You can calculate it yourself if you want.This was confusing to read but I'll do my best to piece it together. If I'm understanding you correctly, hurt time = a delay that exists between the instances of a player taking damage. (A 500ms delay, to be exact). My question is, how are you extrapolating "10 cps > 14 cps" from that information? The existence of a hurt time delay does not indicate that 10 cps > 14 cps, especially given the context of programming within the game that seems to indicate higher CPS = better hit registration. If I take your hypothesis at face value, it's a massive logical leap that's almost counter-intuitive to draw.
Do you have more specific information regarding how cps/cps ranges and hurt time relate to each other? Perhaps something causally provable, like a line of code from the game's programming, comments on these concepts you've mentioned by programmers/developers in the Minecraft or Vape communities, or videos where other people have laid this all out? I understand that you (as well as others on this forum) believe there's a connection in terms of lower CPS ranges equating to better hit registration.
What I'm requesting is that this connection be laid out in detail, because without that breakdown, I still have no reason to believe this is anything beyond speculation. Think of my inquiries as synonymous with a math teacher. You've solved an equation, and your answer is x = 5. The problem from my perspective is that all you have written down on your paper is "x = 5." You didn't show your work, any of the formulas you used, etc. That's the kind of information I'm looking for.
Normally it doesn't even matter since the environment would have to be almost perfect, also this doesn't even come from me i've just heard it elsewhere and after counting on it yeah it makes sense. Basically you can just optimize so you'll get the most amount of hits as fast as you can.