Best part is, I'm almost certain to beat 1500, so I've gotten compliments that it "feels snappier".
A game developer was making a game for PlayStation and they were over their memory limit. They were approaching a deadline but couldn't remove anything else from the game to fit it in memory (or disk, I can't remember). So a senior dev came by, changes the code in 1 minute and everything could fit into memory now.
The thing was that at the start of each project, he had declared a variable of 2mb that does nothing, so when every optimisation has been done and it still doesn't fit, he could just remove that variable and free up some more space.
It was also his way of insurance.
While your trick makes you look good, setting the times to match the budget might be more honest. And when the app slows down you can blame the people who take 250ms to do their part when we agreed to 100ms.
As several other people on HN have pointed out more eloquently, it's the variability that kills you faster than the average throughput.
The 100ms was not about end-user response times, it's referring to internal response times between servers. To make a page in 1 second you can't have 3 different services taking 700ms to respond, even if you can make all three calls in parallel. And if you have to call a bunch sequentially, you need the 75th or even the 95th percentile for those services to be pretty good otherwise your 95th percentile for the entire interaction will be very spiky.