With DRM, close to 0% of the the games are copied, but some large number Y % of the games are no longer purchased because people either are (A) Philisophically opposed to DRM, (B) Want to be able to play the game offline, or now, (C) Can't play the game because the DRM breaks it.
The balancing act, here, is how many of those X% can be converted into purchases, and how many of those Y% valid purchases are lost.
EA may have tipped the balance here through poor execution and resulted in fewer games being sold, but, I don't work in the game industry - so I don't know how high X normally gets. (50%? 75%? 90%? 95%? I'm sure it's a pretty disheartening number)