Let me clarify a few things for the OP. (Simply for the sake of clarifying, it's pretty easy to tell that his brain won't absorb it anyway.)
First. If you are in a PvE setting, Hit is marginally better than Crit from 79 to about 280 hit, where gear starts to give more crit than hit. (I think. I've never raided past Vashj,)
Few reasons. First, this. 1.6667 Hit = 1.5873 Crit = 1.5385 AP as GodOfMoo who is not lacking 'neurons or eyes' said. This is taken directly from EJ I believe. It's correct. Second, in a PvE setting you will have Combat Potency. 20% on offhand hit to get 15 energy. That means that if you get 1% more hit rating, not only is it marginally better than crit, but it also increases your Combat Potency proc chance by .2%. That doesn't sound like much, but it adds up as you keep gathering more % hit, and when your gear gets better in other ways (crit and AP, but not haste) it scales up even more. Let's do a little theorycrafting. 2% of 20 energy means... .3 energy per proc more. In long boss fights, that adds up... and that's only for 1% hit. Let's say that you have 20% hit, which is a very respectable amount. That's 20 * .3 per combat potency proc. Or 6 energy... which is roughly 1/6 of a Hemo. Now, if you're in ZA range, your hemos hit for 600-800... Non crit. You should also have about 25% crit, adding in Lethality that means hemo hits on average, adding crit, 850-900. So, 1/6 of a hemo means about 150 damage. 20% +hit, and each time your combat potency procs you add 150 damage. Assuming a 1.4 speed offhand, which is the regular, every 1.4*=7 seconds your combat potency procs, adding 150 dmg per 7 sec or 21 DPS with 20% bonus hit. Or, roughly 1 dps per 1% hit. So not only is hit (1.6666-1.5873*100)% better than crit (about 8%, each point), it also adds 1 dps if you are in kara through SSC gear.
So. That's for hit from 79-~280... What about 0-79? Well, if you have the right spec for PvP you will have 5/5 Precision, which is nearly enough to make your special atks hit all the time against bosses. But in PvP, with no points in Precision you need 79 hit.
Our special attacks (Mind you, this isn't including the incredible utility of the CC that we have) make up for close to 50% of our DPS in PvP because damage is rarely sustained. You white hit and special attack until your enemy moves, then you catch up while regenerating more energy, so special attacks are worth more in PvP than they are in PvE. For each 1% of hit... you gain 1% damage, straight out, on your special attacks. You also gain 1% on white attacks, and 1% chance to hit with specials that you don't rely on for damage. That means KS. Gouge. Kick. Blind. Deadly Throw. 1% hit on those is worth MUCH more than 1% of your normal damage in most cases. So, with a little estimation on the CC moves, you gain above 3% dmg for 1% hit... So what does crit get you? An average player with full PvP gear has 350-400 resil. That's 17-20% less dmg taken from crits, which means hit is now, instead of 8% better, 25-28% better than a single point of crit... Not including your cc which is priceless. Regardless of your damage, if you miss a key cc or stun your enemy can just turn the game around easily because THEY are hit capped and their cc works 5% more of the time than yours. That's like 5% of games for 79 hit.
Get all that? Good. There's probably more, but I don't feel like typing it.
Oh, about your initial question. If you're not PvP hit capped, TAKE THE HIT. This is a no-brainer. If you are hit capped, hit isn't as good as AP, but still better than crit. There is no exact X hit = Y AP for pvp, but you can guess on your own due to your own needs. If your AP is sub-1700 or so, take AP over hit. If your HP is sub-10k, take HP over AP. If your resilience is sub 250-300, take resil over hit (Unless you run in 3v3 or 5v5 and play 4/5 s4 and 4/8 t6 for maximum dmg and medium survivability, or run 2dps 2v2 team and just want max dmg over everything, but I don't think you have 4/8 t6 if you are trying to get into ZA.)
I hope that you at least read this and scoff at it, OP. We all know you're wrong except you.
Edit: Thought of something else. A while back, RPZip made up a little story (Or took it from somewhere else, I don't know) about Hit vs. Crit. Imagine this:
There are 100 people sitting around a table: 27 guys named Miss, about 25 named Crit and 48 named Hit. One new guy named Crit arrives, but there are only 100 spots at the table. Now, who has to get up and leave? Not Miss, but Hit. One guy named Hit goes up into the attic and cuts himself while the new guy Crit took his spot.
TL;DR version: Hit>Crit. For a lot of reasons.
Also, OP, most of the rubbish that you spew out is wrong. Take this for example. You argued with Theo's example of a druid having 1 second left on blind and the guy at 10%. You said that if your hemos don't crit, he won't die.
Guess what: You're wrong. Whatever your comp is, your partner can do some instant damage. Moonfire. SW:Death. Judgment. Shocks. Fire blasts. Anything to help you get the other guy dead. If you're low on HP too, they will be healing you... This is still an easy one. If your hemos don't hit because you're below the hit cap (and 20-24% of your white hits aren't hitting either), you are going to lose more damage than you would from not critting. That's the thing... People talk about Sustained vs. Burst dmg all the time. Thing is, there isn't really a difference... Over a selected window of time, in this case 10%-0%, you are going to do roughly the same amount of damage with high crit, or high hit. (Unless you're daggers and you vanish ambush, or mutilate, in which case you're either Tosan, running with a Dpriest, or plain bad.)
Edited, Jul 25th 2008 5:52pm by morgorg