damn it, was so excited for it.. thx for reply mate
You're welcome!
For what it's worth, v0.16 is currently in development. I'm just as excited to get it made.
I'm a decent few hours in, and critical hits seem to be excessively harsh on the player? Watching a boss crit one of my maids from full health to dead is getting a bit tiresome. I'm above the recommended level for the quests I'm doing here, and I'm keeping the buffs running as much as I possible can.
With very few exceptions, there's not a lot I can do about that, honestly. The way it's set up is numerically favored toward the player, though, even if it doesn't feel like it when one of your Maids gets smoked.
The value for critical hits is set to triple whatever the base damage is, and while I can change that multiplier, it would change game-wide, not just for enemies, so player crits would be weaker, too. That feels like a pretty bad idea, especially when some Maid abilities guarantee crits.
The vast majority of enemies also have a 0% bonus to crit (and a slight deficit to hit, usually defaulting around 95%, but some are lower) while most party members have a 1-5% evade rate as well as a 3-5% bonus to critical chance (with a few exceptions being higher; Ella has an 18% bonus to her crit rate, for example).
The exceptions among enemies to that are either weak and meant to be annoying more than challenging (like rats and bats, which have a higher evade rate) or enemies that are typically optional boss/challenge fight type things (like Hold guards).
I'd like to offer some hint or strategy to lessen how bad it feels to have an enemy get a lucky crit on you (keeping buffs and debuffs up is definitely a good option; there's also hard crowd control like sleep/stun, but some enemies like Hold guards are immune to that), but sometimes that's all it is and the enemy got lucky.