I don't think this game needs enemies getting a damage multiplier if the battle drags on. The first character's tanking strategy is already penalized by the fact that fights taking longer = less progress per hour for the player.
I am working on implementing these suggestions! I agree, with dodging, Apolonia's special can feel useless.
Although, if an encounter is to go past 10 turns, I don't think it should be as it is with no 2x per turn damage multiplier. Maybe there should be something like a shared damage multiplier (both you and the enemy get it) or maybe the battle rapidly speeds up (a sort of "frenzy" occurs).
I really don't like the idea of a new player allocating a lot of health and defense, and then fighting an enemy in a level 25+ area. They might be in that encounter for 30 seconds if they don't have enough attack. I don't think that is a good introduction to the game.
But I hear these concerns, and I will update the game to address them.
A fatigue mechanic makes sense, but I think it ramps up too fast. If it kicks in as 2x at round 12 (or whatever it's set to now), it should maybe double every 5 rounds afterwards, or increase by 1x every round, but doubling so quickly means the fight just instantly ends as soon as it kicks in. Apolonia's DPS is so lacking that I found myself having to dump 100% of my points into attack when I was first reaching the level 2000-3000 range in order to kill anything.