Almost all hypercarries do insane damage. They do it in different ways.
: AOE crits as pure physical damage. This makes her best against squishy teams since 1 crit can shred their whole team but she is weak against tanky teams because her single target damage at range is low and her short range single target damage is hard to use in teamfights (because if someone successfully dives you, you're already dead.
: True damage from Silver Bolts and autoattack resets from Tumble and 2x free BF swords from her ult. Her AOE damage is nonexistent but she shreds tanks and squishies alike at short range, and it's super hard to dive her due to her mobility.
: Currently his only way to hypercarry is magic damage %HP damage from Bioarcane Artillery and its synergy with on-hit effects. If he wasn't able to output this damage, he'd be useless since he doesn't do the job of a carry which is to output damage. This was also old Kog's role.
However, old Kog also had the secondary DPS option of spellblade weaving with ult/Triforce which was actually the better way of playing him (playing him like Corki with bad mobility but strong late game) since players realized that Kog, as an immobile squishy, needs to make every hit count rather than hope the enemy team will allow him to sit there and autoattack.