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Elemental ailments have certain effects, both damaging and non-damaging ones, that are impacted by magnitude of such effects--this can mean they will deal more damage in case of poison or bleed, more potent slow on chill, increase damage taken by shocked monsters, etc.
There is a base ailment magnitude, individually defined for each type of ailment, which can be further increased by size of a hit, which delivered the ailment or by in effects increasing magnitude of your ailments. You can get increased magnitude effects from your gear or from skill tree. These bonuses usually apply to specific ailments--if you are using cold skill to chill and freeze enemies, you can get magnitude of chill you inflict nodes that will increase by how much your chill slows enemies. In case of shock, base shock effect is 20% increased damage taken and you can use magnitude of shock effects to increase the bonus damage monsters take.
My understanding is that magnitude effects are multiplicative so if you have 10% increased magnitude of shock, when you shock enemy it will take 22% increased damage instead of base value of 20%. Similar principle is applied to other ailments.
However, there are other factors that affect ailments such as ailment thresholds, type of enemies (bosses have reduced effect of ailments on them by massive amounts), and few others.
Otherwise it's works exactly the same. Increased means the sum of bonuses is additive (like if you have 10 % increased shock magnitude and 20% shock magnitude, they first add up to 30% increased shock magnitude and then multiply the base magnitude).