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I did a little testing and the value gets reset back to 0.2 at the start of each level.
Changing this value had no effect on the armour protection even when playing each skill level including nightmare mode.
If the value gets reset to "0.2" such as you say, then forcing alternative value through autoexec will not make permanent difference? One would probably be better off binding the alternative value to a key, but then, it is a very makeshift solution.
I do wonder why definitive most of combat related parameters are set within "def" files - inside the "pak" archives - but only the armor and the nightmare mode health setup are put in the config, particularly with armor stat behaving the way it does. It seems like a twist.
That is why, armor protection value could be counted as: actual armor value divided by maximum armor and multiplied by certain arbitrary protection factor. The maximum armor in 'Doom 3' is "125" and the default protection factor is 30%.
According to this new mechanics, if I carried "51" of armor, the effective protection should be: "51 / 125 * 30 / 100", which gives us 12% against any next damage. That is not much.
Depending on the worth and the spread of armor pickups, I believe the default protection factor should be something like 70%, which means if having roughly "62" of actual armor, should give us about 35% effective protection against any next damage. Understandably, each hit received diminishes the actual amount of armor we have, therefore the case is dynamic.
The rule of a thumb to it, is that the more armor you have, the more armor use and the less armor you have, the less armor use.