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With the rework to pops, there may be issues regarding it. Either way, it's better to invade so you get bonuses from purging.
I have no idea how long it takes to bomb a planet into a tomb world or if that's even still a thing. I rarely have access to armagedon bombardment with the empire types i play.
If you're trying to capture the planet, you need to land armies on it to occupy it. You can train those at your own planets.
A good tip is to know what that devastation percentage means.
0% - 24% defensive armies take half damage, and NO pops can be killed
25% - 49% defensive armies take full damage, pops can now be killed
50% - 74% planetary based FTL inhibitors are now disabled
75% - 100% planetary armies take double damage
Once you hit 100% devastation it becomes a waiting game to watch their pops count down to zero.
I can't give you exact numbers on the chance to kill pops, but I can tell you that the orbital bombardment is NOT effected by your fleet power, but it is by your fleet CAP. 10 fleet cap is minimum, 100 fleet cap is maximum power, anything above this is overkill.
I've tested this to a degree, it seems that the fastest way to depopulate a planet is the extermination purge type, then (Armageddon) bombarding, then processing, then labor, then displacement, and finally neutering being the slowest. Cracking a planet is obviously the fastest, and provides zero refugees to the filthy xeno loving neighbors, unlike any other population purge type or bombardment stance.
The difference is that you can get resources out of processing/labor. So my personal strategy is to only bombard small planets of a different climate, or as a "salt the earth" (almost literally) strategy to deny any repossession of territory (paired with destroying all resource extractors in the system ensures near complete reconstruction of territory). I leave the higher populated worlds out of bombarding for this most part because a planet of 50 pops turns into AT LEAST 150 minerals and food a month.