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I've tried tweaking that value to 0.75, and even 1.0, but I've noticed no difference whatsoever in the amount of damage which armour absorbs. It may be that I'd need to start a new game for the changes in that config file to take effect, but at this this point, I just shrug my shoulders and accept that Doomguy's armour is intended to serve as a compact envirosuit first (as it contains its own air supply), with ballistic protection being a distant second.
Lorewise, that sort of makes sense. Only the Marines at the UAC base are walking around strapped, and their job is mostly to handle unruly civilian employees and maybe help contain escaped specimens from Delta. Getting into gunfights with armed opposition wasn't part of their mission, and the UAC, like most corporations, likes to squeeze out every last bit of profit, so the poor Marines ended up with armour that will allow them to operate outside of pressurized habitats for short periods of time, but which won't stop more than the occasional pistol round or two.
In terms of gameplay, armour pickups are ludicrously common in Doom 3 compared to every other Doom game. If you wanted to make armour actually worthwhile for damage reduction, you'd need to increase enemy damage to compensate for how common armour pickups are, and perhaps even decrease the value of armour pickups, with shards giving 1 point of armour and actual suits giving, say, 25.
Indeed, on Veteran, at least, it's not uncommon for you to reach critical health levels but with only a few points of armour lost. I honestly have no idea of why id hardcoded armour to work that way in Doom 3, given that in every other Doom game before or since, armour actually can mean the difference between surviving a fight or being sent back to the "load save" screen.
But speaking of damage in Doom 3, I'm curious as to whether anyone has managed to beat the Vagary (the first one, at least) without taking any damage? For me, at least, the very small arena combined with her telekinesis make her attacks almost impossible to avoid, and the Vagary boss battle always seems to play out as a race against time to kill her with the Chaingun before she can take off too much of my health.
I have heard, though, that you could, in theory, dance in and out of the Vagary's melee range so she won't hurl those spiked ovoids at you. I guess one other solution could be to pull off the glitch/exploit that allows you to kill Campbell in Alpha Labs 4 to pick up his BFG, then to hit the Vagary with a fully charged shot.
Ironically, I imagine that she'll be somewhat easier on Nightmare, since the Soul Cube will leave her with only 300 health, and 15 shots with the Chaingun will put her down for good.