Xavier wrote: The berserk action increases the damage you inflict to your opponent of a small amount of hit points, but in exchange inflicts you damages every 4 seconds while it is active. The duration is 20-35 seconds, and the the amount of damages (inflicted on the opponent and on yourself) is between 10-45 - it depends on the level.
So you're quite right, the effect is tiny here.
I probably should have posted this here to begin with

Tiny effects. (a pause to let the titters die away)
While some tiny effects do have a use, such as was mentioned previously, using daggers with beserk, others are not only useless, but possibly suicidal.
Such as last Q&A's bit about blunt weapons and the "slow" power.
I have a choice when setting up my stanza's for my maces. I can use two of these three powers: Accuracy, Increase Damage, and Slow.
If I do not use accuracy, I usually miss, heh, or at least miss enough that Slow and Increase Damage are rendering a lower damage output per minute than Slow and Accuracy. So, I always use Accuracy for my hunting stanzas.
Reminder: Slow lasts for 5 seconds, and slows the mobs attacks by 10%
If I alternate using one stanza with Accuracy and Slow, with another that has Accuracy and Increased Damage, I can keep the mobs attacks slowed for the entire fight (providing I do not run out of stamina or health :/ ). However, the net result of this is that over the course of the fight, the mob does 10% less damage, while I do 25% less damage, a losing equation. We are much better off just using Increased Damage, as a dead mob has it's damage output reduced to 0% (not counting yelks and the like )
I wonder if this obvious error in the game will ever be fixed, so that it will at least be as good as the "Bleed" stanza, if not the "Ignore Armor"? Perhaps by increasing the 5 second duration to be the same as bleed, or at least increasing the amount of "slowness" to 25%, so that we at least remain equal to our opponent in deficit.
OOC: