Status Effect Design: Potency, Duration, Add, Merge?

I have multiple different status effects in my game and I’m not sure how to handle them like what to do when a certain situation happens.

Should duration and potency be separated? How should damage scale (flat or percent)? If merged, should it scale with duration remaining? How would reapplying the effect work? Add potency/time? Choose highest potency/time? Mix and match?

Take note health in my game ranges from 100 at early game to 1 quadrillion at endgame.

Here are the planned status effects in my game:

  • Burning/Freezing (merged as one due to freezing being negative burning)
  • Poisoned
  • Bleeding
  • Blinded
  • Soaked
  • Shocked (lightning stun)
  • Hallucinating
  • Charmed (magical, might not be full damage reduction)
  • Nearsighted (magical)

Take note all the status effects listed as magical have more leeway because they don’t really exist in real life as status effects.

In terms of just balancing I’ve always thought that distinguishing duration and potency only leads to confusion - unless if the more potent effect deals its damage within a few seconds, functioning almost like regular damage that just has the effect’s attribute. Maybe certain effects could compound, like the lightning stun’s effect being more effective on a Soaked player by a factor depending on how long the player has been wet for.
Reapplying the effect could just extend the effect, and if you do decide on including potency it could swap for the higher potency.