After some tests I think I found a good balance

The main problem was that before I was using 100% hit as starting base, then comparing target Evasion/Speed with attacker Critical Hit. The fact is that the speed values are usually lower, so you would always hit

So now I am using as base 75% hit. Which means that the following happens with a target having Speed of 10:
Attacker with 15 Critical Hit= 80% hit chance
Attacker with 5 Critical Hit= 70% hit chance
etc. I tried with the existing values and it seem balanced, also because even if you miss, 50% of damage still counts. And Joanne suddenly is much more powerful with her always hit magic bolts
