General comments (that obviously require no action, just babbling here) after playing mob fights (bar + Dingirran archers, swordsmen and lancers + Ardin ... these guys don't heal so none of that silly potion-action

) ) in Jariel's memory crystal quest (still early act 2, played in Hard and Nightmare, both D/H and H/R combos):
1) Since the tweaks are in percentages, the effect on the enemies is hardly noticeable between the default and the +10% option at this stage of the game.
2) +30% option makes all prep work futile during a fight...their defense and HP are low enough to make just going at them a better option than allowing them any extra turns to take your HP down too much while you just stand preparing.
3) +20/+30% didn't feel like was harder than before, nor did I feel more threatened because of their attack power..I've had some of my crew members [ko] plenty before. If anything, being able to take down enemies (especially from backrow) that do not heal/resurrect fast makes the fights only faster and easier, not faster and harder/same difficulty
4) I have a strong suspicion that especially this +30% option (but maybe with later enemies also the 10/20% options) will make the Restless trait very lucrative in the long run, because it'll allow you to cope better with the increased dmg they do on you between the battles while they simultaneously go down quicker.
Anyway, I'll see if any of these observations will be applicable
at all to later fights (Steam tunnels, Rowinda's undead in Act 2).
