If I remember correctly, someone did the damage per armor stat; I believe it was every 10 armor = 1 damage point.
Hit% isn't that reliable, especially with the current amount of dodge in endgame. If it were lower, 100% would do well vs 40 dodge. The dodge is in percentage too, or it seems that way; lets say they have 50 dodge, that means they'll dodge 50% of the time, so you're 100% hit is then negated and you hit less. You might not hit every skill, but you might hit every auto shot. Dodge is really just luck, but the bigger it is the luckier you tend to be.
As for their values in hit% vs dodge, dodge tends to win. If you have high dodge and high hit%, that'll help you out a lot more and you'll do much better. Heres a little example, a com 50 dodge vs an op who has the highest hit%: the op is just using auto and the com isn't moving, in 30 seconds the op will have hit the com 6-9 and all the others have been dodged. I can't really tell you what the exact measurements for it are, but I'll give you my idea of it: subtract the opponents dodge from your hit% and that'll be your new hit% (i.e. 110% hit - 54 dodge = 56% hit).
How well you utilize each stat is the key factor in whether or not they'll help you, how well each stat works is based on how the player plays and uses the stat to their advantage.
So overall, dodge > hit% and damage > armor.
Hope that somewhat helped you.
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