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I know a lot of players dont think about it and just keep their stats are like 16/16/10--->
Secondly, there are essentially two ways to take damage, one is getting hit and high AC helps with that.
The other one is having to roll a saving throw, usually against spells. And some spells can't be completely avoided ever, only damage halved.
Thirdly, if your hit chance is 60%ish in act 3, you're doing something wrong.
And finally, open the combat log and look at the rolls.
For AB, you should be able to get your primary ability to 22 (20+2 from Mirror of Loss) for every character except Shadowheart; you can get Strength to 24 (Astarion potion). You should at least have a +2 weapon. There are also gloves and a few armor pieces that give you a +1 to hit. However, hit chances can be low if you're using GWM or Sharpshooter. You can boost hit chances with the Bless spell or by getting advantage. I like Blindness for getting advantage (level 2 spell, no concentration, no save every turn and lasts for 10 turns), for a lot of fights the Blood of Lathander will inflict the condition on your enemies without having to cast the spell.
My main fighter hit chance is over 80 with op ring i found that gives him auto advantage on all attcks, karlach barb hit chace is 60ish but with reckless this goes up to 80ish . The to hit part i get. If gale will shoot a Cantrip itll be around 55%
My point is.. is there any purpose of having AC 20 vs Having AC 12... ? or AC 26 vs AC 12? At which breaking point does AC actually make a difference?
You'll start to notice having better AC around 24-26. Shoot for ~27-29 if you want to feel "tanky."
Sub 24 AC in act 3 feels pretty weak unless you give them disadvantage. I mean 22AC is basically just a hasted caster with no real other bonuses to ac. Just Mage Armor, 18 dex, a 3 ac shield and haste.
Noted so what you are saying is 24+ Ac makes a diffence while Ac below this becomes irrelvant
Not irreverent but you're certainly going to get hit enough to make it hard to concentrate on spells, and have a much higher risk of a bad round downing you. A 23 AC pally in melee is going to have it's conc spell broken constantly even with warcaster for example, around 26-27 it happens a LOT less.
I mean you can get AC to 35+ if you really want to. Toss on the a crit immunity helm and you just ain't going to take much damage from melee period.
This is an option that should really be checked off by default, especially in a game that lets you min-max defense and offense to bloody levels.
But generally speaking, putting your enemies at disadvantage rolls is the most important mechanic.