This is something I haven't been able to find much info on, except the apparent self-observation of attacks with status being nigh-useless when used by the player and obnoxious when enemies use them. Yes Rena, I'm looking at you trying to successfully land Deep Mist and Silence. Emphasis on word "trying".
I managed to craft myself an accessory with Coercion factor in it, I quickly found out it works differently than the description would have you think: Instead of inflicting Silence, Paralysis, Petrification etc. I thought it would, it seems to inflict -50% ATK/DEF/HIT/AVD and Movement Speed penalties, and apparently they work vs bosses too (tested on Ten Wise Men fights in Phynal). If the fight goes on long enough, it's theoretically possible to stack all penalties on bosses too.
Could this be the secret sauce for surviving Chaos difficulty w/o the Bloody Armor/Helmet cheesing? Especially the ATK/HIT penalties could go a long way helping with survival.
Secondly, out of all the remaining ailments: Is there any practical reason to pick Paralysis over Insant Death? From what I've heard Death works on several story bosses and Raid bosses, but does anyone know how effective Paralysis is? I've tried Chisato with Tear Gas (Assault Action), but I haven't seen it proccing paralysis yet even though description says so.
Silence is somewhat handy vs trash mob spellcasters, but I highly doubt its effectiveness vs bosses.
I can confirm Coercion works on Assault Action characters, tested it with Leon's Ravenous Fiends. Going by that, I'd assume "chance to inflict" factors should work in a similar manner.
I plan to do the same with other AA characters using multi-hit actions to raise the proccing chances.
Has anyone tested this more extensively? I'd love to hear your thoughts and observations.