And that`s how fast it all can end...
Defenses and block help a lot, but if one crit mob gets the lucky shot and lands all hits with criticals in 2 consecutive rounds, you`re toast. Even in areas way below your level.
Therefore, dear Devs, it is my view that monster crits should be reviewed. In my humble opinion they are unbalanced compared to character health and stats of typical level chatacters, and insanely dangerous to PermaDeath.
For early game, please consider to reduce the critical multipliers to 1.2, maybe 1.5 and a max of 2.0.
Alternatively, maybe DR could be altered. Instead of getting deducted from the overall damage, it could be deducted before the critical hit multiplier is applied.
That might actually be the best and easiest thing to do.
Would make DR way more meaningful, even in late game. And balance the HP vs monster damage issue in early game alot.
Lets assume 30 health.
One mob deals up to 5 dmg with a crit multiplier of 3 (not unlikely in early game) and has 2 attack per round. That thing can kill you straight! Regardless the crit hit chance, the chance is there, and it does happen.
2 DR in current code:
(5×3-2)×2=26 dmg per round. Getting unlucky leaves you with 4 of 30 hp. Surviving that afterwards is unlikely.
2 DR in the suggested way:
(5-2)×3×2=18 dmg per round. Now even you got way unlucky here, you still have a good survivability. 12 hp left.
Also, it would make sense. If a Wolf tooth can only enter your skin for 2cm instead of 6cm due to thick leather armor (with DR) or your thick bark skin, a crit would also only be incurred with the part of the tooth that made it through.
Maybe something you`d like to consider for the future and to aid PermaDeath mode players

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