Monooboe lashman Mor Kurt Russell
regarding tq mod
they basically broke alot of the loot tables with the expansion dlcs, expansion items take pirority over other loot, like throwing weapons a purple drop, opening achest it has a 22% chance itl be that item but it will also be in a second roll off that loot pool, where as all other item types are between 12% - 17% with only 1 roll chance, on top of that a purple item has a 1 in 25000 % chance to drop from a chest
they also broke bows and throwing weapons in that they cannot crit at all,
mobs in normal game even on legendary have a 80% chance to wear common or below items ( coomon or white) ive made it so they will always wear yellow or above
my changes are,
loot drops are consistent in that about 1 in 5 chests will drop a blue/purple {depends on diffculty on normal purples dont exist etc}
a majestic chest ( boos chest) will always drop atleast 1 purple blue etc and quite few greens
mobs will always wear yellow or green and occasionally blue or purple
relics/charms are increased in drops
skill side bar goes up to 80 (normally 40) this is a point dump for once you get to point where there isnt anything u wanna put skill points in.
changed strength and dex and int calculations so they are worth more with ur statpoints and offensive and defensive ability mean more ( offensive ability gives crit which in normal game has 1 tier of crit) ive made it so theres 3 tiers, say a mob has 400 defensive ability and you have 1600 offensive ability youll be in tier 3 crit of it etc
increased mob density
increaded chances for hero mobs to spawn
mobs recive the same calculations on there strength int and dex and offensive and defensive attirbutes and are stronger due to wearing better gear unlike normal,
increased stacks of potions from 25 to 100
increased item tiers in vendor so greens are more common
increased xp in all difficulties with a % multiplier ( normally really hard to get to above level 70 and some items dont drop till after then either)