I believe 2:1:1 is mathematically a 3 faction draw if the players' alignments are known; either scum can no-kill to force the other to no-kill (because if the other scum shot, then town would lynch them in response), and town doesn't want to lynch scum and scum don't want to lynch anyone, thus nothing can happen during the day (theoretically, a townie would benefit from being lynched, but the scum won't vote for it and 2 votes are not enough).
1:1:1, on the other hand, is broken. There's some debate as to how it's broken, and it depends a lot on the details of the ruleset. (In particular, in face-to-face play that uses mafiascum.net hammer rules, any attempt by scum to vote for town will cause the game to be decided by the players' reaction times.)
I think it may be best to explicitly rule 1:1:1 and 2:1:1 town wins in multiball in order to avoid the problems with endgame breakage, in which case this will throw off the probabilities somewhat.
Nightless and Vengescum setups don't have these issues, so analysing the EV is more meaningful. (That said, in nightless 1:1:1, the townie has no chance to win and kingmaker ability, which is normally considered broken.)
By the way, although I haven't proven it yet, I suspect that the EV for a vanilla Nightless always stays much the same if you multiply every faction's member count by the same factor. This probably holds at least approximately true even in multiball. As such, you can approximate the various faction EVs via dividing the setup down to a :1 setup (e.g. 3
x
:x
has a 50% EV because 3:1 does).