Ah, I was looking for something like this. I have a cooldown between spell attacks in my game, but I want an effect that reduces cooldowns by a percentage rather than a flat rate. The equation currently looks like this:
=(A-(((A/100)*B))/2)
where A is the base cooldown of the spell, and B is the cooldown bonus modifier (dividing by two at the end so that a 100% increase effectively halves the cooldown).
My spell cooldowns count down in milliseconds, and I want the player to get the flat benefit of even a small percentage increase, so am I right in thinking that if I take the output of that equation and do floor(output*100)/100 that'll do the job?
In other words, if a spell's cooldown is 0.30 seconds and the player has a 2% cooldown bonus, I want the cooldown to go to 0.29 seconds, rather than 0.297 which wouldn't provide any practical benefit.