status/LowHealthDamageStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;

[Status(5, 0, 1f, 0, false )]
public class LowHealthDamageStatus : Status
{
	public LowHealthDamageStatus()
    {
		Title = "Bloody Rage";
		IconPath = "textures/icons/low_health_damage.png";
	}

	public override void Init(Player player)
	{
		base.Init(player);

		ShouldUpdate = true;
	}

	public override void Refresh()
    {
		Description = GetDescription(Level);

		Player.Modify(this, PlayerStat.LowHealthDamageMultiplier, GetMultForLevel(Level), ModifierType.Mult);
	}

	public override void Update( float dt )
	{
		base.Update( dt );

		var multiplier = Utils.Map( Player.Health, Player.Stats[PlayerStat.MaxHp], 0f, 1f, Player.Stats[PlayerStat.LowHealthDamageMultiplier] );

		if ( multiplier > 1f )
			DataString = $"+{Math.Ceiling( (multiplier - 1f) * 100f )}%";
		else
			DataString = "";
	}

	public override string GetDescription(int newLevel)
	{
		return string.Format("Deal up to {0}% more damage when you have less HP", GetPercentForLevel(Level));
	}

	public override string GetUpgradeDescription(int newLevel)
    {
		return newLevel > 1 ? string.Format("Deal up to {0}%→{1}% more damage when you have less HP", GetPercentForLevel(newLevel - 1), GetPercentForLevel(newLevel)) : GetDescription(newLevel);
	}

	public float GetMultForLevel(int level)
    {
		return 1f + 0.35f * level + (level == 5 ? 0.05f : 0f);
    }

	public float GetPercentForLevel(int level)
	{
		return 35 * level + (level == 5 ? 5 : 0);
	}
}