# Stats and Damage

Several core stats have been changed, added, or removed in TERA Arise.

Crit factor has been replaced with critical chance; it is now simply your percentage chance to land a critical hit. There is a hard cap to how much critical chance can be built on a character that will never change: 5% base, 10% from gear, 35% from gear options, for a total of 50%. (In other words, any endgame character will have at least 15%.) Additionally, the modifier for [attacking from behind](https://tera-arise.gitbook.io/tera-arise/game-systems/combat-mechanics) has been changed from 1.6 to 1.5, while the side modifier has been changed from 1.2 to 1.25.

To facilitate the changes to critical chance, crit resist factor has been removed from all NPCs. Additionally, crit resist factor has been replaced with critical chance reduction and is now simply the percentage subtracted from the opponent's critical chance. Building critical chance reduction is mainly intended for PvP, but can also help against NPC attacks.

Base critical power has been changed from 2 to 1.5.

New physical/magical critical chance and critical chance reduction stats have been introduced.

To avoid punishing certain [class aspects](https://tera-arise.gitbook.io/tera-arise/game-systems/classes-and-roles) depending on the fight, NPCs no longer have physical and magical resistance; instead, these stats can only be built by players, e.g. to counter specific NPC attacks, or specific classes in PvP. Physical/magical piercing and ignore stats have been completely removed.

TODO: Break stats.

Stats related to reduction of weakening (green) and DoT (purple) effects have been removed.

Balance, balance factor, impact, and impact factor have all been removed. The effect of these stats is now innate to classes and specific NPCs.
