I don’t even want to try to understand how you did those calculations.
I wrote all this before, but I understand 99.9% of the players won’t even follow or read full topic, they prefer to just make up numbers and share their theories without testing them.
Previous system example.
This was the most common way for me to get instant kills (tearing off more than half of the wing):
Spoiler
I received 100% score, 100% RP/SL rewards and a kill credit.
Someone who decided to finish this guy would receive additional assist, so 67% of the kill score and 25% of kill RP/SL rewards.
In total both players could get 167% of the kill score and 125% of kill RP/SL rewards from one enemy. But only the first person would be credited with a kill, second person with assist.
The same example in the new system, where most kill conditions were converted to severe damage:
Spoiler
INFO: don’t look at RP/SL numbers on the screen because they are affected by vehicle multiplier, planes BR difference, boosters etc., so they are incomparable!
I only receive 80% of the score and 80% of RP/SL rewards, but no kill credit (probably a bug).
Someone who decide to finish this guy will receive finisher status, so 40% of the kill score, 40% of kill RP/SL rewards and a kill credit.
In total both players can get 120% of the kill score and 120% of kill RP/SL rewards. Only second player will be credited with a kill (probably a bug).
So you can see the combined score was lowered hugely in the new system (167% in the old system vs 120% in the new system), but RP/SL rewards are almost at the same level as before (125% in the old system vs 120% in the new system).
The problem is, previously many players ignored “destroyed” planes. But in the new system most “destroyed” planes were changed to “severely damaged” and kept the red nameplate. So more players will attack them, it’s pretty obvious.
We don’t know the stats, but Gaijin surely made calculations based on stats (they can check how many previously destroyed planes were finished in the old system and calculate predictions for the new system).
Some players assumed that the devs predicted overall increase in RP/SL with this new system, and possibly that’s why they disabled most critical hits. I’m personally not sure about this, because it would be easier for the devs to just reduce RP and SL game mode multipliers (we know that there are such multipliers for each game mode from information revealed by the devs a long time ago).
I hope everything is clearer now.