Baldur's Gate 3

Baldur's Gate 3

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Level 6 spells (non AoE) never seem to hit??
Bit bummed out that at level cap, level 6 spells seem to *always* have a 49% chance or less to hit,,,specifically looking at you 'disintegrate.'
I get that these spells are really strong, but when I'm strutting around as a level 11 sorc, my disintegrate spell should quite literally, disintegrate a level 8 enemy.
Magic really seems to be given the short stick in this. By no means is it not viable, but damn does it feel like a helluva waste of spell slots.
I find myself constantly reloading just to make hits. Would love to see this looked at by devs as melee characters are casually dishing out 40+ dmg per hit in my level 11 party, vs casters that are just getting the short end of the stick.
Originally posted by Elysion:
My general experience over the last couple decades of playing dnd based crpgs is that these kinds of spells always suck. Maybe in tabletop they are better because encounter design is different or something, but you are better off with raw damage spells that still do something if the save is made, or buffs to make your martials stronger. Inevitably the only things they will really reliably work against are things that you can deal with using a lower level spell slot
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Showing 1-12 of 12 comments
ToucanSafari Aug 23, 2023 @ 8:29pm 
Post your stat sheets.
Recjawjind Aug 23, 2023 @ 8:31pm 
I have a 30 spellsave dc
They never not stick for me :)
Shyba Aug 23, 2023 @ 8:31pm 
Originally posted by No_Title:
Post your stat sheets.
also need to know the stats of the enemy you are aiming at. cause even with a 3 level difference your stats(and spell dc) might not be enough if it has high dex (since it's a dex save)
Zygfryd Aug 23, 2023 @ 8:33pm 
It should have the same chance to work as any other spell you have that allows a dex saving throw. There's a lot of equipment to raise your spell save DC.

EDIT: Difference is that other spells do half damage if the saving throws succeeds, but the displayed percentage should be the same.
Last edited by Zygfryd; Aug 23, 2023 @ 8:45pm
Metrod125 Aug 23, 2023 @ 8:39pm 
Disintegrate always seem to have the lowest chance to hit out of any spell that Gale has, despite my own best efforts at giving him all equipment that boost spell save DC and the highest INT possible.
Then there's Chain Lightning, that ♥♥♥♥ hits more reliable than 1 death ray beam.
Last edited by Metrod125; Aug 23, 2023 @ 8:39pm
Agent Sandman Aug 23, 2023 @ 8:44pm 
Originally posted by No_Title:
Post your stat sheets.

I've no clue how to do that.
I can tell you that I have a 22 charisma and really good stats across the board. It's not a single enemy incident, this is an ongoing issue with many enemy types through and through. My spell save DC is through the roof as is pretty much everything else, I'm a huge min-maxer. My sorc. is nutty strong, the things that screw me are these % hit chances which seem to exist just to make things artificially harder. I think possibly they are bugged, as again, a level 11 vs a level 8 should be a short drop and sudden stop encounter, so to speak.
Recjawjind Aug 23, 2023 @ 8:45pm 
Originally posted by Agent Sandman:
Originally posted by No_Title:
Post your stat sheets.

I've no clue how to do that.
I can tell you that I have a 22 charisma and really good stats across the board. It's not a single enemy incident, this is an ongoing issue with many enemy types through and through. My spell save DC is through the roof as is pretty much everything else, I'm a huge min-maxer. My sorc. is nutty strong, the things that screw me are these % hit chances which seem to exist just to make things artificially harder. I think possibly they are bugged, as again, a level 11 vs a level 8 should be a short drop and sudden stop encounter, so to speak.
Check exactly what your spellsave dc is and come back to us.
The author of this thread has indicated that this post answers the original topic.
Elysion Aug 23, 2023 @ 8:52pm 
My general experience over the last couple decades of playing dnd based crpgs is that these kinds of spells always suck. Maybe in tabletop they are better because encounter design is different or something, but you are better off with raw damage spells that still do something if the save is made, or buffs to make your martials stronger. Inevitably the only things they will really reliably work against are things that you can deal with using a lower level spell slot
Recjawjind Aug 23, 2023 @ 9:13pm 
Originally posted by Elysion:
My general experience over the last couple decades of playing dnd based crpgs is that these kinds of spells always suck. Maybe in tabletop they are better because encounter design is different or something, but you are better off with raw damage spells that still do something if the save is made, or buffs to make your martials stronger. Inevitably the only things they will really reliably work against are things that you can deal with using a lower level spell slot
The items in this game are turbobroken, so if you build decently powerful characters, they'll always stick. I never *once* had (since reaching act 3) a spell not stick. At most, one out of the 4 scorching rays I always start my rotation with misses, which really aint a big deal.
Kyutaru Aug 23, 2023 @ 9:16pm 
Originally posted by Recjawjind:
Originally posted by Elysion:
My general experience over the last couple decades of playing dnd based crpgs is that these kinds of spells always suck. Maybe in tabletop they are better because encounter design is different or something, but you are better off with raw damage spells that still do something if the save is made, or buffs to make your martials stronger. Inevitably the only things they will really reliably work against are things that you can deal with using a lower level spell slot
The items in this game are turbobroken, so if you build decently powerful characters, they'll always stick. I never *once* had (since reaching act 3) a spell not stick. At most, one out of the 4 scorching rays I always start my rotation with misses, which really aint a big deal.
Yeah, stacking DCs is the way even in Neverwinter Nights or the Pathfinder games. Of course in those you can spec illusionist and just Phantasmal Killer everything easily.
Clive Hawkins Aug 23, 2023 @ 9:19pm 
If you are casting a DEX save spell on an enemy with 30 DEX your chance of success is going to plummet. Make sure you are targeting an enemies weakest saving throws:

Glyph of Warding (Sleep) - Dexterity
Cloudkill - Constitution
Mind Flayer Abilities - Intelligence
Hold Person - Wisdom
Banishment - Charisma

Using Bane, Cutting Words, or Heightened Spell are great ways to increase success
Last edited by Clive Hawkins; Aug 23, 2023 @ 9:20pm
Incantus Aug 23, 2023 @ 9:22pm 
This seems like a case of not understanding DnD Spell Saves.

First of all, you should get whatever your spellcasting ability score is as high as possible, by endgame this is 22 or 24 depending on stat score.

After that, inspect enemies. If they have tons of dexterity, a spell like Disintigrate will do poorly, but say they have next to no wisdom or intelligence? Dissonant Whispers and Phantasmal Killer says hello.

Also dont assume a 6th level spell will just be better than a lower leveled spell, often I find myself upscaling spells instead of actually using 6th level spells themselves.

Moonbeam and Call lightning are excellent examples, they deal their damage every turn, at 6th level that is 6d10 damage, every single turn. Much better than 10d6+40 once.
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Date Posted: Aug 23, 2023 @ 8:25pm
Posts: 12