So, the percentage chance to hit thing needs to go. Not only is it misleading since while it might say you have a 100% chance to hit an enemy, an unlucky roll could still make it a miss. Sure the odds of hitting might be really high, especially considering the stupidly large amount of ways you can get Advantage in this game which is OP as hell...but I digress, anyway no matter how high your chances of hitting the enemy might be you can always still roll a one and miss, which makes the percentage to hit that it shows just feel like a complete and utter lie. Which is almost what it is, since it could say you have a 100% chance to hit and you could still miss simply by rolling a 1, meaning that there is never a time when your chance to hit is actually 100%. Remove the percentages and simply show us whether we have advantage or disadvantage, and what is causing those things. Heck, maybe even replace the % with the AC of the enemy you're targeting, assuming you don't go the route of hiding it until you learn about that enemy then that would be a decent replacement for a percentage is just showing us the AC on the targeted enemy instead.
For example, when you hover over an enemy, instead of a percentage to hit displayed near your cursor and in that circle at the bottom left above the character portraits, remove it from the cursor entirely and make that circled number into the targets AC, so it would list their AC (say 15) and what is giving you advantage or disadvantage next to it as it does now. Or just remove it entirely and only show the advantage/disadvantage, because right now percentage to hit not only adds nothing, it misleads players into thinking they have a better chance to hit than they actually do.
On a side not to this, why am I getting disadvantage from low ground when using the Sacred Flame cantrip? You don't even roll an attack roll for it, the enemy just has to roll a saving throw, I shouldn't have disadvantage on it.