Absorbs are in a weird spot.
They are better than they used to be, they last longer and don't tick down anymore.
But it isn't enough.
As has been mentioned earlier, the equation for Absorb spells does not take ilvl into account.
From BG:
Base Absorbed = Floor(3 + (Job Level÷5))
Total Absorbed = floor( floor( Base Absorbed×Σ(Equipment Bonuses) )×Nether Void )
That is a base of 22 points of absorbed stat at level 99, or 119, which is not a lot when compared to what we get from ilvl gear.
"But wait, can't we increase that number a lot with gear? And isn't Nether Void a huge bonus as well?"
On paper, yes!
In practice, not really, no.
Absorbs are a neat idea that, in their current state, falls apart when you actually try to use them.
One of the core conceptual problems with Absorbs, is that the more you need them, the less you can land them.
Yes, we have gear that raises absorb potency, but right now the only pieces that I consider relevant are Erra Pendant and Liberator. The reason is these pieces have heaps of magic accuracy on them, and the others don't.
If you are fighting something with low enough magic accuracy that you can afford low macc potency gear, it's something weak enough that you shouldn't be wasting time casting absorbs in the first place. This is the realm of epeen Big Numbers Syndrome, a classic noob trap.
"But what about Nether Void? Doesn't it boost absorbs too?"
Thats odd, for some reason whenever I try to use Nether Void with an Absorb I get a cooldown timer message! Nether Void must be broken!
Oh right, its down because I, like any sane person,
used it on drain 3.
Right, back to magic accuracy. Dynamis Divergence is a reasonable example, so I'll go with that.
The
only time you might actually
need an absorb spell is to get extra accuracy. This could happen when you run into a Thief NM, for instance. Dynamis mobs that you need an absorb to cap out accuracy against, are also mobs with reasonably high magic evasion, potency gear is out. Even with high-end, if not maxed out gear, landing an absorb is not a guaranteed thing.
A good comparison is Red Mage. Targets that are worth enfeebling are also targets that are hard to enfeeble.
Red mages stack macc, food, use JAs, and swap main and sub slots to go all in on magic accuracy against targets where it matters.
We, in general, are not so free. Stacking macc in most slots is easy. Macc food is harder, its not often that I'm using something like a marine stewpot in Dynamis. I do have an option to swap in Ullr and Khonsu along with Liberator to push even more macc in, but that resets TP and cuts critical damage slots.
And then there is the argument that if you are having these accuracy issues in the first place, that should be fixed on the side of your buffing jobs.
And there are even more problems.
Lets look at Liberator. Yes, it has a 50% potency bonus and a ton of magic accuracy. Toss on an Erra Pendant and you are draining 34 points of stat per absorb, assuming they all land.
The best WS to use with Liberator is Insurgency, whose mods are pretty bad. 20% STR, 20% INT, and 10% DEX, assuming Utu grip.
That means to fully stack damage on Insurgency, you need to land 3 absorb spells. Lets say that you do, each giving +34 to their respective stat.
That is adding a whopping 17 base damage to the Insurgency damage calculation!
On a 364 base damage weapon.
Thats 3 spells, for less than a 5% gain in damage while completely ignoring base stat values and gear stat values. With them, the gain is barely over 3%. That is a 1% gain in insurgency damage per spell, assuming they land.
No, no I do not conisder that worth it.
Do I cast absorb spells?
Yes, when pulling a mob, or against a target that is using Perfect Dodge or invincible.
Are they worth interrupting melee swings to cast?
Not remotely.