types. 

Impact Dampening

 

 

Charge Unit Stats

Chg. Attack Power

 Damage-dealing performances for charge attacks.

Chg. Impact

 ACS overload performance for charge attacks. This corresponds to immediate ACS strain, which resets within a short period of time.

Chg. Accum. Impact

Accumulative ACS overload performance for charge attacks. This corresponds to sustained ACS strain, which is alleviated over time.

Chg. Blast Radius

 

Chg. Heat Build-Up

 

 

IG Unit Stats

IG Damage Mitigation

Ability to mitigate incoming damage while performing an Initial Guard. 

IG Impact Dampening

Ability to mitigate ACS strain while performing an Initial Guard. 

IG Duration

Duration of the Initial Guard damage mitigation window. 

Dply. Heat Build-Up

Heat buildup when deploying shield. 

Overheat occurs when value exceeds the maximum tolerance. 

 

Additional Unit Stats

Direct Hit Adjustment

Damage multiplier when attacking a staggered enemy. 

Guidance

 Tracking performance of missiles and other homing weapons.

PA Interference

 Ability to interfere with enemy pulse barriers. The higher this value, the easier it is to break down pulse armor or shielding.

Recoil

Recoil that occurs when firing.

 

Effective Range

Range at which attacks are effective. This is based on the armor of standard ACs and can vary depending on the defenses of the target.

 

Range Limit

Determines the maximum range in which your Units deal damage.

 

Rapid Fire

 Speed of rapid fire. This is the number of rounds that can be fired within 1 second.

Chg. EN Load

 

Charge Time

 The time it takes to complete charging.

Chg. Ammo Consumption

 

Homing Lock Time

Time it takes to acquire lock-on for missiles and other homing weapons. Achieve optimal tracking performance by keeping enemies in your sights for this duration.

 

Max. Lock Count

Maximum possible number of lock-ons for missiles and other homing weapons. Multi-lock is possible if this number is 2 or higher.

 

Magazine Rounds

Number of rounds loaded per magazine.

 

Total Rounds

 Total number of rounds that can be fired.

Deployment Range

 

Cooling

 Speed at which heat buildup is reduced when cooling weapon.

Reload Time

Time from start to completion of reload.

 

Ammunition Cost

 At the end of each mission, the total number of rounds fired is used to calculate ammunition expenses.

Ideal Range

Range at which attack power is guaranteed without ricocheting. Applies regardless of the target's defenses with the exception of some special armor.

 

 

 

 

 

Head-specific Stats

System Recovery

Ability to detect system abnormalities and recover.

Higher values correspond to lower vulnerability to system abnormalities. 

Scan Distance

Determines how far you can scan enemies when using Scan Mode.

 

Scan Effect Duration

Determines how long information gathered through Scan Mode lasts.

 

 

Core-specific Stats

Booster Efficiency Adj.

 Adjustment to booster EN efficiency. The higher this value, the less EN consumed by Quick Boost.

Generator Output Adj.

 Adjustment to generator EN output. The higher this value, the grater the final EN output of the generator.

Generator Supply Adj.

 Adjustment to generator EN supply performance. The higher this value, the more quickly the generator resumes supply after an EN-consuming action.

 

Arms-specific Stats

Recoil Control

Ability to absorbed recoil. Higher values mitigate accuracy reduction incurred by rapid fire.

 

Firearm Specialization

Suitability for using firearms. Higher values improve target tracking performance. 

Melee Specialization

 Suitability for using melee weapons. Higher values corresponding to greater attack power.

 

Legs-specific Stats

Jump Distance

Horizontal jumping performance. Higher values correspond to higher initial speed of Quick Boosts from the ground.

 

Jump Height

Vertical jumping performance. Higher values corresponding to higher maximum heights of jumps from the ground.

 

Travel Speed

Determines how quickly your Armored Core moves.

 

High Speed Perf.

 

 

Booster-specific Stats

Thrust

Thrust of boost movement.

Higher values corresponding to greater movement speed.

 

Upward Thrust

Vertical thrust of boost movement.

Higher values corresponding to greater ascending speed.

 

Upward EN Consumption

EN consumed by ascending boost movement.

 

QB Thrust

Initial thrust of Quick movement.

Higher values corresponding to greater initial speed.

 

QB Jet Duration

 Duration of Quick Boost jets.

Higher values corresponding to greater distance traveled.

QB Reload Ideal Weight

 Maximum tolerable AC weight before Quick Boost reload time compromised.

Higher values can support heavier ACs without suffering reduced performance.

AB Thrust

Thrust of Assault Boost movement.

Higher values corresponding to swifter rush attacks.

 

AB EN Consumption

EN consumed by Assault Boost.

 

Melee Attack Thrust

Thrust when homing in on enemies using melee weapons.

Most melee weapons are capable of homing in on enemies within certain ranges. This value increases the speed of those homing attacks. 

Melee Attack. EN Consump.

EN consumed by movement resulting from use of melee weapon.

 

 

FCS-specific stats

Close-Range Assist

Aiming assistance performance at close range. Higher values improve aim when targeting enemies at close range (within 130 m)

 

Medium-Range Assist

Aiming assistance performance at medium range. Higher values improve aim when targeting enemies at medium range (130-260 m)

 

Long-Range Assist

Aiming assistance performance at long range. Higher values improve aim when targeting enemies at long range (beyond 260 m)

 

Missile Lock Correction

 Modifier for the time it takes to acquire lock-on for missiles and other homing weapons.

The higher the value, the less time required to complete lock-on.

Multi-Lock Correction

 Modifier for the time it takes to acquire multiple lock-ons for missiles and other homing weapons.

The higher the value, the less time required to complete lock-ons.

 

Generator-specific stats

EN Recharge

 The ability of the generator to initiate EN recharge. The higher this value, the more quickly the generator commences recovery after an EN consuming action.

Supply Recovery

 The ability of the generator to recover after interruption of EN supply.

The higher this value, the more quickly the generator commences recovery after EN is fully depleted.

Post-Recovery EN Supply

 Amount of EN that is immediately recharged after generator EN supply has been restored.

Higher values correspond to greater initial EN recharge after the generator recovers from complete EN depletion, enabling heavy use of EN-consuming actions following recovery.

Energy Firearm Spec.

 Efficiency of EN output diverted to ranged energy weapons.

Higher values correspond to greater attack power and reduced charging time for weapons affected by this spec.

This spec does not affect weapons with independent EN output systems, such as melee weapons or plasma missile launches.




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