It basically comes down to "encyclopedical" knowledge of the XML and how the game interprets it, that you get from modding the game and its predecessors for a long time. No joke, I probably spent 1000+ hours modding Elemental games.
That, and it just so happens that someone else probably tried to do something similar at one point.
This is an effect I have in Children of Storm: Angels get +1 Moves in battle if the faction controls 3 or more life shards. In the bloodline I have
<GameModifier>
<ModType>Unit</ModType>
<Attribute>BattleAutoCastSpell</Attribute>
<Provides>.</Provides>
<StrVal>Ef_NewFaith2</StrVal>
<Value>100</Value>
</GameModifier>
and the spell looks like this
<SpellDef InternalName="EF_NewFaith2">
<DisplayName>New Faith: Moves</DisplayName>
<Description>+1 Moves for controlling 3 Life shards.</Description>
<IconFG>Icon_ManaToMaintain.png</IconFG>
<IconColor>210,110,210</IconColor>
<CanStack>0</CanStack>
<SpellBookSortCategory>Unit</SpellBookSortCategory>
<SpellBookSortSubCategory>UnitEnchantment</SpellBookSortSubCategory>
<SpellType>Tactical</SpellType>
<SpellClass>Defensive</SpellClass>
<SpellSubClass>Buff</SpellSubClass>
<SpellTargetType>Self</SpellTargetType>
<HideInHiergamenon>1</HideInHiergamenon>
<IgnoreCastAnim>1</IgnoreCastAnim>
<IsCastable>0</IsCastable>
<LifeShards>3</LifeShards>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Moves</StrVal>
<Duration>-1</Duration>
<Value>1</Value>
</GameModifier>
<HitSoundFX>Spell_Enchant_01</HitSoundFX>
</SpellDef>
So you could easily make copies of this and give it reflect damage instead, making it "10% per death shard up to a max of 30%"