Your chance to hit in game needs some kind of explanation into how it works. A tooltip would be nice. It doesn't follow core rules whatever it is.
I've determined that to some extent, elevation and lighting affect chances to hit, HOWEVER this goes out the window at various instances of the game. I've noticed that in dark places (goblin keep, caves, etc.) that casting a dancing lights cantrip next to a monster is enough to make 33% -> go to 60% -ish... but that's it, even if you have elevation on it. You can even cast divine strike and you will not rise above 60-65% after illuminating monsters in the dark- and they can be illuminated quite well. (On this note: I'm unsure divine strike even does anything. I mean it SAYS it does, but after casting it i dont notice any increased chance to hit at all, its the same.)
FUTHERMORE, what the **** is with monster size not affecting chances to hit? How can someone have a 33% chance to hit a giant ogre standing directly in front of them?! IN DAYLIGHT? How can someone have a low chance to hit an absolutely massive monster point blank? (i wont spoil anything ahead).
In the core rules, size transfers DIRECTLY to a -# in AC because they are easier to hit. A towering ogre is objectively easier to hit than a rat. However in this game, the largest monsters available will have an incredibly low chance to be hit, even after being illuminated. This is problematic considering they have 75-105 hitpoints. How are we supposed to kill a 105 hitpoint monster with 40% chance to hit which essentially means 10/12 of your strikes will miss because this games hit math is completely rekt. I tested a spell (ray of enfeeblement) across several encounters. The visual indicator went from 65-80% chance to hit consistently. It took 8 casts to get it to hit, 2 of them critically missed. Meaning of the 8 casts, only 1 hit and 2 rolls were critical fails for a spell that should be hitting 7/10x.
How do those numbers make sense? Even when we arent being lowballed in the visual percent chance to hit indicator, we seem to be lowballed in the hidden roll too.
The AC in D&D combines both armor/hide/scales and the ability to dodge and avoid damage. And in the Monster Manual a rat is actually easier to hit than an ogre. The ogre has tough hide. And it probably moves much faster considering its size. Whatever works for you imagination. A knight with a shield and in full plate, is not dodging all your attacks, his armor is absorbing it.
When it comes to the math, I can't say I noticed any abnormalities except for a few critical hits and misses that should not have counted as such. The dice rolls felt like they were falling randomly like dice do. Look at the rolls yourself in the combat log. They seem fine.