Is Gothic Plate the go to drop? That is all that seems to drop for me.
It's a weirdness in how they changed the TCs (pretty much everything changed or added for the expansion is a mess, be it hirelings, second weapon slot, shift-buying of potions, dual wield WW, or the new end boss). In pre 1.07, monster TCs contained only items from a small base item lvl level range. That's why for instance the Cow King can only drop 24 or so different base items in 1.00.
In 1.07, the drastically changed TCs, including adding the next lower TC in addition to the list of weapons and armor that can drop, but on nightmare/hell also adding the chance to drop from a lower difficulty's TC.
Let's say you're in early A5. Presuming you're killing a normal monster and a weapon/armor drop is rolled. On normal, the drop has a 28.57% chance to be a weapon or armor in the range of lvl 25 to 36 (base item), and a 71.43% chance to roll from the next lower TC. On nightmare, the drop has a 8.16% chance to be a weapon or armor in the range of lvl 40 to 51, a 45.92% chance to roll from the next lower TC, and a 45.92% chance to roll from the TC used for the middle section of A5 on normal. On Hell, the drop has a 2.87% chance to be a weapon or armor from the range of lvl 55 to 66, a 23.42% chance to roll from the next lower TC, and a 74.31% chance to roll from the late A5 nightmare TC (which in itself has a 47.17% chance to roll from the middle A5 normal TC).
That the TCs contain a pretty high chance to roll from the next lower TC is true for all later patches, too, but in 1.07 each TC also has the chance to directly go to the TC of a lower difficulty (43% to 47% chance for nightmare and 71% to 74% chance on hell). That means that the middle A5 normal TC is used a
lot, guess which TC contains items like gothic plate?
The chance to jump to a lower difficulty's TC was removed for 1.08, in exchange for a
much higher chance to go to the next lower TC (which was then tuned down again later). 1.07 actually has a better chance to drop from the highest TC than later patches, but the average base item lvl is pretty low, and of course, 1.07 maxes out at base item lvl 66.
Hi, do Java skillers make sense for a cowzone (with 100% CB gear)
I mean you get one bolt more per skiller, but I would like to have them for my 1.14d zone.
Killing large groups of monsters is never a problem with a javazon, so the additional bolt is completely irrelevant and all a skiller does is increase the lightning damage by ~16.