I did a few brief parses with some test items I created to see if higher AC does indeed decrease average damage while allowing the max hit to remain possible, with this code. I found some interesting things out that I hadn't checked yet.
For one, minhit doesn't appear to be working correctly, I'll see about fixing it(or adding it if it just wasn't ever put in), and trying the parses again later. I'm wondering just how much minhit not working properly factors into the decrease in average damage - we shall see.
Now on to the parses:
Time..................
AC...................
MinHit............
MaxHit...........
Avg
4:28..................762.................163(1).. ..........498(2)..........365
4:42................1548.................159(1)... .........499(1)..........352
4:46................2336.................136(1)... .........496(1)..........325
4:43................3123.................100(1)... .........496(1)..........304
4:50................3910...................93(1).. ..........489(1)..........280
4:46................4697...................73(1).. ..........499(1)..........261
4:50................5485...................45(1).. ..........495(1)..........235
4:46................6271.....................1(4). ...........490(1)..........201
Now some info on the NPC in question - it was a level 65 NPC with a minimum hit of 125 and a maximum hit of 500. As you'll see from the parses, even with extreme increases in AC, max hit is still possible to acheive, while average hit continues to decrease.
I used fairly drastic increases in AC with these parses, I'll be creating a few realistic item sets over the next day or so and running tests with them. For anyone wondering, those AC values were the
client values. Below is a list of each AC value and the #showstats value in parenthesis.
762(1306)
1548(2592)
2336(3880)
3123(5167)
3910(6453)
4697(7741)
5485(902

6271(10315)
As you can see the AC code definitely needs tweaking as the server thinks the player has way more AC than the client does.