I’m creating a kind of buff for my game in which I have the following buffs, Range, Damage and Cooldown (spd atk). the range and damage buff math is easy but on the cooldown I get lost. I will leave an example of my code, there is also a buff resist which is how much the buff can affect that troop.

```
local TotalBuff = 200 --Accumulated buff
local ThisResist = 100 -- 100 he will receive the full buff, 200 he will receive half
local buffeffectiveness = (TotalBuff/ThisResist)
-- -- Example of mathematics I use if it is range or damage (works perfectly)
local MyDamage = 100
local some = MyDamage * Amount
MyDamage = math.clamp(MyDamage +some,0,math.huge)
```

I want help putting together the math for the cooldown case. for example, if my speed attack was 0.5s and I had a 100% buff it would go to 0.2s and so on. It seems like something simple but in practice I’m not able to solve it