And i feel bad for them, having those numbers to backup piracy vs legitimate sales must hurt quite a bit.
Those numbers are typical across the industry.
They are also typical of every single game I have worked on professionally since the late 1990s.
In a depressing turn of events, one of our games about 8 years ago became extremely popular in Eastern Europe. We didn't translate the game into any of their languages, and we couldn't get it distributed in that region. Based on the online telemetry, we had many times more active players in Eastern Europe than we had total sales across the globe where we did sell the game. We ended up seeing about 95% piracy on that game, too.