I have 2 abilities who's parameters and or description are incorrectly written or I do not fully understand.

1. Sabotage
As written will counteract (the next) ability used.
---Counteract---
Base 3.5 sec:::.
As described I expected that 1 ability would be counteracted, the next that is attempted. It has taken a long time to notice, as I have not encountered anyone else who used sabotage.
After being subject to its effects for the first time I asked a friend to assist by using on me in a private match.
My confusion was when no abilities could be used rather than just the next I tried. As I thought, all abilities were unusable for the duration of the timer as was my friends when cast by me. Also verified that duration is time sabotage works for and counteract is time each ability attempted is unable to be used.
If from the onset ranged ability tried then a second later another repeated for last the abilities come back in that same order.
(Question)
Is this correct and not a mistake?
Written description only gives impression 1 ability will be affected.

2. Knives
Parameter --Target speed--
Base 90.00%:::.
When used there are 2 animations a character will and might perform when hit.
Every character and NPC alike will when hit pull out knife and toss to the ground.
Often not always characters will present a rocking animation prior to pulling out the knife.
Ive assumed 90% and the following crafted 80&70% were the remaining amounts of targets speed.
Its confusing since a normal description gives what the effect is doing rather than its results and would normally read target speed reduced 10%20%or 30% and since the initial animation when hit impairs player movement until standing can be misunderstood to mean it reduces 90% of speed. And is the reason for testing it since why would I craft an ability to reduce its effect toward the target.
Also adding to the confusion was the duration as to when the effect begins. Using a timer I discovered the effect begins after the possible rocking animation stops allowing a player to walk/hobble and can be noticed when ending by the cool down of the ability.
Alternatively if the player affected initiates an action animation I.E. a kill or stun or upon knee touching ground after being stunned the duration target speed is reduced and unable to climb begins at the end of the animation sequence.
While many have suggested the action range is reduced it is not information given anywhere I have found officially.
(Issue/questions)
2a. Is this correct or is there another mechanism at work when duration begins?
2b. Are the corresponding numbers the value of the targets remaining speed?
2c. Is the range an action (kill/stun) prompt appear reduced because its availability is calculated with character speed in consideration?

2c extended explanation..
If question not understood I'll try to explain. I've noticed that character speed or profile and possibly targets speed or profile have an effect on distance between the 2 when the kill/stun action is available.
**(Action not prompt)**
When chasing a target or while holding the high profile button actions are available at greater distances however focus unavailable.
When tested it seemed if holding high profile not moving or standing still normally though slightly different results, and target runs past kill/stun is available at greater distance than when target is walking or standing still. Testing using fast walk had unreliable or varying results so have not been included in results.
Also information given by database specifies "highlight" or lock on for the square prompt to appear and getting as close as possible in kill target but not for stuns.
When tested the prompt seemed to appear at greater distance when locked than if not same when at higher elevation and I think we all realized the kill availability is greater when at higher elevations not available for stuns above pursuers shoulder height.
The same distance changes are not available for stuns and gives a large and I think unfair disadvantage in team modes like AA and domination. However these modes are not usually played as intended I think, a fact I occasionally as well as a few others take advantage of in AA so we have a chance to slip away unnoticed during a comical headless chicken scene as the hunt begins.
I don't really notice a difference in distance of action availability when knifed other than no high profile obvious reasons. So if player speed or profile is not part of the calculation than I believe it possible that speed reduction could also effect reaction speed which would explain why sometimes a target can get off a stun rather than contested if pursuer is rapidly pressing rather than holding action button.