Character Attributes

About Character Attributes

Character Attributes Screen

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.
PHYS RES
(STANDARD PHYSICAL RESISTANCE)
Physical damage resistance against standard attacks.
THRM RES
(STANDARD THERMAL RESISTANCE)
Thermal damage resistance against standard attacks.
PHYS RES+
(EFFECTIVE PHYSICAL RESISTANCE)
Physical damage resistance against weak point attacks.
THRM RES+
(EFFECTIVE THERMAL RESISTANCE)
Thermal damage resistance against weak point attacks.
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.
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.
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.
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.
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.
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.
MAX GRND SPD
(MAX GROUND SPEED)
A frame unit's maximum ground speed.
GRND ACL CAP
(GROUND ACCELERATION CAPACITY)
A frame unit's capacity to reach max ground speed.
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.
MAX AIR SPD
(MAX AERIAL SPEED)
A frame unit's max airspeed.
AIR ACL CAP
(AERIAL ACCELERATION CAPACITY)
A frame unit's capacity to reach max airspeed.
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.
THRST RELOAD TIME
(THRUSTER RELOAD TIME)
The cooldown time of a thrusters.
MAX THRST SPD
(MAX THRUSTER SPEED)
A frame unit's max thruster speed.
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.
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.
THRM DMG
(STANDARD THERMAL DAMAGE)
The attack power of standard thermal attacks.
PHYS DMG+
(EFFECTIVE PHYSICAL DAMAGE)
The attack power of weak point physical attacks.
THRM DMG+
(EFFECTIVE THERMAL DAMAGE)
The attack power of weak point thermal attacks.
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.
SHELL CAP
(SHELL CAPACITY)
The total number of rounds that a rear arm can fire before reloading.
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.
EXPL PWR
(STANDARD EXPLOSIVE POWER)
The standard physical attack power of an explosion, assuming the target is at the hypocenter.
EXPL THRM PWR
(STANDARD THERMAL EXPLOSIVE POWER)
The standard thermal attack power of an explosion, assuming the target is at the hypocenter.
EXPL PWR+
(EFFECTIVE EXPLOSIVE POWER)
The weak point physical attack power of an explosion, assuming the target is at the hypocenter.
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 Icon Corrosion DP will continuously decrease for a period of time.
Disintegration Icon Disintegration Inflicts damage and weakens defenses for a period of time.
Cooling Malfunction Icon Cooling Malfunction Inflicts damage and reduces EP recovery for a period of time.
Bleeding Icon Bleeding Inflicts damage and BP loss over a period of time.
Short Circuited Icon Short Circuited Temporarily disables targeting systems.
Parasitic Infection Icon Parasitic Infection Instantly causes a fatal system failure.