The percentages are applied on the base of 1 - current_evolution_factor. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0.
copypast from wiki, this actually means what we never able to saw end game titans? Cause lets be honest, do you ever reach 1.0 naturally? Just by playing the game, i think answer is no, same for me, i am test this by using commands and once leave single player world afk. I used MAX time factor and 0 pollution factor in generation options, so after 24 hours i reach 0.9 but then, i just give up, cause it starts to be painfully slow.
So the whole point of this "suggestion" is check all of this info (maybe i am wrong) and revise some spawn parameters for some... late game mutans.
Also can u add some adjustments for fire damage per tick? I try to balance "TurretShields" mod for itteration with your explosive spitters and really struggle, it looks like small spitters have very weak fire puddle, medium and big ones have puddles of the same strenght and behemot's puddles are rediculously strong (damage multiplayer what i use is 0.5)