Despite being the latest entry in one of the most well-known mech series out there, Armored Core 6 doesn't simplify things much for new players to the genre. Armored Core 6 stats are about as numerous and interconnected as they come, and the AC Customization menus can seem daunting for players unaccustomed to the sheer amount of numbers on display.
But, by understanding all stats in Armored Core 6, and how each part contributes to the overall stats of one's AC, players will better understand just how their AC works, and how different configurations and stats create some of the game's most powerful builds.
Though each of these stats is explained in-game (via the Context option), the following explanations of every Armored Core 6 stat cut out the jargon to simplify each stat's effects.
Weapon Stats, Explained
Attack Power | General damage stat, can be affected by Ricochet and distance |
Impact | How much ACS Strain is inflicted by this weapon's shots |
Accumulative Impact | Affects how long it takes for enemy ACS Strain to dissipate |
Blast Radius | The size of explosions fired by this weapon |
Direct Hit Adjustment | Extra damage multiplier when attacking Staggered enemies |
Recoil | How much aiming sways while continuously firing |
Effective Range | Distance from targets necessary to deal damage |
Total Rounds | How much Ammo the weapon will begin missions with |
Reload Time | Measured in seconds |
Ammunition Cost | Cost per round fired, charged at the end of the mission |
Chg. Attack Power | Extra Damage of Charged Attacks |
Chg. Impact | Extra impact of Charged attacks |
Chg. Accum. Impact | How quickly Charge attack ACS Strain wears off |
Chg. Heat Buildup | How quickly Charge attacks Overheat the weapon |
Cooling | How quickly Heat is reduced while not firing a weapon that can become Overheated |
Ideal Range | The guaranteed distance that all attacks will connect without Ricocheting |
Effective Range | Maximum distance that this weapon's attacks will deal damage, but won't connect all the time |
Rapid Fire | How many times the weapon can be fired every second |
Chg. EN Load | How much EN it takes to charge this weapon |
Charge Time | The time it takes to charge this weapon before being able to fire it, measured in seconds |
Chg. Ammo Consumption | How much ammo a Charged attack consumes |
AC Specs, Explained
AP | The total value of the AC's durability, represents total Health |
Anti-Kinetic Defense | Ability to mitigate Kinetic (bullets) damage |
Anti-Energy Defense | Ability to mitigate Energy (laser) damage |
Anti-Explosive Defense | Ability to mitigate Explosive damage |
Attitude Stability | Maximum ACS Strain, determines how easy it is for the AC to become Staggered |
Attitude Recovery | How quickly the AC recovers from being Staggered |
Target Tracking | How effectively fired weapons hit enemies, is determined partially by Firearm specialization |
Boost Speed | Maximum speed while boosting |
QB Speed | Distance traveled during a Quick Boost (dodge) |
QB EN Consumption | How much EN a Quick Boost consumes |
QB Reload Time | How fast a Quick Boost takes to become usable again, measured in seconds |
EN Capacity | Total EN (stamina) the AC is capable of using |
EN Supply Efficiency | How fast EN recharges after being depleted |
EN Recharge Delay | The time it takes for EN recharge to begin |
Total Weight | Combined total Weight of all parts |
Total Load | Combined total Weight of all parts except for Legs |
Load Limit | The maximum allowed Weight for all parts, can be exceeded |
Total Arms Load | Combined total Weight of equipped weapons |
Arms Load Limit | The maximum total Weight for equipped weapons, cannot be exceeded |
Total EN Load | The combined total EN load of all parts, cannot be exceeded |
EN Output | The ability of the Generator to support heavy EN parts, can improve EN Recovery Speed |
Current Load | Max Weight vs. equipped Weight, represented as a bar. If bar exceeds Max, AC becomes overburdened |
Current Arms Load | Max Weight vs. equipped Weight of equipped weapons, represented as a bar. Cannot sortie if bar exceeds Max. |
Current EN Load | Max EN Load vs. equipped EN Load, represented as a bar. Cannot sortie if bar exceeds Max. |
All AC6 Parts Stats, Explained
Stats Present On Multiple Parts
AP | How much AP this part contributes to overall AC AP |
Anti-Kinetic Defense | Improves AC's ability to defend against Kinetic damage |
Anti-Energy Defense | Improves AC's ability to defend against Energy damage |
Anti-Explosive Defense | Improves AC's ability to defend against Explosive damage |
Attitude Stability | Increases AC's ability to withstand being Staggered |
Weight | How much Weight this part contributes to the overall Load |
EN Load | How much EN Load this part contributes to overall EN Load |
Head Stats
System Recovery | Determines the Head part's ability to recover from System Abnormalities (conditions/negative effects) |
Scan Distance | Distance objects and enemies can be scanned, doesn't work outside of this distance |
Scan Effect Duration | How long the effects of a Scan linger on enemies, measured in seconds |
Core Stats
Booster Efficiency Adj. | Adjusts how much EN is consumed when Quick Boosting |
Generator Output Adj. | Adjusts how much EN output the Generator is capable of |
Generator Supply Adj. | Adjusts how quickly the Generator can recover EN |
Arms Stats
Recoil Control | Improves accuracy by reducing spread when continuously firing |
Firearm Specialization | Improves ability to track, hit, and deal damage to enemies with weapons |
Melee Specialization | Improves Attack Power when using Melee attacks |
Legs Stats
Load Limit | The maximum Load the Leg parts are capable of carrying, determines parts available on Core, Arms, Head, and others |
Jump Distance | Horizontal distance the AC will be able to jump with these Leg parts equipped |
Jump Height | How high the AC will jump with these Leg parts equipped |
Booster Stats
Thrust | The power of boosted movement in general |
Upward Thrust | The speed at which the AC ascends |
Upward EN Consumption | How much EN (stamina) it takes to Ascend |
QB Thrust | Quick Boost (dodge) speed |
QB Jet Duration | How long the Quick Boost jets are active, measured in seconds |
QB EN Consumption | How much EN a Quick Boost will consume with this Booster equipped |
QB Reload Time | How fast Quick Boosts are usable consecutively, measured in seconds |
QB Reload Ideal Weight | Maximum weight limit without affecting Quick Boost reload time |
AB Thrust | Assault Boost thrusting power |
AB EN Consumption | How much EN is used while Assault Boosting |
Melee Attack Thrust | Boosted speed while honing on on an enemy for a Melee attack |
Melee Atk. EN Consump. | How much EN is used to perform Melee attacks |
FCS Stats
Close-Range Assist | Value representing the FCS chip's ability to track targets within 130 meters |
Medium-Range Assist | Value representing the FCS chip's ability to track targets from 130 to 260 meters |
Long-Range Assist | Value representing the FCS chip's ability to track targets beyond 260 meters |
Missile Lock Correction | Represents speed the AC can lock onto enemies with missiles |
Multi-Lock Correction | Represents speed the AC can lock onto multiple enemies instead of just one |
Generator Stats
EN Capacity | Determines total AC EN value |
EN Recharge | How fast the AC will be able to recharge EN with this Generator equipped |
Supply Recovery | How fast the AC can recharge EN if all EN is depleted |
Post-Recovery EN Supply | Immediately available EN supply once EN begins to recharge |
Energy Firearm Spec. | Improves AC's ability to field Energy (laser) weapons |
Armored Core 6 is available for PS4, PS5, PC, Xbox One, Xbox Series X/S, and Nintendo Switch.