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They never not stick for me :)
EDIT: Difference is that other spells do half damage if the saving throws succeeds, but the displayed percentage should be the same.
Then there's Chain Lightning, that ♥♥♥♥ hits more reliable than 1 death ray beam.
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.
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
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.