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Also your logic doesn't really work, if somone is really good at mangling stuff that's on fire, then hitting the part that isn't on fire isn't logically going to let them bring that skill to bear.
the reason it works like that for human enemies is because statuses are tracked by source, when an abno has multiple slots from one part (happens with most multi-part abnos) it works the same way, every attack from the right arm will enable effects triggered by the 8 stacks of Burn on it, but attacks against the left leg will not.
Nobody at PM has any idea how to balance a game, and nobody is playing their stuff for the mechanics or systems, just for the setting and story.
Their constant flip-flopping with how sanity, coins, and so forth work, alongside bloating clash numbers, demonstrate this very clearly.
Difficulty and thoughtful design? In my mobile game? Pah! The mere thought... Impossible!
Hm... Suppose it would kill them to alternatively just make all debuff-exploiting units rely on giving themselves (de)buffs like SpiceBush or any W-Corp ID?