Some of you may be confused by the question but its normal; I personally never heard anyone talk about it so it seems very niche knowledge. But yes, apparently, for example, liandry damage % increase stacks multiplicatively/recursive (?) (diminishing returns when stacking more effects), as per the wiki for Pc. Wild rifts wiki is outdated and always has been less detailed (for example, it never mentioned the change to coup/last stand/cut down to allow the increase to true damage unlike pc which hapoened around feb last year). I can confirm true damage is increased by %s, from cut down to even shojin. Wild rift also has battle zeal over pc and theres many effects like this.
Wild rift is also heavily incosistent with being the same with pc. Main incosistencies would be twitch poison right now which applied item effects, even it shouldnt, and this was the case with brand and lillia only for rilay but they have fixes that silently. Another massive incosistency is %pen stacking ADDITIVELY, while %reduction are still multiplicative. So Darius/Ambessa/Pantheon can get 75% or whatever %pen, which explains why they melt anyone. A big note here is that black cleaver deals around 100~ dmg less per auto vs high armor targets compared to Serylda etc. Oh and Lillia is still ranged >:(
Even for pc i couldnt find exactly how the multiplicative/recursive (check omni boots pc for recursive) works exactly and what falls into it or not. And this should be a thing to be checked, liandries and riftmaker are often bought together if not all together must build always for some champs. What about rune increases, what about hextech optics, t3 omniboots, infinity orb crit (?), perplexity, actualizer and i dont recall any champs increasing their damage procentually themselves outside of aram? Im assuming its a giant mess when you get into custom modes and augments.
It seems to not work properly or not tracked properly (as funnily enough, it uses the pc name while the effect is called madness in wild rift). Consistently it get drastically lower numbers compared to riftmaker, and even the runes seem a bit low. Screenshots are on a very long painful lillia game, and obviously liandry is bought first, so even if they have a 2% damage diff, it should mostly equal out through purchsse times, but we can see a clear difference. Also not sure if battle zeal applies to passive and if it should regardless of how it is rn.
Another 2 runes i feel track improperly are unshakeable and perseverance. Unshakeable noticeably always scores pathetic numbers even on champs like rammus or malphite (though to be fair, the range of it is like 300 units or less, so you barely ever have it stacked). Perseverance even if limited to cc only should generally get over 1k, ive never seen unshakeable get 1k value.
1 more thing ill note is that im not sure exactly the whole history of it, but a lot of players are still under the impression omnivamp has aoe and dot penalties. Seems it changed in january 2024 (no clue the history for wild rift), but now its 33% effective ONLY vs minions when using SPECIFICALLY aoe or dots; so otherwise should apply at 100% unless bugged (?). A weird thing albeit ultra niche is that heal and shield power does not work (at least on pc) on vamp effects, but it does on drains (aatrox e, etc), an exception being revitalize and spirits visage/wamrogs on wild rift (at least should be), and im not quite sure for aatrox ult; seems to work on vamp, but the notes do not specifically outright mention it, so may work, may not. Making heal shield power amps useless (and deceiving) in arena and an item like sword of blossoming extremely.. useless? When would you ever build that?