TL;DR Not often. It is nineteen times more likely that a stomp is actually a stomp and not a close match. In other words only about five percent of stomps are a close match. Scroll to the bottom for a colorful picture and a spreadsheet.
PREAMBLE
I was motivated by a post (https://mwomercs.com...ost__p__6450147) in the "Do Assaults Push First?" thread.
pbiggz, on 25 March 2022 - 10:01 AM, said:
DEFINITIONS
- Match: A 12v12 game (no data from the recent 8v8 matches was used)
- Stomp: a match where there are no survivors on the defeated team and the victory team took three or less losses (12-3 or better)
- Damage done ratio: the ratio of total damage done by one team compared to the other; defeated team is the numerator, victory team is the denominator
- Mostly even: the defeated team had a damage done ratio of at least 0.85 (not more behind than 15%) and translates roughly to a 12-8 game
- Close match: one where the teams traded "mostly even"
- Note that by these definitions, stomp and close match are not mutually exclusive
- Too many words: this post
- 26% (one in four) of 1,588 matches were considered a stomp
- Average damage done ratio (for the defeated team) is negatively correlated to the number of surviving victory team members
- Distribution of tonnage imbalance between stomps and non-stomps is very close, though for stomps the distribution may be slightly skewed in favor of heavier victory teams
- Very roughly, about half of non-stomp matches are "mostly even" (close) matches
- Victorious teams tend to have similar total damage done metrics irrespective of whether the game was a stomp and/or was close
- This suggests that it is the defeated team that does or does not close the gap (but this could be because the winning team did not allow them to)
- Damage done does have an upper limit (total armor and structure on team)
- This suggests that it is the defeated team that does or does not close the gap (but this could be because the winning team did not allow them to)
- It is unlikely anyone has gotten even this far in this post
- It is next to impossible to reliably know how much armor (and structure) there is on any one team in any one match
- Drop weights and team compositions can be wildly different
- Something something mechlab
- We can make assumptions such as average max armor/structure per category or we can even do some very detailed accounting of each variant and their max armors/structures, but there is a diminishing return here and the aggregates are in our favor for this analysis
- Drop weights and team compositions can be wildly different
- Total damage done by a team, on match-by-match basis, is not necessarily predictive of skill, success, or outcome
- With the right shooter and the wrong shootee, damage done to destroy the mech can be shockingly low
- On the aggregate there is likely just as much (if not more) sandpapering as there is surgical assassination
- Matches do not always end in a total loss by one side (though a vast majority do)
- With the right shooter and the wrong shootee, damage done to destroy the mech can be shockingly low
- Damage done ratio is a proxy metric for how well the teams traded, with 1.0 being effectively even trading; it is not perfect and there are assumptions being made
- Data were collected from mostly Tier 3 games, with some Tier 4 and a very small number from Tier 5

SPREADSHEET

* several edits because whoops
Edited by dubstep albatross, 10 April 2022 - 09:28 PM.