morss_4 and funkeymonkeyman, thank you both for the replies.
I wonder what exactly they mean by "approx" damage inflicted because it's not a precise term in mathematics. Almost as if they're avoiding words that carry exact meanings in probability because it would require exact calculation - something which is not trivial for the average programmer though I suspect there are at least a couple of guys at Firaxis more than capable.
Still, I've seen others complain these displays of expected damage do nothing to show the expected deviation from the expected values. As with any statistic, a point estimate is not very useful without a confidence interval or error estimate or std. deviation or whatever else you want to call it.
Knowing the probability of attacker or defender being destroyed would be useful numbers to know even in a system where neither side necessarily has to die. I'm still pretty sure the consensus view is that randomness still plays a role in combat outcomes so expected outcomes without error intervals is not as useful a combat odds display as what many of us would want.
I agree by the way that with ranged attacks, the sort of information that is considered useful is a bit different to regular combat. For example if ranged units are incapable of destroying the defender, and assuming the defender is unable to retaliate during the combat, then both the probability of attacker and defender deaths are 0. As in civ4, a probability of attacker withdrawal would instead have been relevant. In civ5, even withdrawal is already guaranteed though. In ranged combat, it looks like expected damage to the defender and the std. error in that estimate is the main thing that 'numbers people' would like to see.
The 10 hitpoints thing is another similarity to Advance Wars too. I hadn't paid attention to that detail previously and it gives further weight to the suggestion that civ5 no longer does combat in "rounds". Exactly like in Advance Wars, each side takes a swipe at each other. In the case of ranged combat, only one side does it. It's a simplified or streamlined combat system, compared to civ4's rather complex and difficult to intuit combat system.
I wonder what exactly they mean by "approx" damage inflicted because it's not a precise term in mathematics. Almost as if they're avoiding words that carry exact meanings in probability because it would require exact calculation - something which is not trivial for the average programmer though I suspect there are at least a couple of guys at Firaxis more than capable.
Still, I've seen others complain these displays of expected damage do nothing to show the expected deviation from the expected values. As with any statistic, a point estimate is not very useful without a confidence interval or error estimate or std. deviation or whatever else you want to call it.

Knowing the probability of attacker or defender being destroyed would be useful numbers to know even in a system where neither side necessarily has to die. I'm still pretty sure the consensus view is that randomness still plays a role in combat outcomes so expected outcomes without error intervals is not as useful a combat odds display as what many of us would want.
I agree by the way that with ranged attacks, the sort of information that is considered useful is a bit different to regular combat. For example if ranged units are incapable of destroying the defender, and assuming the defender is unable to retaliate during the combat, then both the probability of attacker and defender deaths are 0. As in civ4, a probability of attacker withdrawal would instead have been relevant. In civ5, even withdrawal is already guaranteed though. In ranged combat, it looks like expected damage to the defender and the std. error in that estimate is the main thing that 'numbers people' would like to see.
The 10 hitpoints thing is another similarity to Advance Wars too. I hadn't paid attention to that detail previously and it gives further weight to the suggestion that civ5 no longer does combat in "rounds". Exactly like in Advance Wars, each side takes a swipe at each other. In the case of ranged combat, only one side does it. It's a simplified or streamlined combat system, compared to civ4's rather complex and difficult to intuit combat system.