Character Attributes
About Character Attributes
| DP | The durability of a frame. |
|---|---|
| BARRIER |
A shield that deflects incoming attacks. Slowly regenerates after not taking damage for a period of time. |
| BP |
Consumed when generating ammunition. If it drops below a weapon's BP cost, you will be unable to load or fire that weapon. |
| EP |
Consumed when jumping, performing certain maneuvers, and using melee weapons. Quickly regenerates after not moving for a period of time. |
| TOTAL DP | The total durability of all equipment. |
| TOTAL BARRIER |
The total durability of all barriers. Regenerates after not taking damage for a period of time. |
| TOTAL BP |
The total BP available for generating ammunition. Once it drops below a weapon's BP cost, you will be unable to reload or fire that weapon. |
| TOTAL EP |
The total EP available for performing maneuvers, jumping, and using melee weapons. Rapidly regenerates after not moving for a period of time. |
| TOTAL REPAIR CELL |
The total repair cost of all equipment. Upon defeat, this cost is automatically deducted from the cells you own. |
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PHYS RES (STANDARD PHYSICAL RESISTANCE) |
Physical damage resistance against standard attacks. |
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THRM RES (STANDARD THERMAL RESISTANCE) |
Thermal damage resistance against standard attacks. |
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PHYS RES+ (EFFECTIVE PHYSICAL RESISTANCE) |
Physical damage resistance against weak point attacks. |
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THRM RES+ (EFFECTIVE THERMAL RESISTANCE) |
Thermal damage resistance against weak point attacks. |
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CORROSION CAP (CORROSION ALLOWANCE) |
Corrosion build-up capacity. Once this limit is reached, you will be afflicted with corrosion, which causes DP loss over a period of time. |
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DISINTEG CAP (DISINTEGRATION ALLOWANCE) |
Disintegration build-up capacity. Once this limit is reached, you will be afflicted with disintegration, which inflicts damage and weakens defenses for a period of time. |
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COOLING CAP (COOLING MALFUNCTION ALLOWANCE) |
Cooling malfunction build-up capacity. Once this limit is reached, you will be afflicted with a cooling malfunction, which inflicts damage and reduces EP recovery for a period of time. |
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BLEEDING CAP (BLEEDING ALLOWANCE) |
Bleed build-up capacity. Once this limit is reached, you will be afflicted with bleeding, which inflicts damage and BP loss over a period of time. |
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SHRT CIRC CAP (SHORT CIRCUIT ALLOWANCE) |
Short circuit build-up capacity. Once this limit is reached, you will be afflicted with short circuiting, which disables targeting for a period of time. |
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PARA INF CAP (PARASITIC INFECTION ALLOWANCE) |
Parasitic infection build-up capacity. Once this limit is reached, you will be afflicted with a parasitic infection, instantly ceasing all functions. |
| HANDLING | A frame unit's handling capability. |
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MAX GRND SPD (MAX GROUND SPEED) |
A frame unit's maximum ground speed. |
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GRND ACL CAP (GROUND ACCELERATION CAPACITY) |
A frame unit's capacity to reach max ground speed. |
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GRND PERF (GROUND PERFORMANCE) |
A frame unit's braking capability on the ground. The higher this value, the easier it is for the unit to stop moving on the ground. |
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MAX AIR SPD (MAX AERIAL SPEED) |
A frame unit's max airspeed. |
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AIR ACL CAP (AERIAL ACCELERATION CAPACITY) |
A frame unit's capacity to reach max airspeed. |
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AIR PERF (AERIAL PERFORMANCE) |
A frame unit's braking capability in the air. The higher this value, the easier it is for the unit to stop moving in the air. |
| JUMP ABILITY |
A frame unit's jumping capability. The higher this value, the higher the frame unit can jump. |
| JUMP EP COST | The EP consumed when jumping. |
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THRST RELOAD TIME (THRUSTER RELOAD TIME) |
The cooldown time of a thrusters. |
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MAX THRST SPD (MAX THRUSTER SPEED) |
A frame unit's max thruster speed. |
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THRST ACL CAP (THRUSTER ACCELERATION CAPACITY) |
A frame unit's capacity to reach max thruster speed. |
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THRST EP COST (THRUSTER EP COST) |
EP consumed when using thrusters. |
| EP RECOVERY | EP natural recovery rate. |
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CARRYING CAP (CARRYING CAPACITY) |
An equipment's maximum carrying capacity. |
| CARRYING |
The carrying capacity of equipped weapons and frames. Affects mobility of frame units. Exceeding max carry capacity will drastically limit mobility. |
About Weapon and Frame Stats
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STANDARD DMG (STANDARD DAMAGE) |
The total attack power of standard physical and thermal attacks. |
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EFFECTIVE DMG (EFFECTIVE DAMAGE) |
The total attack power of weak point physical and thermal attacks. |
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PHYS DMG (STANDARD PHYSICAL DAMAGE) |
The attack power of standard physical attacks. |
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THRM DMG (STANDARD THERMAL DAMAGE) |
The attack power of standard thermal attacks. |
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PHYS DMG+ (EFFECTIVE PHYSICAL DAMAGE) |
The attack power of weak point physical attacks. |
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THRM DMG+ (EFFECTIVE THERMAL DAMAGE) |
The attack power of weak point thermal attacks. |
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PIERCING PWR (PIERCING POWER) |
A weapon's piercing power. The higher this value, the more a target's resistances will be ignored. |
| BURST NUMBER | The number of pellets fired in a single shotgun round. |
| BURST CAPABILITY |
A shotgun's precision. The higher this value, the less spread a projectile will have. |
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SHOT VELOC (PROJECTILE VELOCITY) |
The initial velocity of a fired round. |
| RANGE |
The effective range of an attack. Beyond this range, the damage of an attack will begin to drop off sharply. |
| WEIGHT | An equipment's weight. |
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BP PER SHOT (SINGLE SHOT BP COST) |
The BP cost of a single shot. Reloading and generating rounds both consume BP. |
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EP PER SHOT (SINGLE SHOT EP COST) |
The EP cost of a single shot. EP is consumed each time a melee weapon is used. |
| BLAST SPREAD | The precision of a projectile. |
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STDBY EP USE (STANDBY EP CONSUMPTION) |
A frame unit's base EP consumption. The higher this value, the less EP you will recover over time. |
| REPAIR CELL |
An equipment's repair cost. Upon defeat, this cost is automatically deducted from the cells you own. |
| MAX CHARGING TIME | The time it takes to fully charge. |
| RAPID FIRE | A weapon's firing speed. |
| AMMO CAPACITY | The total number of rounds that can be fired before reloading. |
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RELOAD SPD (RELOAD SPEED) |
The time required to reload a primary arm. |
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SHELL CAP (SHELL CAPACITY) |
The total number of rounds that a rear arm can fire before reloading. |
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AMMO REGEN (AMMO PRODUCTION TIME) |
The time required to generate rear arm ammunition. |
| AIM RATE | The time required for lock-on targeting. |
| TIME TO USE | The cooldown time of a melee weapon. |
| BLADE RANGE | The reach of a melee weapon. |
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EXPL PWR (STANDARD EXPLOSIVE POWER) |
The standard physical attack power of an explosion, assuming the target is at the hypocenter. |
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EXPL THRM PWR (STANDARD THERMAL EXPLOSIVE POWER) |
The standard thermal attack power of an explosion, assuming the target is at the hypocenter. |
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EXPL PWR+ (EFFECTIVE EXPLOSIVE POWER) |
The weak point physical attack power of an explosion, assuming the target is at the hypocenter. |
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EXPL THRM PWR+ (EFFECTIVE THERMAL EXPLOSIVE POWER) |
The weak point thermal attack power of an explosion, assuming the target is at the hypocenter. |
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EXPL PRC PWR (EXPLOSIVE PIERCING POWER) |
The piercing power of an explosion. The higher this value, the more a target's resistances will be ignored. |
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MAX BLST RAD (MAXIMUM BLAST RADIUS) |
The blast radius of an explosion. |
| HOMING CAPABILITY | A projectile's homing capability. |
| HOMING TIME | The length of time a homing projectile will follow its target. |
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SHELL PRD BST (SHELL PRODUCTION BOOST) |
Boosts ammo generation for rear arms. The higher this value, the less time it takes to generate ammunition. |
| REAR ARMS BOOST |
Boosts rear arm precision. The higher this value, the more accurate the weapon will be. |
| TARGET RANGE | The lock-on range. |
| TARGET AREA | The area of the lock-on reticle. |
| COMPUTING |
Reduces the time it takes to lock on. The higher this value, the less time it takes to lock on and fire. |
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GRND OUTPUT (GROUND OUTPUT) |
A frame unit's maximum ground speed capability. |
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GRND PERF (GROUND PERFORMANCE) |
A frame unit's braking capability on the ground. The higher this value, the easier it is for the unit to stop moving on the ground. |
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GRND BOOST (GROUND BOOST) |
Affects a frame unit's maximum ground speed. |
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AIR OUTPUT (AERIAL OUTPUT) |
A frame unit's maximum airspeed capability. |
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AIR PERF (AERIAL PERFORMANCE) |
The frame unit's braking capability in the air. The higher this value, the easier it is for the unit to stop moving in the air. |
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AIR BOOST (AERIAL BOOST) |
Affects a frame unit's maximum airspeed. |
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INI THRST SPD (INITIAL THRUSTER SPEED) |
Initial thruster speed. |
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THRST ASSIST (THRUSTER ASSISTANCE) |
Affects a thruster's maximum speed. |
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ACL TIME (ACCELERATION TIME) |
The length of a given thruster boost. The higher this value, the longer a single thruster boost will last. |
| BP COST | BP consumed when using Specially equipped. |
| DP COST | DP consumed when using Specially equipped. |
About Status Effects
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Corrosion | DP will continuously decrease for a period of time. |
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Disintegration | Inflicts damage and weakens defenses for a period of time. |
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Cooling Malfunction | Inflicts damage and reduces EP recovery for a period of time. |
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Bleeding | Inflicts damage and BP loss over a period of time. |
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Short Circuited | Temporarily disables targeting systems. |
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Parasitic Infection | Instantly causes a fatal system failure. |