Author: Poetry Eternal
Thanks to Rabbit King for lending me the account for testing.
Thanks to the reef guy for checking the conclusions in the process.
Freezing and burning
Trigger the Will of Frustration first, then use the Wave Burst on the sandbag and wait for the burning to finish reading.

You can see that the direct injury of the wave burst is 142582
Wave burst damage statistics are 325695
Burning part: 325695-142582 = 183113
183113≈142582*1.2 (Burn Damage increased)*1.07 (Burn 7 Skill Attack)
After that, the big ice is thrown immediately after the wave explosion, and the ice is frozen with the ice to burn
Wave burst damage statistics are 333965, significantly higher than the first time
Burning part: 333965-142582 = 191383
The second burned part compared to the first burned part: 191383/183113 = 1.045
Since the big ice cannot be settled immediately after the wave explosion, 1 out of 10 times of the burning jump cannot be counted as ice freezing
So it is 0.1 + 0.9 * 1.05 = 1.045 compliant
Conclusion: When freezing and burning exist at the same time, the frozen and burning states are all lifted, and all the burn injuries that have not yet been settled are settled by *1.05.
The number of bleeding layers increases the bleeding attack power
Source: https://bbs.colg.cn/thread-8444913-1-1.html
Testing process:
First use the summon beast attack to pile up the number of blood layers, and then use the moon to attach the spirit to the single stage before the number of layers is about to fall to 10
The moon hurts 1163569
Bleeding injury part: 1163569 * 1.2 = 1396283
The bleeding is 3 seconds, a jump every 0.5s, so every jump is about 232713
The number of bleeding layers and the corresponding moon bleeding damage are then recorded separately
Above 11 floors: 255984 = 232713 * 1.10
10 floors: 253657 = 232713 * 1.09
3rd floor: 237367 = 232713 * 1.02
2nd floor: 235040 = 232713 * 1.01
1st floor: 232712≈232713
Let the summon beast keep grazing to pile the number of bleeding layers to more than 11 layers, during which the black mist is released
Black Mist damage per stroke is 30161, a total of 15 hits, the total damage is 30161 * 15 = 452415
Black Mist's damage stats after bleeding damage is out
1049616-452415=597201
597201 = 452415 * 1.2 (bleeding damage + 20%) * 1.1 (bleeding damage characteristics)
conclusion:
Each jump of bleeding damage will increase its own bleeding damage by X% (X = the current number of bleeding layers -1, multiplied by the increase in bleeding damage of the equipment)
For example, when bleeding in 2 layers, bleeding damage *1.01; Bleeding injury*1.02 when bleeding 3 layers, and so on
Up to 10%
Bleeding settlement time is 3 seconds, which is shorter in abnormal damage
Requires the class to have a relatively smooth high-frequency combo ability, which can get an additional 10% bleeding damage bonus
The damage composition of other anomalous genres is 0.5 straight damage and 0.6 abnormal damage
The bleeding is 0.5 straight injuries and 0.66 abnormal injuries
1.16/1.1=1.0545
A 5.45% improvement over other anomalous genres
Exceptions are not bound to attribute attacks
Test conditions: The three genera of dark fire light are the same
Blood + Fire Attribute Contract
Bleed + Dark Attribute Contract
Inductive + Fire Attribute Contract
Inductive + light attribute contract
conclusion:
Abnormal genres have basically other similar or stronger options for parts that are strongly bound
Anomalies are not bound to a particular genus, but anomalous damage requires the character to attack with attributes
I don't know how long this rumor has been dispelled, and a bunch of people have been circulating, really tired