Long time ago, I had found a thread here that explained how the TarGet Rate trait formula worked. I tried searching both here, and on google, but instead all I got was, "How do i make someone get hit?" rather than a full explanation of the formula. On Steam, the closest one was Which was a bit odd it says everything up to "Total is 400%" and then doesnt explain how it got the percentages after that. So I tried 2 different methods, both of which gave the same result. 4 characters with 100% TGR. totals 400%. So I went with; 100 x 100, then /400 = 25 (so 25% chance) This formula works. Another example, Then I tried; Same as above. So I thought, ok, both work, im done here. Then I made a party of 3 members only, as the 4th hasnt joined yet. 100%, +100%, +50%. Total is 250% 1st method; 50 x 100 / 250 = 20 (so a 20% chance to be hit in a group of 3) 2nd method; 33.33333~, cut in half, is 16.66666~% in a group of 3... So I managed to get 2 different results, using the same formulas this time around. Im inclined to think the 2nd formula is correct, just take the initial fraction (so 1 of 3, or 1 of 4, etc) and then multiply the modifiers. But I honestly have no idea. Does anyone know how the formulas for TGR actually work?

It wasn't in a forum post, i wrote it in the user blogs (which are now gone). I don't habe time ATM, I'll write it again later.

Hmm, im not sure what the blogs are, but if its a different website, its unlikely I went to it, as im EXTREMELY picky which websites I go to. But on a side note, thank you! This has been bugging me all day lol.

I was writing about this websites userblogs which don't exist anymore. OK, short explanation. Let's assume you have two actors with TGR 100, one with 200 and one with 50. completely ignore the % sign here, it has no effect. Now you can read this as the third actor being targeted twice as offen as the first two because 200 is double of 100, and the last actor being hit half as often because 50 is half of 100. For total probability (which is less important here for good reasons) that can be calculated AS follows: The total weight is 100+100+200+50 = 450. So actor 1 gets hit 100/450 times, actor 2 gets hit 100/450 times, actor 3 gets targeted 200/450 times and the last actor gets targeted 50/450 times. You can recalculate that into percentage values, but that would be a bad idea in my opinion because it will prevent you from using simple numbers...

Gotcha, thanks! So the 1st method was the more accurate method, though as u said, its easier to not convert it back into percentages. I only did so with an attempt to convey the percentage to the player.