Steady double means two pincers to stack buffs the turn before, and two pincers the turn of, with that character leading the 2nd pincer. Bahl Λ would do a total of 23k for both pincers combined (cross cleave activates on chain), and a Z mage would do 11k combined. Yes, Bahl Λ really is that obscenely strong.
Updated with new characters and companions for 4.4.0. I moved pincer peta weapon companions to the "farmable" category since two have been in the trading post and the chain peta weapon companions outclass them completely. CE vs pincer peta is still a meaningful comparison to make for most players. Likewise I made the fire & ice tera magic companions farmable, since they come from Leviathan and Bahamut Recoded battles. As for the new characters, Invincible Λ is really strong, especially considering he is a "free" 100 SB and 100 L unit, and Senala Λ is the new goddess destruction.
I'm pretty excited if Invinci is that strong, especially given how tanky the unit is now. Even before adding an elemental shield, the thing can take a hit like nobody else (Aerial Shield + DEF buff). Actually, what is the ideal otomo for Invinci at this point? Magical bow? Martial mace?
Invincible Λ is almost entirely magical damage no matter how you set him up. His optimal skill setup is Transcendence, Ultima, Trance, Trance, with a B. Bow or Schweiz Bow for steady double pincers or a ADZ/HDZ/peta-magic for 6-tap double. Obviously take off one of the Trances if you want to put on Aerial Shield.
Bewitched bow, that's what I meant. That's what I've been running him with, just wasn't sure if the physical attack portion of a couple of his attacks would change calculations.
By the way: did you calculate 6 tap with both: magical and physical? Invincible^ is only stronger than Snaip^ with Schweiz and Peyrna as tappers, it does not work with Palpa^/Gatz^/Mizell^ (only physical or magical)
This is great, thanks! I will like to know if It's possible to calculate with this spreadsheet the damage of the first pincer in steady double and 3 taps. It can be helpful to players like me that are still waiting for the second taper. Maybe is ask too much but I have to try Thanks again
More pincer options is something on the to-do list, and winter vacation time is coming up so I should have some free time to work on it. We'll see what I can get done.
It's because he has a x1.5 skill, like the original physical trinity except just for Lightning magic. That skill alone nearly triples his damage output in continuous double pincer setups, without it he would be just about equal to the original SS mages (Lewto/Zerro/Piz'fer/Jennish).
Giving a skill that allowed A and B characters to do the most damage in the game to a SS character. What is MW thinking ?
It's not that exciting though. Since he's limited to lightning element and these days you require very specific elements to do any real damage.
This isn't necessarily true. A mage with x1.5 needs only one turn to devastate the other team. Equipping Axiom Dragons won't protect you from his damage. If you give Maldor a Daybreak Shield on top of the magic damage reduction in most cups Maldor will likely still dominate with Gego^ guaranteeing double pincers.
MW learned their lesson with x1.5 physical. I can't imagine them putting x1.5 magic [no type restriction] on anything ever
I'm not sure what lesson you think they learned. The Trinity was around before companions were introduced to the game so I don't think MW figured Bow Damage x1.5 for Sn'aip really mattered. Even with companions it doesn't matter any more since the TP has had every Tera level weapon type available so if it was Bow Damage x1.5 Sn'aip would still be taking full advantage of it.