The buff information sent to the client does not transmit information showing the order the buff was applied (chronological order). We’ve made the server side battle process specifications so that the time in which a buff was applied is not needed. This is to make sure that the game runs quick and smooth even if a large amount of buffs are applied to a character in a single zone map.
Buffs that have been applied are stored on each character individually in a space that remembers 30 buffs, and once the effect duration is over it is cleared from that space. Buffs that have the same display priority are placed in the start of this space, and many of them are displayed in order that they were applied.
If buffs are overwritten or reapplied when they wear, depending on the open slots in this space, the buff display order can change.
In order to reduce memory consumption and server processes we do not have any plans of changing this system, but by adding some processes we can work on the client-side display order, and make adjustments so it is more natural. With that said we will continue to make adjustments moving forward.