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Add the modifiers to the component that holds the value being modified. This means for the strength attribute, you'd add a list of strength modifiers to the component that defines the strength attribute. The modifiers are just data after all. Then your systems will have no trouble accessing the modifiers because they'll already in the same component.
What you need are a component that sends out the damage dealt and one that receives the damage done, and applies any modifications to the damage before updating health. The general workflow for an RPG type system can be modelled like so: Damage-Doer may have a "base damage", for example based on the wielded and used weapon multiplies base damage with ...
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