SkinnedMeshRenderer: Max blendShapeWeight

Using
SkinnedMeshRenderer.SetBlendShapeWeight(, )
the Unity API says “at weight 1 blendShape is fully active”, however this range seems to actually be 0,100 not 0,1.
Because at weight = 100, the mesh has deformed 100% of the blendShape

Is this an error with the documentation?

Unity API:

Index must be smaller than Mesh.blendShapeCount of a mesh attached to this renderer. At weight 0 BlendShape has no influence, at weight 1 BlendShape is fully active, but weight is not limited to [0; 1] range.

Probably means you can overshoot for a stylistic look.