All this is besides the point.
This data ultimately doesn't matter at all, one way or another because your argument in this post is off-basis.
% chance of victory does not determine level of control removed. "level of control removed" is not just about luck and percentages, and is something judged by player experience.
Your simulations ultimately mean nothing, because we are not making tiering decisions to "match certain numbers." We are making tiering decisions in order to improve the level of competition in battles, and to improve player experience.
It is player experience and not game mechanics that is the variable that determines tiering/regulation decisions in all cases-- including uncompetitiveness.
You're wrong. We don't lack sufficient data-- we have more than enough data on community consensus; which is the more important factor. Though if you really wanted to do analysis-- the more useful one would be based on community opinion research, not simulation. No simulation will make a player better informed than one thing: Actual battle, and the opinion formed from his own experience (because "player experience" is the target parameter, while "% chance of win" is not even a good substitute).
Because player experience is what we're looking to cater too, not raw #'s that mean nothing without human opinion attached.
In turn, it is the tiering leaders who will ultimately make a decision on this-- and dare I say they're more than well enough informed to make a good decision about this.
Now I must say, it's ridiculous for one user to think that tiering decisions should wait or be determined based on his analysis. Don't make me laugh.
1. If community consensus is the guiding factor, I concede the point. A majority of the community is against SwagPlay, and that's easy to determine from this thread without even digging into numbers.
2. I disagree that simulation is useless in this particular instance. The formulaic nature of SwagPlay inherently lends itself to a formulaic counter play. In most other situations, pure formula isn't much of a factor. That said, if community consensus is the guiding factor, I concede the point as irrelevant to the conversation.
3. I believe we are working on fundamentally different ideas of removal of agency. I'm approaching it from an outcomes based approach, you are approaching it from a player experience approach. Since we have a fundamental opinion difference, we should agree to disagree because we are arguing different points. I was working under the definition that we define competitiveness as the ability for a decision to affect the outcomes, whereas it looks like the definition you're working under is that a player's individual actions are unable to take effect.
4. If player experience is what you're catering to and what you're trying to find out, not anything about luck reliance or competitiveness, then make that explicitly clear in the OP. I requested a change about competitiveness in the OP because I thought that it was a primary driving part of this entire discussion. So much unnecessary debate could have been avoided if this had been made explicitly clear that this is for research into the community's opinion and that actual technical merits made in the topic were irrelevant. Uncompetitiveness wasn't even in the OP for the longest time, for example, yet it became a huge part of the debate and now you're making it sound like it's not what the mods were even looking for with this topic. If I am understanding you correctly, I believe the moderators insufficiently guided the discussion, and it has resulted in much talk without any substance or relevance to the topic.
5. After reading your post, it's clear that I never understood the goal posts for this topic to begin with. I believed this was a discussion on luck-reliance and removal of player agency in the decision making process. You've made it clear that this is a discussion on player experience and community opinion aggregation. If you recall, the topic at hand was luck reliance and uncompetitiveness when I made that post with the black box outcomes approach of certain match-ups. As you've pointed out now, though player experience is the guiding factor and target parameter and community opinion research is the key. With those parameters in mind, yes, my analysis is meaningless and I'm unhappy that this was not made explicitly clear in the OP as removal of autonomy was listed as the "key to an uncompetitive tiering decision" even though you've said it to be community opinion.
Any rebuttal to the arguments in the first part of the post are meaningless given the new information.