^ Note he said take the player out of the equation Nirf: this is pure mathematical theory, not how it actually works - its just an underlying guideline.
I understand that, but even as a mathematical theory it is fundamentally flawed. I don't mean simplified, I mean flawed with the 50/50 assumption. "Taking the player out of the equation" does not make it 50/50: it makes it so that we assume the two variables are uncorrelated. As I said before, Hates made two assumptions in how he calculated expected values, one was fully reasonable in the context of a simple theory, the other was not.
If you take players out of the equation alltogether, it is just a 50:50 and mathamatics can only treat it for what it numerically represents, so it has to assume 50:50 to literally mean 50 one way 50 another.
Outcomes, choices etc do not need to be equally probable. It's not "just a 50/50", it's just a situation with two possible decisions. To derive an expected value for this situation, we need to assume something about how often Asta will bullrush/grab, and similarly for Cervantes. 50/50 is an assumption just like any other, just a lot more poorly justified. Assuming that different outcomes have equal probabilities, while often the case, is also often not the case.
Well, you actually did assume that each outcome resulted 50%, not just that each player picked 50% correctly. I do appreciate where you are coming from with try to simplify things. However, to quote someone famous "A theory should be as simple as possible, but no simpler". With the model you are suggesting, you are missing out on very fundamental ideas, in particular the notion of safety in half the mixup. That's my basic response to your points 2 and 3: yes of course I'm not taking everything into account with my model, but I'm taking enough into account that you see basic important points emerge. To be honest, what you do with the 50/50's is just adding and subtracting; the numbers you come up with are just sums of the characters damage outputs and don't tell you anything about the decision making matrix going on. Let me be clear: your post is very enlightening and well written. It's just that the math, at the level you've done it, in my humble opinion, adds absolutely nothing to the post.
Safety in half the mixup is a big deal: this idea is why sometimes in SC4 you will see BB go back and forth quite a few times between pairs of players: because it's reasonable damage but more importantly it's extremely safe. It's safer than TAS B in fact, because it spaces far better and gives better frames. And you do see lots of high level Soph's doing BB quite a lot, despite TAS B's massive damage advantage (yeah I know there are other reasons too before a crowd of people jump on me).
If you want Hates, I can derive a generalized "mix-up formula" which like I said will apply to a very broad swathe of mixups in the game (any 2x2, non recursive mixups) and people can apply this formula without worrying about the derivation. I'll do it tomorrow or something.