Attachment 73312More detailed testing revealed the following:
1) Yes, it is essentially an “ATB Surge,” without any other effects.
2) It depends on the number of your units and the enemy's units because the strength of the effect depends on the hero’s level, while the scale of its use depends on the number of units participating in the battle.
Mechanically, its ability simply indicates a new turn order through animation, jumping from ally to enemy (or vice versa); in both cases, the number of applications depends on the number of these allies and enemies.
For example! If you only have one unit, and the enemy has two, applying it to your unit will accelerate that same unit; the animation will “touch” your unit and the enemy unit that will go first.
If you have two units and the enemy has two, it will jump evenly onto each, collectively indicating the turn order of your two and the enemy's two units. (so far, in both cases, we are affecting all our troops, with priority given to the one we used the ability on, and then the ability semi-randomly selects other allies, but usually the next one standing nearby)
However! In the next case, we have 3+ units against 2 enemy units; in this case, the ability will "jump" only twice (limited by the number of enemies). Therefore, we will most likely affect only 2.
That is, for example, if we have 3 stacks and the enemy has a full 7, we will affect all ours, but if it’s the opposite, we will only affect 3 out of 7.
The "stop factor," I think, works as brakes so that as the ability jumps, it affects slightly less strongly. This is what accounts for the "arrangement" of the turn order. But I think there will still be time to test further. The main thing is that I understood the core part of its action, and now it is more possible to “explain” it.