Generally, each consecutive attack (without shutting her off) takes 130% of the HP it would normally take.
So like...
Clap 1 - 240 (240)
Clap 2 - 312 (552)
Clap 3 - 406 (958)
Clap 4 - 527 (1485)
Clap 5 - 686 (2171)
Numbers in parenthesis are how much HP you've spent (total) doing the loop up to that point.
As opposed to...
Clap 1 - 240 (240)
Clap 2 - 240 (480)
Clap 3 - 240 (720)
Clap 4 - 240 (960)
Clap 5 - 240 (1200)
Not that you'll ever get 5 resets in a row (unless your opponent is scurred), but you get the basic idea. Clap 5 takes almost 1/2 the health it normally would if you reset Nirvana.
It works the same for ground loops and pressure strings. Sooner or later, you have to bite the bullet and turn off Nirvana, or else they're going to get away and you'll hafta fight solo. Pretty basic stuff, but it's sooooooo easily overlooked by novice and even some good Carl players.
Reading frame data + notes is always helpful. I didn't start using 2b in combo/pressure strings until I realized just how good the move was. Even if they IB it, you're not going to get punished by very many things. Just frame 4 and below moves, and that's assuming they have perfect reaction time. Course, if you have an IB happy opponent, then you can do
2a, 5a (wait) 2a, 5a, 2b (OR WAIT AGAIN), etc...
This is also how you can "tick throw" in BB. Stop your pressure when you expect an IB, and grab. Great players will tech most times, okay players won't ever tech. Either way, when you grab them, take the opportunity to reset Nirvana. Worst case scenario, they break the grab, you reset Nirvana, and then they try to jump to get away, only to get clapped.
:D