Really AO should not be multiplied onto your diffuse/albedo or spec/reflectivity maps if you can avoid it. When you multiply AO on your diffuse and spec, what you're doing is removing light even from direct light sources and reflections, which is just incorrect. Large scale AO should mask ambient diffuse light and nothing…
Here's another link. http://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/ The reason that Spec is replaced with a reflectivity map is because, in reality, there is no such thing as specular or diffuse, there is only two types of reflections, specular and diffuse...