Makes sense then. For normal enemies, usually a well built character will kill them with a few hits anyway, so it's easy to see why 30% might seem not appreciable enough.
I do see as well your concern over the cheesing. I saw you added a lot of new status effects that might tip the balance in the player's favor, although I assumed they'd count as "debuffs" and thus rendered useless by the bosses' resistance anyway. What I fear is that boss fights could get reduced to just a matter of having big damage numbers (and some way of surviving/reviving, which we get a lot of in this update as well), instead of a tactical puzzle of figuring out combinations of buffs and debuffs. I also fear that builds centered around DoTs would be discouraged, which I think would be a wasted opportunity to diversify the game's experience for players.
At the end of the day though, I also understand that the focus of this game isn't solely the combat system, and even without that feature it'd still be very great. Taking time to "perfectly" balance the game would be in detriment of further developing new content and polishing the existing one, specially for a single dev such as you. I don't wish my ideas and feedback to add pressure for anyone, specially when I still haven't even played the version myself, I'm just speaking out of the experience of having played a lot of games myself, which might prove to make for an insufficient insight. Thank you for taking your time to read me nonetheless, I feel quite passionate about your game and wish it nothing but success.