Mechanics of Integrity?

So, after a bit of tinkering around on Jack, I noticed something odd about his skill Integrity. The skill reads that “You deal bonus Weapon Damage to enemies who are under 40% health.” I initially took this to be somewhat similar to Omega-Senshu for Athena, in that it boosted gun damage against low damage targets. However, I noticed that this skill instead added an after-the-fact amount of splash damage against targets with low health rather than boosting the damage they receive. This means that the x4 multiplier given to this skill when damaging enemies you have not attacked previously can kick in if a single shot reduces them to less than 40% health, causing obscene amounts of damage and potentially giving a great amount of potential to Jack builds using high-damage weapons. Is this the intended nature of Integrity, or is this a quirk in the game’s code that allows for this?

Its kinda wierd, but iirc it acts somewhat like an added splash damage (Like with Torgue and Maliwan Weapons) because it checks the enemies Health before it does its damage. Whether or not it checks before or after the actual bullet does its damage I don’t know for sure.

After clearing Eos’s shield, I use a Cryophobia to drain its health. It’s awesome to watch massive expanses of health bar disappear while the gun is reloading.

From what I’ve seen, it only checks the health after the bullet does its damage - iirc, in some of my testing a lvl 12 dahl sniper that did 215 on a critical hit against a shielded target was able to do ~1050 at some point, with a critical hit and the purple splash that accompanies Integrity when shooting a unshielded target at full health. I’ll have to test that to confirm, though.