Some actions of GameEffects, like ModifyAttribute, support a calculation as opposed to a literal value. If a calculation is given it is used over the Value variable.

This calculation can be of two types:
Formula (String): You can implement your formula using a string. To access the target and instigator attributes you can use these respectively:
If an attribute asset is called ATTRIBUTE.NAME the “ATTRIBUTE.” prefix will be ignored. For that reason attributes should not have spaces.
Other important formula keywords are:
rnd() : Generates a random number between 0 and 1 (inclusive)
Asset: You can implement your own calculation creating a class that extends from the Calculation class.
Calculation is a class that extends from ScriptableObject. So you need to create your ScriptableObject asset from your class and then use it in your Calculation action.