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(NG+ = strong, NG++ = Demon, NG+++ = Wise)
I'm sure the first hag you saw should have been a giveaway. :P
vs. bosses, most debuffs last about ~5 seconds at most, which is why you see onmyo familiars becoming the meta, as they are passive elemental applications that combined with corruption/purification weapons, can last as long you need it to*.
*Assumes you can stay within melee range with a persistent chain attack (water sword, swirling snow, etc.)
Incidentally, this makes confusion spam counterproductive against high-HP or low opening enemies,
The game, in it's later stages, punishes attempting to use elements without investing in them. With the applicable graces, or even just by stacking temperable effects, you can still apply elements reliably and keep them applied.
As far as I'm aware, we don't actually have hard data on damage modifiers from things, or even direct access to enemy stats to discover via testing.
Generally speaking, when it comes to damage output, you will be better off going for something like '+x% damage vs scorched enemy' rather than '+x% fire damage'. The only real exception to that is if you are REALLY HEAVILY relying on feathers or elemental onmyo projectiles. In which case you would want to stack '+x% elemental damage', rather than tying yourself to one element.
To get the super stun where the boss literally does nothing, you may need to have an entire team hitting and or adding their own debilitating effects.