Doesn't really work like that, transforms in 3D work with matrix math so the numbers you are seeing are absolutely correct.
To see the relative you have to unparent the spheres, by default maya will preserve the transformations made which will now be represented in world space.
You could also do a parent + scale constraint, which performs similar math but connects it directly into the transforms of the child, these changes be represented in the objects space rather than just the parents.
In parenting
ChildPosition = WorldMatrix*ParentMatrix*ChildMatrix
In constraints
Child Position = World Matrix*ParentMatrix*OffsetSettings=ChildMatrix
FX supervisor - double negative