I find that damage is not a great correlation to performance, with the following case in mind.
If performance were directly correlated to damage, then high pinpoint-damage builds would be performing optimally when they acquire maximum possible damage. However, this is counter to the purpose of those builds, which is to put as much damage as possible into one spot, and so we should be seeing less damage per kill or assist from these builds when the pilot is playing the build skillfully.
As an example, my K2 is set up to do a 50-point pinpoint alpha. Managing 600 damage on 3 kills and 0 assists on a win on skirmish means that I used 200 damage on average over each of those 3 kills. That is pitiful performance, unless those were heavily-armored assaults twisting away my damage.
It is not just a matter of build. A friend and I occasionally group as cicadas with roughly 64 to 72 pinpoint damage between us (depending on whether or not we run with ECM). These builds could be used to support heavies and assaults or just general, up-front damage to opposing forces, and we would expect wasted damage as we cannot hover in one place for too long. However, instead we sneak behind enemy heavies and assaults that are straggling behind and extract them. Again, we perform well when our damage is low and our kill count between us is high.
In sum, kills, assists, and damage should only be considered to measure your performance in light of your build's advantages and the strategies employed for those builds.
Edited by WILL WORK FOR AMMO, 12 October 2014 - 03:03 AM.