How to "properly" use: Specular, Glossy, Roughness & Reflection maps

A specular map usally contains F0 reflection data (based on PBR Guide).In the principled shader,the data are artistic IOR values.With the formula Mario posted ,you can put IOR values direct.

Dont be confused,but F0 reflection data are in short,the resulting reflection amout of the Fresnel formula.
These are not IOR values and not principled specular values.

However,I have made a specular (F0) to principled specular input converting node group,based on a PBR guide.
here the link