in ranks bronze one to diamond six you get ranked based off of your team and winning/ losing
once you pass the level of diamond six you are switched into basically a parallel universe of ranking, you cant go back,
just like bronze one being onyx one, and champion one being diamond six.
---freshly promoted from diamond six will generally put you around 1500(most of the time) csr, winning and losing will bring you up or down 1-3000(most of the time), this varies on how full the onyx bracket is, because the top 200 will always be champion rating they are not set a specific CSR rating. meaing if there are only 300 onyx level players, there will only be 100 players at the onyx level, meaning the requirement to move to champion could only be 1600 or whatever the scenario is for said playlist. keeping that in mind if there are 10,000 onyx level players, then the requirement will be rated from there, meaning the onyx bracket could go form 1-10,000 if they needed the room, the top 200 set the number for onyx csr cap essentially.
ive personally seen an onyx 2 and an onyx 2960 you cant go lower than onyx 1 back into diamond but you can go from champion ranks back to onyx ranks,
another thing to note from bronze thru diamond your rated CSR, which is simply your win/loss ratio. when you go over to the other bracket of onyx and champ it includes CSR and Elo.// an Elo rating is basically a personal performance rating. comparable to the true skill rating from halo 3, only difference being how draws/ties being accounted for, Elo generally does this (as example) if you win the you +3 to your score/ if you lose -3 to score/ if you **tie +1.5 is half win and half loss.**Elo
true skill functions a little differently. taking into account MVP, medal count, accuracy, head shots, K/D, win/loss, etc. to determine a basis, as well as the probability of winning, based of games in a sequence or streak. say for example you win 5 games then lose one. it will assume after 5 victories you will lose the next one/ this will be adjusted and changed each game that you add to the total of data collected your rating quite literally being what it is that your probability of winning is. (ties being almost completely ignored in a sense a **tie is neither a win nor a loss**True skill.
when it comes down to how to determine if someone is champion rated using a true skill method would eventually create and un-attainable champ level(even when only a month long season). when using Elo, it is always changed depending on each player