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. | 
| 
														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
| 
														STANDARD DMG (STANDARD DAMAGE)  | 
													The total attack power of standard physical and thermal attacks. | 
|---|---|
| 
														EFFECTIVE DMG (EFFECTIVE DAMAGE)  | 
													The total attack power of weak point physical and thermal attacks. | 
| 
														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.  | 
												
| 
														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. | 
| 
														BP PER SHOT (SINGLE SHOT BP COST)  | 
													
														The BP cost of a single shot. Reloading and generating rounds both consume BP.  | 
												
| 
														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. | 
| 
														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. | 
| 
														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. | 
| 
														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.  | 
												
| 
														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. | 
| 
														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.  | 
												
| 
														GRND OUTPUT (GROUND OUTPUT)  | 
													A frame unit's maximum ground speed capability. | 
| 
														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.  | 
												
| 
														GRND BOOST (GROUND BOOST)  | 
													Affects a frame unit's maximum ground speed. | 
| 
														AIR OUTPUT (AERIAL OUTPUT)  | 
													A frame unit's maximum airspeed capability. | 
| 
														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.  | 
												
| 
														AIR BOOST (AERIAL BOOST)  | 
													Affects a frame unit's maximum airspeed. | 
| 
														INI THRST SPD (INITIAL THRUSTER SPEED)  | 
													Initial thruster speed. | 
| 
														THRST ASSIST (THRUSTER ASSISTANCE)  | 
													Affects a thruster's maximum speed. | 
| 
														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
														 
													 | 
													Corrosion | DP will continuously decrease for a period of time. | 
|---|---|---|
														 
													 | 
													Disintegration | Inflicts damage and weakens defenses for a period of time. | 
														 
													 | 
													Cooling Malfunction | Inflicts damage and reduces EP recovery for a period of time. | 
														 
													 | 
													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. |