I'm looking to prevent refreshing of a status effect timer. Here's what I have so far: A bleeding effect that behaves like reverse lava, dealing the most damage at the start and decreasing damage each tick. The only issue is that reapplying the effect only extends the timer. So, as each tick multiplies the previous tick's damage by 0.75, it works correctly up until about the 16th tick, where the number becomes about 1% of the original tick. Each tick afterwards becomes only more and more miniscule, and it's impossible to restart the effect without breaking damage and waiting for the entire timer to wear out. I initially thought to solve the problem by causing the damage to be reapplied when the timer was refresh. I have successfully done this, but since the first tick is about 10% of target's health, it's quite overpowered. The only way to fix this issue is to reduce the damage so that I might as well have simply used already existing bleed effects. Here is the code for that version (my latest): Lua: https://pastebin.com/pSYbA9Dc JSON: https://pastebin.com/zyqJp5Hq So, I am now trying to keep the timer from resetting when the effect is reapplied. I know this must be done either by disabling the ability for the timer to refresh, or by immunizing the target to the effect while the effect is present. I'm not sure which would work best or how to do either. In this way, the effect timer will not be extended despite repeated strikes, and the effect will be free to restart once the duration has ended.