bringing down to 50% has never been a problem to any group afaik
the problem is some group is too kick ass that they bring him down to 30ish %, resulting in 3 splits and wipe on a higher %
being too kick ass will get your ass kicked
This game is whole about a really small improvements. I could call them all redundant but it wont change that fact that they are improvements. Shit happens and if you can use absorb anyway (assuming above situation) to make your chances even marginally higher why wouldn't you?
Because it wont make your chances any higher, you will just waste more duration on PD making it less likely for you to win if you let implosion get off or pick wrong clone and it splits again really fast.
There is no justification for absorb str or anything else except stun on ADL.
How exactly you will waste any time when you already need to intentionally lower your damage to not push it below specific %? You wont waste anything and you will lower the chance of anything shitty go off if you gonna kill it faster after split with absorbed STR. Put some logic in your thinking.
Have you even fought ADL, it will split immediately after its next tp move when it goes below 60% (if it is casting it will tp then split). Tiime spent between this tp move and when it splits should be spent doing meditate/sekka/disengaging, not some completely intangible benefit from absorb-str, hell absorb-tp would likely provide you with more benefit.
Stop talking about a fight you clearly have little/no experience with.
Thank god the Apoc die hard is here to compel us towards mediocrity. Can you beat ADL using absorb-str, absolutely. You can easily still win using an Algol instead of ragnarok, that doesn't mean you should. Also for any low man group with 3-4 DDs, winning isnt 100% because implosion will get off every once in a while and tera slash isn't stunnable unless you were pre-empting a tp move so doing stuff that will slow you kill speed down is retarded.
Liberator is never going to beat Rag on ADL, and if you are using Liberator on it you definitely shouldn't be casting absorb spells.
The only spell DRK should ever cast on ADL is Endark pre pop. (or bio for zombieing lol) Absorbs are full retard and stun is just going to mess up the dedicated stunners.
So is any math to back up such animosity. I'm just not seeing no 64 str is so neglible that it would cause such rage at the idea of casting for it
This depends on your group, if take enough people that you've got stunners outside of the drks then sure. If you are going for maximum profit in a small group the only people with stun will be any Drks you have and cor rdm whm mules.
In regards to absorb spells being worth it, 64 str is adding around 450 damage to average resolution, that is with 100% str mod. Insurgency is only a 20% mod and Entropy is int so the extra str will be doing far far less.
Average WS per fight for our mythic sam is less than 6.7 (5DDs), Liberator is going to WS less than that but using that to be fully objective you'd need to raise WS damage by atleast 14% and account for the time lost casting the spell. Even with resolution your average WS damage would barely go up by that much, let alone insurgency.
Pot calling the kettle black because you are perpetuating. Stunning implosion isnt stupid. nobody needs to be focused on it but if it readies while you dont have tp then its pretty justified.
I took a #WS average thats going to be higher than what a liberator drk will achieve and picked a WS that will benefit from the str far more (even if you can't use it with scythe) to emphasise the fact that absorb str isn't worth casting even in these completely unrealistic and favorable conditions.
For the extra damage to resolution I just put ADL buffs on spread sheet with target set to pil (who is a slightly higher level than ADL but was still capping attack easily) and added 64 str to set bonus and get 450ish boost in WS damage. Insurgency would obviously gain a far smaller damage increase from that much str.
As far as Squall > Stun, yes obviously smns should be squalling. My specific experience of ADL involves 5 real players all focusing on a DD job during the zerg, so while we do alt tab and squall its in no way possible to tab fast enough to get squall back on immediately after it wears which means there are instances of drks bashing/stunning implosion/death. At no point in time did I say drk's should be sole stunners or not to use squall, simply that with a smaller group it isn't realistic to rely completely on squalls. As far as Hasso goes, I don't use it unless it happens to Oblivion Smash Last Resort.
Well more meant the actual numbers and how you came to how much extra dmg you'd need. Basically was wondering what exactly you damage you are assuming is lost in that casting time. The full dmg going each way basically.
Side note would it even be realistic to pull a nearby mob while waiting on repops and absorb it right before killing it and popping adl
/ma Weapon Bash <t>
Works great