ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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what is the mathematically optimal build?
if you got every single stat from every piece in the game and took the largest numbers from every stat within the EN/weight limits, would would it look like?
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The Bread Man lähetti viestin:
this is why I want the most mathematically optimal stats sheet, because maybe the small negatives on one weapon end up outweighing larger positives on another
If that is what you want to do, then it's not really difficult to assemble. Just compare parts in each category, and if you get more blue than red stats, then equip it. Once you do this long enough, you'll end up with a couple of top picks in each category, and one in many of them.

I can definitively say you'll get the Ephemera core and tank legs. You will also most likely get the HAL lasers. Probably the spider head. Most likely a mid-range Arquebus generator. The actually usable Institute FCS. The non-gil institute boosters, if you go with non-tank legs. 16 shoulder missiles. THat is probably your build, if it actually fits weight / EN requirements.
According to the Michigan equation:

Optimal => 2000 x Albany
pretty sure a single duckett pistol is worth 500 albany, so this should be interesting
like stater AC or NPC build
1 gun
1 blade
1 missile
1 special
SCamp 16.9.2023 klo 23.46 
Ok, but by what metrics are we talking about for a mathematically optimal build?

- AP?

- Passive boost speed?
- Jump boost speed?
- Quick boost speed?
- Assault boost speed?

- Amount of quick boosts from full stamina?
- Assault boost length from full stamina?
- Total air time from full stamina?

- Generator recharge?

- Total damage without stagger?
- Total potential damage with stagger?
- Burst DPS?
- Sustained DPS?
- Impact?
- Accumulated impact?
- DPS during stagger?

- Tracking? (At what range?)
- Recoil control?

===

If you're just doing pure stat totals of parts... Just take take a part, do math to get the total number that part contributes and stuff it onto a build. (Note that some numbers are low, but have disproportionate effects like firearm proficiency and recoil control stats on arms.)

The only hard limiting factor is EN load.

===

As a side commentary, I know you're not looking for the most optimal build. You just want optimized numbers. We need clarification as to WHAT numbers you want optimized.
Well, I made close to 80 builds today. There are A LOT of combinations that are efficient and optimal. Just depends on your playstyle. Hard to pin it down to a single build. Being too focused on one idea in a build creates weaknesses, so having even 1 weapon to iron out a deficiency is of utmost importance.

Example: I made a very silly missile sniper, with two Soups and two of the hand missile launchers (the split missile one.)

The build was incredible for missions and large targets, but a fast-moving AC would just make all the missiles miss lol. The whole point of the build was it was tuned to be a "sniper" and it excelled at dealing with things at a distance. Horribly inefficient, though.

I changed to 1 Soup, 1 BML-G2-6M, a hand missile launcher (that shoots 4 missiles) and the Majestic. Boom (literally) it's been a great fit for the missions.

So, to confirm what others here are saying, make sure you're well equipped to be able to handle a moderately diverse number of situations, at least when talking PvE.

PvP is another story, you build your mech for 1v1 or for 3v3.
The Bread Man lähetti viestin:
this is why I want the most mathematically optimal stats sheet, because maybe the small negatives on one weapon end up outweighing larger positives on another

Why do that, when someone else is already doing it?

https://www.youtube.com/@Chrightt/videos

And yes, I've been embracing the low-tier/mid-tier weapons today, and they really shine due to being more well-optimized than some of their harder-hitting cousins. Having a Handlemann instead of a Zimm has been incredible, due to being able to keep constant pressure with the higher rate of fire, for example. Using slightly weaker weapons also lets you keep your weight low for speed, and tends to have a positive impact on your EN Efficiency stat, so you can regain EN faster, assuming you picked the right generator.
Viimeisin muokkaaja on Call Sign: Raven; 16.9.2023 klo 23.51
SCamp lähetti viestin:
Ok, but by what metrics are we talking about for a mathematically optimal build?

- AP?

- Passive boost speed?
- Jump boost speed?
- Quick boost speed?
- Assault boost speed?

- Amount of quick boosts from full stamina?
- Assault boost length from full stamina?
- Total air time from full stamina?

- Generator recharge?

- Total damage without stagger?
- Total potential damage with stagger?
- Burst DPS?
- Sustained DPS?
- Impact?
- Accumulated impact?
- DPS during stagger?

- Tracking? (At what range?)
- Recoil control?

===

If you're just doing pure stat totals of parts... Just take take a part, do math to get the total number that part contributes and stuff it onto a build. (Note that some numbers are low, but have disproportionate effects like firearm proficiency and recoil control stats on arms.)

The only hard limiting factor is EN load.

===

As a side commentary, I know you're not looking for the most optimal build. You just want optimized numbers. We need clarification as to WHAT numbers you want optimized.
total biggest numbers across the board
The Bread Man lähetti viestin:
SCamp lähetti viestin:
Ok, but by what metrics are we talking about for a mathematically optimal build?

- AP?

- Passive boost speed?
- Jump boost speed?
- Quick boost speed?
- Assault boost speed?

- Amount of quick boosts from full stamina?
- Assault boost length from full stamina?
- Total air time from full stamina?

- Generator recharge?

- Total damage without stagger?
- Total potential damage with stagger?
- Burst DPS?
- Sustained DPS?
- Impact?
- Accumulated impact?
- DPS during stagger?

- Tracking? (At what range?)
- Recoil control?

===

If you're just doing pure stat totals of parts... Just take take a part, do math to get the total number that part contributes and stuff it onto a build. (Note that some numbers are low, but have disproportionate effects like firearm proficiency and recoil control stats on arms.)

The only hard limiting factor is EN load.

===

As a side commentary, I know you're not looking for the most optimal build. You just want optimized numbers. We need clarification as to WHAT numbers you want optimized.
total biggest numbers across the board

If you're just looking for big numbers, you might be disappointed. The hardest hitting weapon in the game requires a single, very heavy arm part to use since they are so heavy. So you won't be optimized or efficient, but you'll be a damage brute. When you have that build, you will automatically have a significantly lower amount of speed as a tradeoff. Pretty much every build has decisions and tradeoffs you have to make in order to optimize the thing you are trying to do.

So if you want speed, you're not going to be crazy hard hitting like the above build I alluded to.

If you just want big numbers across the board, that doesn't exist. The game is always going to start filtering you towards making tradeoffs by limiting your load or EN load, or other factors, ESPECIALLY when you try to max something else out.
Viimeisin muokkaaja on Call Sign: Raven; 16.9.2023 klo 23.57
Never tell me the odds
SCamp lähetti viestin:
Ok, but by what metrics are we talking about for a mathematically optimal build?

...

As a side commentary, I know you're not looking for the most optimal build. You just want optimized numbers. We need clarification as to WHAT numbers you want optimized.

They just want each spec to be as large as possible with respect to every other. They aren't looking to optimize for anything in particular, but rather "optimize" for it's own sake.

EDIT: wording
Viimeisin muokkaaja on Señor Brown; 17.9.2023 klo 0.06
biggest positive numbers, so if a gun has bonkers weight it'd probably lose to something a little bit worse, but way lighter COUGH karasawa COUGH
All stats being equal in consideration and relying on weighting/normalization (including arguably desirable stats like Consecutive hits on melee weapons and unimportant stats unless you really need that one thing like Max Locks on missiles launchers) you end up with...

DF-GA-08 HU-BEN
DF-GA-08 HU-BEN
BML-G1/P07VTC-12
BML-G1/P07VTC-12

IB-C03H: HAL 826
CS-5000 MAIN DISH
DF-AR-09 TIAN-LAO
EL-TL-11 FORTALEZA

FCS-G2/P10SLT
IB-C03G: NGI 000

... But this thing is overburdened unless you drop all but one weapon so you might want the next 'best' leg of the LG-022T BORNEMISSZA (which wins if you don't consider Booster, anyway). If you want a shield the VP-61PS is the 'most' but it doesn't match how relatively stat high the BML-G1/P07VTC-12.
Min maxxed, you need something high AP, high stability, decent stab recovery, high speed, high engine regen, a good reload/cooling rotation with high impact and high direct hit adjustment.

There's different possibilities which is why Armored Core is awesome.

12k AP, 1680 stab, 77 stab rec, 367 speed, en delay of 0.5, a rotation between dual zimmers and a minigun with a whip to the side.

This build will get me kicked so many times.
But I got another one that is even more annoying but I'm saving that one cuz I don't want it to get nerfed yet.
* What is the mathematically optimal build for your playstyle. A lot of the stats are a series of trade offs so brute forcing more numbers would leave a lot of the numbers that have high impact from their smaller relative scales. Could be doable I think to come up with optimal builds within various weight classes but playstyle will still come into play a lot.
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