Analyses in italics written by this dude here, GearsAndSuch.
KDR vs WLR
Most players have a KDR/WLR around 1. Without doing real stats, you know you're a real, better than 95% if your KDR is 1.8 or better or your WLR is 1.5 or so. BUT! It looks like the WLR dependence on KDR is low: so there's a lot of folks with sky high KDR that don't have great WLR, but not the other way around.
Match Score vs WLR
Match score of 200 and a WLR of around 1 is normal. Average match score of over 275 or so is exceptional, but even then the WLR is only around 1.5. There is a lot more scatter in WLR; there are players with high WLR but low match scores.
Match Score vs KDR
Strong, though none linear relationship here! (Raise your hand if you're surprised. Oh I see...) Obviously the KDR and match score center around 1 and 200 respectively (based on my prior comments). There's an inflection point at around match score of 225, where slope steepen, meaning that generally, higher scoring players win more. At 100, the KDR is about .25, but at 300 it's 2.1. There are very few players with a match score over 350 and there is considerable variations in their KDR.
Death Rate vs WLR
Inverse cubic relationship, meaning, that if you the lower your death rate, the exponentially greater your WLR. I'm pretty sure this concept is Church of Skill Gospel, but not something that's embraced by the workaday PUG. The average player looks to have a death rate of about 0.67, meaning they're more likely to die in a match than not. Interesting, the ~95% confidence death rate is still 0.55, meaning even good players are dying more than not. At that point, their WLR is 1.4 or so. The shape of the trend is dictated by a small group of outliers that have deathrates of less than .5 and WLR that ranges widely from 0.5 to 5... in other words, there's some people who manage to never win and never die, probably over drugged baluga whales in Urbies who power down on a building at the first sign of trouble, and some people who are the MWO embodiment of Connor Macleod (Andrian Paul version of course).
It might be worth noting the neat geometric patterns that show up in the Death Rate and Kill Rate graphs. They appear because these figures (kills or deaths) are divided by match count and a significant portion of players have sub-100 matches played, which makes those numbers (<100) a very common divisor. Why exactly the shape is in the form of this geometric curvy pattern? I have no idea. Maybe it was aliens.
WLR vs Kill Rate
Weak relationship between these two... huge amount of scatter in kill rate, but WLR is constrained between 0.1 and 2 for most of MWO. Average kill rate is like ~0.6, with exceptional players having Kill rates between 1-1.25 (too much scatter for my stats-squints to help me). The scatter in the WLR starts to increase quite a bit after a kill rate of 0.5, meaning that there are few players with high WLR and low kill rates, buit there are some players with fairly high kill rates that tend to loose. There are no players with a WLR less than after a kill rate of 1.5, so at some point, pure brutality takes on a quality all it's own. Conversely, there are a few datapoints with huge WLR with a Kill rate between 0.65 and 1.25. Real team players? Owners of cap accelerator? Someone with time should solve this with multiple regression.
Illuminati confirmed! lol, that geometric pattern is more obvious than ever. Wicked cool, haha.
Kill Rate vs Death Rate
Stronger, negative relationship here... the more you kill, the less you die. MWO immortals with a kill rate of 2 have an average death rate of 0.45. The average player (as you could surmise from above) will have an average kill rate of ~0.65 and and average death rate of, you guessed, about ~0.67 (See how those are related? Good! even you can claim mastery of basic statistics when you're on the internet). The scatter is pretty well constrained: there's no suicide jockeys that are regularly taking out a 2 mechs, then overheating from excitement.
Edited by Tarogato, 13 July 2016 - 06:31 PM.