Baldur's Gate 3

Baldur's Gate 3

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Mr.Pessimism Dec 26, 2020 @ 11:07am
Cleric spell hit chance
anyone besides me think that cleric spell hit chance seem a bit low? seems really low in comparison to mages.
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Showing 1-9 of 9 comments
Hobocop Dec 26, 2020 @ 11:11am 
Assuming a 16 primary stat, they're identical. The main sticking point is that clerics only have one mediocre attack cantrip to their names that targets a save many monsters in the current content are decent at, while wizards are far more versatile in that regard.
Alealexi Dec 26, 2020 @ 11:15am 
If you are talking about Sacred Flame then yes it is a bit low because we are fighting against enemies that have a decent DEX save. Otherwise guiding bolt & inflict wound hits just fine. This would be different story if we had the cantrip Toll the Dead which uses a wisdom saving throw which is less common to have a high save for. The main wizard cantrip firebolt and a few other ones use direct attack rolls on the creatures AC which is more accurate on some enemies. Otherwise with enemies with high AC you may want to use a Saving Throw damage cantrip as it maybe more accurate for those enemies.

If you are using Shadowheart I would recommend you use a crossbow as that would hit more accurately with her decent dex modifier.
Last edited by Alealexi; Dec 26, 2020 @ 11:39am
Mr.Pessimism Dec 26, 2020 @ 11:34am 
well i made a light based cleric for our party and i never seem to hit. max hit chance i have seen on normal level ground is around 40 percent. was just wondering.
Alealexi Dec 26, 2020 @ 11:47am 
Originally posted by Mr.Pessimism:
well i made a light based cleric for our party and i never seem to hit. max hit chance i have seen on normal level ground is around 40 percent. was just wondering.

If you want you can install a mod called 5e Cantrips which give other cantrips that are not available like Toll the Dead (Wis) and Word of Radiance (Con I think). It would make it easier to hit with those which don't use Dex Saves. Either way as a Light domain Cleric you want to have a decent Strength than Dexterity since you gain access to heavy armor. This means you will favor more melee attacks then spell cantrips and your main source of general damage. I also wish they also gave clerics Sacred Weapon spell.
Last edited by Alealexi; Dec 26, 2020 @ 11:48am
bullse Dec 26, 2020 @ 12:52pm 
Originally posted by Hobocop:
Assuming a 16 primary stat, they're identical. The main sticking point is that clerics only have one mediocre attack cantrip to their names ...

Guiding Bolt.
Inflict wounds.
Radiance of Dawn (if you go Light Cleric)
Scorching Ray (if you go Light Cleric)

And yes, Sacred Flame is garbage given most everything in EA Act 1 has decent DEX to save against it.
Fishmonger Dec 26, 2020 @ 2:40pm 
Maybe this was covered or maybe you already realized it, but Cleric Cantrips like Sacred Flame only hit if the target fails their Saving Throw, while most Wizard and Sorcerer Cantrips are Spell Attack Rolls against the opponents Armor Class.

For example let's say your save difficulty (DC) is probably something like 13 and depending on the target's Dexterity Saving Throw (the Save required for Sacred Flame), let's say it's +2. You only have a 50% chance to hit because the target needs to roll a 11 or better.

For Spell Attacks like Fire Bolt you will likely have a +5 Spell Attack Bonus and let's say you're trying to hit the same number for the opponents Armor Class (13). You have a 65% chance to hit because you only have to roll an 8 or better.

I haven't played the game but this math should be pretty reasonable against a target with a +2 Dexterity Modifier wearing leather armor. So as you can see your hit chance is all dependent on your target's Saves or Armor Class, as well as your save DC or Spell Attack BOnus.
starlight Dec 26, 2020 @ 3:06pm 
Originally posted by Gargahrensis:
Maybe this was covered or maybe you already realized it, but Cleric Cantrips like Sacred Flame only hit if the target fails their Saving Throw, while most Wizard and Sorcerer Cantrips are Spell Attack Rolls against the opponents Armor Class.

For example let's say your save difficulty (DC) is probably something like 13 and depending on the target's Dexterity Saving Throw (the Save required for Sacred Flame), let's say it's +2. You only have a 50% chance to hit because the target needs to roll a 11 or better.

For Spell Attacks like Fire Bolt you will likely have a +5 Spell Attack Bonus and let's say you're trying to hit the same number for the opponents Armor Class (13). You have a 65% chance to hit because you only have to roll an 8 or better.

I haven't played the game but this math should be pretty reasonable against a target with a +2 Dexterity Modifier wearing leather armor. So as you can see your hit chance is all dependent on your target's Saves or Armor Class, as well as your save DC or Spell Attack BOnus.
.. Still amazing that you know all that while you haven't played the game yet. While other people are still trying to figured out DS2 vs BG3 with some frustration ..

OP, I have a Light Cleric, I made it Dex based + Wis 14(Since I'm playing a Drow). if you add finest weapon and ranged weapon such a crossbow you can do good damage when you run out of spell.
In terms of spells, you get "Radiance of the Dawn" which is a good area of effect all enemies in 9m radius get 2D10 + your level.
you can also choose the Warlock feetat level 4: spell Hex to add 1D6 extra damage to any attack or spell. If you start adding fire (+1d4) + crossbow +1D10 + Hex 1D6 .. or you combine radiance of the dawn + hex on the big guy .. it does hurt.
Last edited by starlight; Dec 26, 2020 @ 4:09pm
Alealexi Dec 26, 2020 @ 6:26pm 
Originally posted by starlight:
Originally posted by Gargahrensis:
Maybe this was covered or maybe you already realized it, but Cleric Cantrips like Sacred Flame only hit if the target fails their Saving Throw, while most Wizard and Sorcerer Cantrips are Spell Attack Rolls against the opponents Armor Class.

For example let's say your save difficulty (DC) is probably something like 13 and depending on the target's Dexterity Saving Throw (the Save required for Sacred Flame), let's say it's +2. You only have a 50% chance to hit because the target needs to roll a 11 or better.

For Spell Attacks like Fire Bolt you will likely have a +5 Spell Attack Bonus and let's say you're trying to hit the same number for the opponents Armor Class (13). You have a 65% chance to hit because you only have to roll an 8 or better.

I haven't played the game but this math should be pretty reasonable against a target with a +2 Dexterity Modifier wearing leather armor. So as you can see your hit chance is all dependent on your target's Saves or Armor Class, as well as your save DC or Spell Attack BOnus.
.. Still amazing that you know all that while you haven't played the game yet. While other people are still trying to figured out DS2 vs BG3 with some frustration ..

OP, I have a Light Cleric, I made it Dex based + Wis 14(Since I'm playing a Drow). if you add finest weapon and ranged weapon such a crossbow you can do good damage when you run out of spell.
In terms of spells, you get "Radiance of the Dawn" which is a good area of effect all enemies in 9m radius get 2D10 + your level.
you can also choose the Warlock feetat level 4: spell Hex to add 1D6 extra damage to any attack or spell. If you start adding fire (+1d4) + crossbow +1D10 + Hex 1D6 .. or you combine radiance of the dawn + hex on the big guy .. it does hurt.

It maybe that the person in question already has prior knowledge of D&D 5e? If you already have prior knowledge of the PnP game then you will know most of the mechanics in this game and already have the math to make a functioning character.
Alealexi Dec 26, 2020 @ 6:45pm 
Originally posted by pandariuskairos:
Toll the Dead would be nice.

Sacred Weapon would be nice as well.
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Date Posted: Dec 26, 2020 @ 11:07am
Posts: 9