
That would mean the LW chars are advantageous, but there is another point - non-LW with all investment being same will always have TWICE the amount of ability slots on the party.

#LONE WOLF DIVINITY 2 FULL#
Now, LW chars get 6 AP each, meaning that when you consider the effectiveness of AP i provided earlier, full party of LW to non-LW chars it's 18 to 16 in favor of LW party. Later is mostly offset by boosts form gear. There are corner cases where LW has advantages, like pumping your crit chance since there are only two sources of that aside from gear (Ranged skill and Wits), summoner since they get disproportionate increase on exactly level 10 of summoning (ncarnate champion) and they are having easier time to slightly invest into other skills just for their ability (for example, Cloak and Dagger for scoundrel requires skill of 2, so LW char has to invest only one point, while non-LW has to invest 2 points). Since there are also non-damaging AP use in the game that doesn't care about being LW (like you don't get to teleport to twice the distance or have better stat boosts from Clear Minded, Encourage, or knocking opponent down for 2 turns instead of 1) the generous (to LW) estimate of AP effectiveness on LW to non-LW characters is 1.5 to 1 or so. Damage to AP wise LW characters have less than 2 to 1 advantage to non-LW characters as we saw before. Let's calculate AP effectiveness of LW to non-LW chars. As we can see, LW has less than twice damage compared to non-LW character and this will be even less than with better gear (for example, my end game melee guy had +27 Str and +7 warfare and i didn't even bothered with +5 stat boost from academy). I will assume +15 to Str and +4 to warfare (pretty conservative ssumption for an end game character), then LW character will have 10.45X damage and non-LW will have 5.525X.

But let's remember than end game character has stat boost. So, as we see LW character has more than twice damage compared to non-LW. We have X base damage form a weapon, 70 Str and 20 warfare will give us next result - (X+3X)*2 = 8X, while 40 Str and 10 warfare will give us (X+1.5X)*1.5 = 3.75X. Let's see what LW and non-LW version can do.

Say we have and end game character with maximum Str and Warfare. Guess you really shouldn't assume.īut let's not go into ad hominems and run some numbers, shall we? I though canadians were supposed to be polite. The OP nature of LW ramps up as you level and becomes ridiculous from ACT 2 onwards. Idiots will post here pointing out level 3 situations as if comparing that early means anything. However the difference is something that accumulates as you level. Unfortunately there are some usual suspects who are bad at the game who try and say otherwise. Yes it is overpowered compared to non-lone wolf builds. Originally posted by Qiox:Going through the game with 1 LW character on Tactical was very easy. So people who are not tactically incline will have easier time to optimally position 2 chars in relation to enemies, than 4 chars. There is also a thing where 2 man party is easier to manage from positioning standpoint.

If you don't believe, just create another party where you have two copies for each of your LW character and see for yourself. But you would also find it very easy if you created another 4 man party with focused damage. Of course you would find LW playthrough easier in those conditions. And there is a high probability that his party is of single damage type. Now it's his second playthrough, he is much more familiar with the system, he also much more familiar with the world, so he knows what danger lurks where and where he can get XP to get needed lvl up. On his first playthrough he created a 4 party team, that most probably had mixed damage, and since it was his first playthrough he wasn't familiar with the system and the world. Basically, it's mostly due to how people play the game that they percieve LW as OP.
