Catapult weighting can be useful to prevent / balance OTK from abilities or spells. The catapult itself uses a "reduced mass" (as in the physics term) to calculate damage dealt based on creature hp.
damage = (hp*100)/(hp+100).
This ensures that a creature will never do more than 100 damage to a player, no matter how high the hitpoints I thought it might be useful to see how this scales for weighting schemes under 100 (eg 75,67,50,33,25 -> 3/4 , 2/3, 1/2, 1/3, and 1/4 max player hp). (The damage gets rounded up I believe)
Perhaps the most useful thing here is to see where diminishing returns start.
To find this, look for where the damage entry matches the hp entry (first column):
For instance, a 25 point weighted "catapult" sees diminishing returns starting at 5 hp, whereas the 100 point (standard) catapult sees diminishing returns starting at 10 hp.
Here is the image of the results I get from mathematica (as a png because formating to a table form for here is a nightmare)