ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

Not enough ratings
Advanced Statistics
By 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.
2
   
Award
Favorite
Favorited
Unfavorite
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.

Currently finished updated for weapons. Probably not needed for other parts. Bullet speed wasn't included but that seems to be more of a PVP only issue. Thing like bazooka vs GL speed, they are almost identical with Jvln alpha being notably faster on 1.09 patch.

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)

____________________________________________
Rifle

____________________________________________
MG

____________________________________________
Pistol

____________________________________________
Explosive

____________________________________________
Shotgun

____________________________________________
Laser

____________________________________________
Plasma

____________________________________________
Missile

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

____________________________________________
Explosive Cannon

____________________________________________
Laser Cannon

____________________________________________
Missile

____________________________________________
Others

Generators
Information (V1.09.1)

____________________________________________
Internal Combustion

____________________________________________
Circulating Current

____________________________________________
Coral

____________________________________________
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.
5 Comments
Ham uwu 6969  [author] 1 Jun @ 3:43am 
If it is actually proximity fuse that enable after certain distance, there's no good way to test them unfortunately.
Ham uwu 6969  [author] 1 Jun @ 1:51am 
Seems like at longer range the bazooka has bigger hitbox, like past 150m consistently, and no specific distance or proxi range per bazooka. I suspect it is more of a bazooka hitbox issue than hidden proximity trigger on bazooka. Interesting indeed.
miku simp 31 May @ 3:51pm 
I see, did you test at different ranges? Apparently proxy det only activates after the projectile has traveled a certain distance, around 100m+. This distance is also another hidden stat.
Ham uwu 6969  [author] 31 May @ 3:17am 
Tested all bazookas (and vs gou chen), and they're all explode on contact only, hitbox may make it look like proximity but they're not, all of them miss if it's just like 5m off the shoulder.
miku simp 31 May @ 2:48am 
Great guide, would it also be possible to include proximity detonation stat for bazookas?