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Meanwhile:
WE is always active if you are hitting the right spot.
Crit Eye is always active, period.
Agitator is always active when a monster is enraged, and the clutch claw lets you enrage them whenever you want.
Otherwise, everything else D. Flame said. Other skills offer more consistent bonuses that can apply to all weapons.
If you add a crit augment (10 %), you can get up to 95 % with a Fatalis weapon even.
As far aw I know, only the 5. stage of maximum might activates immediately at full stamina, so you would need to save some slots for it, what isn't worth most of the time. Saw some Fatalis builds making use of it though.
If you put in more reliable skills, these wouldn't even up for consideration.
Keep in Mind that Max Might is also a lv2 jewel compared to crit eye's lv1. Crit eye also doesn't require max level and a set bonus to be effective.
Additionally, you don't need Atk 7. You only need Atk 4. At Atk4 you get +5 affinity, which is why 4 is the meta. Adding more than that doesn't give you any additional affinity.
There's more perks that increase atk at full health, or increase attack at red health. They're pretty good boosts for 3 points, but obviously it makes sense to pick one and stick with it.
Those two things alone give you more than enough leeway to run skills like peak perf, heroics, coal, etc, instead of mm lmao.