Perhaps someone more mathmatically inclined (or less tired) could help me out here. I was testing in the arena yesterday and got some numbers:
With 4425 Proj AC, and no reflect, Sheffy critted me for 1246 dmg.
With 2322 Proj AC, and no reflect, Sheffy critted me for 1351 dmg.
With 614 Proj AC, and no reflect, Sheffy critted me for 1436 dmg.
With 494 Proj AC, and no reflect, Sheffy critted me for 1442 dmg.
Calculate those differences out, and you come out to 20 ACs = -1 dmg in pvp (which is all that counts, right? .
So I was thinking: With a full mk2 set, You have approximately 4500 Projectile AC (don't nitpick, this is just theoretical), and 980hp extra.
With a full set of ql220 TL6 nippon whatever armor, you should have around 6200 Projectile AC, and no extra hp. That's a 1700 AC difference, which when divided by 20 brings it down to each hit doing 85 less dmg than with mk2 on.
So take the 980hp, and divide it by 85, and it would take about 12 hits before the dmg taken off by AC equals the added hp of Mk2 armor.
This is the part where I get confused. If I were to rank the armor by value, last night I was thinking along these lines: in pvp if you take less than 12 hits before you die, then the hp from mk2 is more valuable.
If you take more than 12 hits, then the extra ACs will shave off more than 980 dmg, which means that the ACs are actually more valuable.
Does that sound right to all of you? This would mean that a full set of that high ql armor would be more valuable for those enfs, docs, advs, and soldiers out there that take more than 12 hits in the majority of fights. For those wussy nanomages like me, the 980 hp would be more valuable as I usually die from less than 12 hits.
Problem is, I don't really know how to factor in healing, which I'm sure makes a difference, and I'm not sure if ACs change when someone has high level reflect (rrfe+bracers, or TMS) running. Any suggestions on how to test this?