Different modes are calculated quite differently, and are scaled significantly different in terms of pp obtained, specially at low star ratings.
In osu!standard, the pp a map gives is divided by aim pp (based mostly on the aim difficulty of the map, combo and miss count), accuracy pp (based mostly on the OD of the map and accuracy), and speed pp (based mostly on the speed difficulty of the map, combo and miss count). For an average beatmap, the amount of each pp is roughly balanced, since the ranking meta tends to put low OD in maps with low star rating, and higher OD in maps with higher star rating. (Nowadays, at higher star ratings, maps tend to give considerably more aim pp than speed pp or accuracy pp, since the ranking meta has shifted towards large and fast jumps).
In osu!taiko, the difference caused by OD between high star rating maps and low star rating maps is much lower (in osu!standard, there is a huge difference between OD6 and OD9, while in taiko the difference is not that big). Because of that, it is possible to get 100 pp in maps that are lower than 2.5* star rating, getting most of the pp from accuracy.
In osu!mania, the situation is similar to taiko, but not as pronounced. Also, the pp obtained doesn't depend on the accuracy percentage and the miss count, it depends on the score alone instead.