@Orichalcon
pause also corrects the issue intermittently while stop is applied.  So... it's 100% related to 60fps
-- It's linked to the missing effect issue.  Something is being altered slightly because of the timing of the pause based frame limiter.
OK rather hilariously...  there's a counter and depending on what value it has will determine certain effects.  Take Slow:
movsx edx,byte ptr [00BFD0E4]  // value of counter
and edx,01 
test edx,edx
je 00424842  
mov eax,[ebp+14]  
The problem is that now we're using frame limiter based on pause, this section of code is being seen 1/4 times.   So values may be
0, 4, 8, 12  ... and then slow will cause animation to stop because what it expects is 
1 ,2, 3, 4  -
So it's either always calling the code... or always not calling it.  Rather than calling once every 2 frames.
There will be another counter causing the issue with missing effects...  the effect will be called every frame - or not at all - instead of whatever.