To further support that point, Aqui, that's actually what killed a lot of my early attempts at berserker -- overkill, that is. Zerkers have a number of talents (blood rage and blood frenzy, ferex) that can boost damage, sometimes massively, and stuff like mortal terror encourages you to do a lot of damage. It's great seeing progressively larger amounts of damage, especially when it starts getting truly ludicrous .
But there's the thing. You only need to do 25% hp damage to effectively stunlock
anything. More than that is probably going to be a waste... and a potentially deadly one. Killing something five times over (and I've done this in th'east before, with a frenzy zerker) is
completely pointless. Not only that, it makes mortal terror's second best feature meaningless, and you've probably ended up spending points that could have kept you alive.
So 'zerkers actually take a bit of finesse with managing their damage output. You want to be toeing the line right at, or as near as possible, doing 25% hp damage for whatever you're running in to. 30% might be better, just to be safe, but if you're one or two-shotting most things, you're probably doing
too much damage.
[shattering impact advocacy]
This is especially poignant for zerkers contemplating weapon mastery, as 5/5 in shattering impact provides nearly as much damage (60 or so percent) as
7-8 points into weapon mastery, plus has the AoE effect. The AoE effect that
doesn't miss. Protip: Hit the dreads sitting besides the dreadmaster

SI's truly a ridiculous talent. [/shattering impact advocacy]