Accuracy of group units (multiple units in a stack) is calculated separately. So basically, if you get a group of 7 archers shooting at you, they get to roll hit 7 times, this means you won't see them "miss" very often. However, when those units roll a "miss", they don't contribute their share of the damage.
In example: A group of 7 archers, who would do 10 damage each (to make it simple), 5 of which "misses"... the game will still show a "hit" but they will only do 20 damage instead of 70.
Basically, you are getting the effect of the miss, but you're not "seeing" it. The only time that this is troublesome is with backswing units.
What you say might be true, but even the 3 stack archers and bow armed champs were hitting 100% of the time. With as much defense and ranged dodge going on, there should have been some misses, and haven't been.
Now, I looked at the numbers again and I am seeing the damage reduction brought about by the armor score itself, so that appears to be working, but the evasion, not so much.
I suspect that it is something to do with a minimum accuracy variable not working in the "to hit" equation, not being reduced or modified by the ranged evasion value, but I don't really know.
Bottom line is either ranged accuracy is working too well or ranged evasion and/or ranged evasion items are not working as they are supposed to.
Regardless, it would be nice if some of the SD folks took a look at this.