Either that or because with as strong as units have gotten, stuff like this is possible even without mods:
I already mentioned though that I used the higher multipliers very sparingly so I had complete team freedom in TMs, and didn't have to bring specific lower point boosters to counter annoying mechanics that couldn't be dealt with via attaching a support
Nice to see it back though, makes me happy. Thanks for bringing it back, Alex.
On our end we can make more damage in AUTO mode with some simple improvements.
- Most point boosted units have at least 3 powers orbs, so we can fill them with Despair reduction, Bind reduction and Slot rate boost (after all, who realistically needs the other 7 powers if he's using the mod?). The first two help reducing despair (Captain effect negated) and bind (locked unit can't attack/use special), while the latter one can help getting matching orbs meaning a x2 ATK boost for the unit if orb matches with the unit type.
- Captain ability. Use a unit that boosts ATK of all character so everyone gets boosted (the exact wording "boosts ATK of all characters" or also units that boost 1 specific colour/class as long as you fill as much as you can your team with those exact colour/classes stated)
- Sailor abilities on your subs that make some orbs colours beneficial for them or for the whole team (wherever you can use units with this sailor without reducind your points multiplier). Some sailors also reduce their own paralysis or for all units by 1/2 turns
- Supports if you have useful ones like legend Halloween Ace (bind reducer on Luffy/Sabo), legend INT Rayleigh (bind/despair/paralysis reducer on Luffy), legend Corazon (bind/despair/paralysis reducer on Law), legend Bartolomeo (paralysis reducer on Robin), SupportRR Brulee (on final battle: crew's BLOCK orbs are changed to matching, supported character special is reduced and orb changed to matching, 2000hp heal. This for a lot of units: Luffy, Nami, Chopper, Carrot, Pekoms, Katakuri), raid Tesoro (PSY units INT orbs become PSY orb at final battle), units that give matching orb on final battle (story Vivi, Oden, v3 Hancock, 6th anni RR Nami, Kizuna drop Marguerite, RR Scratchmen Apoo and Bonney, ....) and so on.
- Use a ship that boosts everyone in the team. If you don't have Hoe (1.75x EXP, -1 CD at start of quest and 1.5x ATK to all units) you can use Merry Go (1.5x ATK to everyone + easier perfects that should also help AUTO hitting more perfects).
- Use ATK CC on the units you'll use for the TM Boss and Invasion (the 4 minibosses are really easy, no need of CC on them).
- LB powers. Use characters with Barrier Pierce to allow them deal damage to enemies with a barrier. When possible, use characters with Fear resistance to reduce Fear (the purple swirls to make it understand) and characters with Hunger resistance to reduce Hunger (ATK highly reduced)
To make a realistic example we have TM Queen in 2 days and let's say you own 0 of the boosted TM RR (Otama, Big Mom, Chopper, Usopp, Sanji, Franky) so you have to use your free-to-play 1.35x multiplier units. Among them,
PSY Luffytaro is the only unit that as Captain boosts the ATK of all your characters so you can use as subs any free-to-play 1.35x multiplier units. Other options are
QCK Lucy (from Pirate Rumble rewards of this current month) and
DEX Otoko and
Hiyori (both are from the Chopperman missions of "Dear swordsmen please help us" event) because any of them as Captain boosts ATK of
DEX and
QCK units (best one Lucy, he also boosts chances of matching orbs) so you put them 3 in your team +
QCK Bonekichi from Arena +
QCK TM Queen which you get as soon as you take 100 points in his TM.
In addition to the ATK multiplier provided by the mod, efficient Captain and friend Captain effects, despair/bind/orb powers, CC, supports, right ship, useful sailors are a huge boost for damage. With them, a unit with 1500 ATK reaches 20.250.000 damage thanks to CptAb/friendCptAb (say x3/x3), ship (x1.5), x1000 by the mod -> 1500 x 3 x 3 x 1.5 x 1000 =20.250.000. This is enough to beat any level without Threshold or % damage reducer. TM boss Queen has 90% damage reduction, so 2.025.000 damage for the 1st unit to attack. Do the same damage without other boosts (neither tap-timing) and you're good to defeat even Queen at level 35 (he has roughly 12M HP) which is usually where I reach a safe 8-9M points in New World league to not drop to the lower league.
There are then the variables like matching/beneficial orb (x2, x0.5 with unfavourable or block orb), normal tap-timing (chain) multiplier as long as AUTO don't break the attack chain (no boost for miss/good, x1.1 with a great hit, x1.3 with perfect hit), event boost (x1.2 usually), map ATK boost on TM if you land on it (x2), that can highly increase your damage output.
In the end, rushing to win isn't necessary. You can clear a level in 1 minute with 999.999.999x multiplier or in 1m30s with a simple 500x multiplier. In the end you still have to click through the menus to play again a level or keep progressing on TM, so disabling AUTO to use 1 special (like threshold remover) isn't definitely a time-wasting problem.
TL;DR: Damage output gets bigger and bigger with no point multiplier drop thanks to small details like efficient captain abilities, the right 3 powers, useful sailor abilities and supports (both if available), useful LB powers and so on. Now with the customizable damage multiplier this doesn't matter, but it's still good to understand game mechanics if one day you'll play the game without any mod.