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I think in a case when claw doesn't work mighty will?
lIke if you shoot an av7 dude .
(That's the tldr, so feel free to skip the entire breakdown/rant past here if that's enough.)
For those who do want more, a few relevant (loosely rounded) stats are:
MB+1 improves your chance to penetrate AV by:
24% for AV 7+
40% for AV 8+
50% for AV 9+
67% for AV 10+
100% for AV 11+
Claw improves your chance to penetrate AV by:
0% for AV 7+
0% for AV 8+
50% for AV 9+
150% for AV 10+
400% for AV 11+
MB+1 improves an injury roll result's likelihood by:
22% for KO'd chance (including for Stunties)
25% for the Stunty-specific Badly Hurt result
67% for Casualty result (including for Stunties)
So if you spend a lot of time hitting AV 8+ players (e.g. Goblins, Skinks, Skaven, most Elven Union), Claw would do nothing at all for you where Mighty Blow is a nice potential boost on either roll.
If you mostly hit AV 9+ players (e.g. Human Linemen, Beastmen, some Dark Elves), Mighty Blow offers the exact same improvement on AV rolls AND also helps on the injury roll if it wasn't needed to break armour. Meaning MB+1 is once again the far superior option.
If you mostly hit AV 10+ players (e.g. Orcs, Chaos Warriors, Sauri, Dwarves), though, this is where things change. Here, Claw offers more than double the improvement that MB+1 does. It just won't help get them off the field, only staying down, and won't matter at all if you can't get the ST and block results to knock these players over much in the first place.
And then there's AV 11+ players (e.g. the Deathroller, Treeman and Morg). Mighty Blow doubles your chance of breaking their armour, but that's only taking it from a bit over 8% to a bit under 17%. Claw multiplies it by 5, taking it from that 8% to 33%. So it's a HUGE boost... that only happens against 3 players in the game, who are all ST 6 or 7.
That all means that you probably won't be knocking over (or even seeing) AV 11+ players much in the first place. And since they're rare and strong enough that you're probably surrounding them anyway to knock down, fouling them with a Dirty Player might give you better odds anyway.
Overall, as the OP suggested, this makes Mighty Blow the stronger choice in a significant majority of actual use cases. There are far more low AV teams and players, and those players are more likely to be knocked over more often. Also you may face more opposing players with -1 AV from a Serious Injury than who saved up 18+ SPP just to spend a roll on +1 AV. And Mighty Blow does a lot more to help your players earn SPP from casualties, since it applies to the injury table when it's not needed to break armour.
Claw can still be handy in bulk against specific teams, but mostly you'll only benefit from it against certain players. So unless you're almost always playing against Dwarves, Orcs and Chaos, it's probably enough to just have Claw on one or two "can opener" players if you want, or just rely on Mighty Blow as close enough.