As an addition to what has already been posted, with perk entries you can use multiple entries to the outcome.
Assuming you used Mod Spell Duration, in the Alteration tree, just one perk entry with Multiply 1+ActorValue, with a mult value 0.01
When the Alteration skill = 100, the spell duration is doubled
1+(100*0.01) = 2
ie if the normal duration was 10 sec, at skill level 100, the duration would be 20
if the Mult Value was changed to 0.02
1+(100*0.02) = 3
ie if the normal duration was 10 sec, at skill level 100, the duration would be 30
Now if you wanted a value somewhere to 2 or 3, the beauty of perks is that you can use additional perk entries to fine tune the result. Just remember to put a priorty on each perk so that order of entries doesn't change.
One other thing to note, the value that is applied to each perk entry, is the calculated value from the previous perk entry, this is not an issue with perk entries that just multiply the value, however, if you use perk entries which add values, then depending on where the perk entries are, the calculated value my be different. This one of the reasons why using priorities on perk entries is a good idea.