Hokushin I am working on a bug write up somewhat related to this. I have not gathered much data on the defensive end and will likely do defense as a separate issue.
I believe the problem is where the hit normalization mechanism meets the combat-hit calculation. I think they have used too aggressive of a normalization mechanic on both ends and it is having adverse consequences for both offense, and particularly avoidance based combat.
In plain English:
For defense, the mechanic is limiting and capping your dodge:being hit ratio. So once you dodge and block a certain number of times, it is mandating you be hit a certain number of times. If you have AC and don’t rely on dodge or block, this works fine, as these hits are subjected to a new and better AC mitigation.
If you are a monk, this works terribly. This means you get hit at a more similar rate to other classes, while having a much much worse AC value for the rest of the hits.
If you are capable of parsing any of your fights for your times attack, times hit, times dodged, blocked, etc, and amount hit for. Please let me know, the data will be very useful to me.