I really like the idea, but i think theres something wrong with your formulas. dont ask me how to fix em, but try plugging them into each other >.> I'm sure theres some relationship between "power" and "relative power" that just makes the while thing turn to poop. Something about your formulas just doesnt feel right. Cool idea, though.
I appreciate your concern, but I'm really confused about what you're trying to say. "Power" and "Relative Power" are more or less used interchangably. I just use the phrase "Relative Power" to make sure people know I'm talking about powers relative to a specific metagame. The formulas are fine as far as we can tell, they do exactly what we hoped they would:
Step 1 : Find the powers of everyone in a given metagame.
Step 2 : Use these powers to change the metagame to favor stronger characters.
Step 3 : Repeat from Step 1 using the new metagame.
If it's not clear enough, I'm using the term "metagame" to refer to the number of players playing each character. If you see a specific problem, great, let us know, but we know what we're doing (sorta), so if it just seems "fishy" to you, trust us, it has a sound foundation for everything it's doing.
How well a character does in the tournament is not just dependent on every character match up, but what characters (their match ups included) that they are most likely to face, i.e. Fox's matchup to someone is more important than Luigi's because you are more likely to face more Foxes than Luigis. So, using Moogle's approximations for what percentage of characters are used at big tournaments(let's call this n), I multiplied this by m; this shows (on a scale from 5 to -5), the chance of doing well in a tournament against a certain character q given the probability of actually fighting q.
Now, because tournaments can be composed of every character, the results are all inclusive and can be summed: Σ(m*n). This leads to a number on a scale from 27 to -27 of the character's overall likelyhood of placing well/winning at a tournament with the average number of each character used.
Following this template I came up with this:
Sheik 4.45
Falco 4.1
Fox 3.6
Marth 3.35
Peach 1.35
IC 0.3
Samus 0.15
Doc -0.38
J Puff -1.9
Ganon -2.5
C.Falcon -2.85
Mario -5.85
Luigi -6
Y. Link -6.8
Link -7.9
DK -8.75
Ness -9.5
Roy -9.65
Pikachu -10.65
Zelda -11.1
Yoshi -11.25
Kirby -12.2
Mr. G&W -13.05
Mewtwo -15.35
Pichu -15.65
Bowser -18
It seems to follow the already assumed order rather well and does have quite a large margin between best and last. The only smudging I really see right now is the approximate percentages of how much a character is used in an average high level tournament isn't anywhere close to exact (aka, Moogle's approximation).
You can also really do anything with these numbers, like make a scale from one to ten that holds them all or something of the sort.
Anyways, any comments or things that I did wrong?
What are the moogle aproximations. . ? the only stuff I'm seeing from him about how many people should play each given character based on their relative power level using an exponential scale. If this is the case, they what values are you using in the first place to determine power level.
Honestly, I'm pretty confused by your process here. First of all, subtracting 5 from the matchup value is trivial, it will just shift data, so I don't really understand why it's necessary. Second of all, how is this ending up on a -27 to 27 scale? There are 26 characters, so I suppose I could understand a -26 to 26 scale, but still, m ranges from 5 to -5, so the only way you can end up at -26 to 26 is if the n in the "Σ(m*n)" term maxes out at 0.2. (also, how did you make the sigma? I <3 sigmas!) Since this is representing amount of people playing a character, I'm confused, unless you're talking percentages, in which case, I'm curious where the numbers are coming from. Regardless, this apears to me to just be calculating powers (on a slightly different scale) in some set metagame, which, while helpful at times, doesn't do much unless that metagame is accurate.