I don't know what these number games are supposed to prove, Spencer always does the same thing when someone says Solo has more life than Trio.
How about you just play the game and look at the life bars and things?
But I'm not wrong, and I think you know that. The normalized health/damage of a solo character literally dwindles per pixel of regenerated health. There is zero way around this fact.
I admit freely though that with a team, you do inherit new weaknesses, namely damage on assist and the risk of happy birthdays. Of course, you also inherit new strengths in the forum of assist calls (which adds utility, damage, and confirms otherwise impossible for a solo), DHC (adds damage, safety, and new reversal opportunities), and Alpha counters (new reversal opportunities). Are the weaknesses worth the strengths? I'd argue yes if for no other reason than it is demonstrated every tournament (last solo tournament winner was?!?).
But washing the strengths with the weaknesses and ignoring them both, the fact remains that solo loses their health/damage advantage as red health regenerates. This isn't even up for debate... at least not until/if solo regen hits live.
So I guess to directly answer your questions, these number games are supposed to prove that forgetting the utility and weaknesses of assists, the solo advantage is at best temporary if the team can play keep away and/or avoid the double snap for long enough.
Another way of looking at it, is though solo keeps their damage, a team member's health bar effectively grows and gains health as red health regenerates.
I'd be glad to discuss the normative issue of whether or not solo should be viable. I'd be glad to discuss whether assists' weaknesses out weigh their strength as both of those are meaningful and up for debate. These number games, however, are not. Perhaps you think it is meaningless? A statement which still requires justification.
@AmagicalFishy
Here are the charts for the percentages. It is strictly mathematical (how much health/damage and net health) and doesn't take red health/double snaps, assist type/optimization, etc. into account. It is a solid starting place though.