Make Smuggler Underworld Innate armor melee compatible

Make Smuggler Underworld Innate armor melee compatible
  • Thread starter Thread starter Dnamra
  • Start date Start date
  • Open Combat Hybrid Melee 
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
I propose that it applies regardless of armor or not. For example it should add 600 to a TKM's 6K innate armor or even if wearing nothing you still get 600 innate armor. Most of the other specials, etc for smuggler are now melee compatible so it would be nice if this was added to
Justification
Now that it is possible to have a melee based smuggler and because it takes a small effort to complete Master Underworld Smuggler it seems a bit arbitrary not to allow melee only/based builds to not get the benefit
Motivation
I am currently a TKM/ MSmuggler completing the Underworld missions and it would add to the achievement to have this added benefit
Currently if you reach Master Underworld Smuggler you gain 600 innate armor. But this only work if you have armor equipped.
 
honestly it would be better off changing it to crit chance since it already increases dmg and range. plus the fact smug gives 25% more crit dmg
 
Slightly related but being Master Smuggler you should automatically find contraband when looting. because for the longest time I couldn't figure out how to get contraband without realizing that autolooting was vanishing corpses.
 
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It does not
I just finished getting 3k faction rep and boy did I misunderstand this perk.

I assumed it was like TKA or Jedi Innate armor in that it each point was was like X armor. But it is simply you have 600 armor if you have no armor. But the moment you get above 600 armor then the greater value takes over. Which is what I am assuming is happening to TKA.

I don't think that it should be changed to a damage mod, although IDK if the +3 damage is actually 3% or what, but I think it should remain a defensive stat.

Some Suggestions:
  • It becoming +600 Armor. Stacks with gear, stacks with TKA. It is inline with other similar increases like Improved Sword Flurry, averaging +1000 Kin/Energy.
  • It could become the floor for your base armors. 10 base armor per point. So 6000 across the board minimum armor. If I am wearing 3800/8200/6000 armor, the bonus overrides the 3800 to 6000, bringing me to 6k/8.2k/6k. But then that is just a better TKA innate armor, which is in its own slump because SEAs put it into uselessness.
  • It could give %block, %damage reduction, or some other universial defensive stat.