This topic is in need of research for the following reason: * In games where buffs are permanent & in stages, can countering buffs and debuffs only be maximized individually until they reach their final stages, or are the buffs left in an endless loop? (Are buffs and debuffs individual variables, where they're used as formulas for the final result, or are they both influencing one, single variable?)
This can be discussed on the article's talk page.
In the Shin Megami Tensei franchise, Tarunda typically decreases the physical attack power of all enemies by one stage and lasts until either the battle ends, an enemy is killed, or removed by a debuff removal skill such as Dekunda.
In Shin Megami Tensei IV, Tarunda lowers the enemy faction's attack power by 1 rank, and stacks up to 3 ranks. Each rank lowers the user's attack power by 20%, with the minimum reaching 60%. It stacks multiplicatively with other buffs, Rakukaja included. (1.6*1.6=2.56)
In Shin Megami Tensei V, Tarunda is single-target, and lowers their Attack power (Physical and Magical) by 1 rank for 3 turns. The debuff can stack in 2 ranks, and debuffing each time resets the timer of the debuff. On the first rank, the damage is reduced by 4/5, while on the second rank, it's 7/10. Rakukaja and Tarunda stack via multiplication.
In the Persona series, Tarunda decreases one target's attack power.
In Persona 4 and Persona 5, Tarunda lasts for three turns.
In Persona 3 and Persona 4, the attack power of affected enemies is decreased by 2/3 (The formula is 1/(1+0.5), where 0.5 is the multiplier for attack boosts, hence countering Rakunda directly). If stacked with Rakukaja on the attacker of the user, the attack power is halved (1/(1+0.5+0.5)).
In Persona 5 Strikers, Tarunda lasts for a certain period of time. Under default circumstances, it lasts 50 seconds.