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Lone Wolf increases armor stats by 60%, not 30. And you did not mention the dmg increase through stats, which is big in the beginning.
You have two overtuned chars and, after 50 hours, the knowledge to use them effectively. Also coordinating two can be a lot easier than coordinating four ^^
Keeping 2 people well equipped is definitely easier. I also have both characters undead and both know geomancy and necromancy among other things, so they cover the world in poison and heal from it, and also heal 80% from all vitality damage done. Also keeping them across the battlefield from each other and taking turns playing dead so enemies use all their AP walking back and forth makes things a cake walk.
I'm intentionally not using summoning because of how broken I'm finding it in my other co op playthrough. You can actually 100% break the game in fights that aren't in tight spaces, because your summoner can just stand far enough away to summon an incarnate without getting pulled into the turn order. Attack once with incarnate, then summon another one from outside battle, new incarnate gets put into the same turn's turn order with full AP, buff, attack once, rinse, repeat.
I have not actually used that strategy since we found out you can do it but it's definitely possible.
However, in the DE, Lone Wolf is capped at the same 40 points into an attribute and 10 into a combat ability as a standard 4-player party. That means that once you reach the point where a 4-player character would reach their caps, the Lone Wolf will stop outpacing the 4-player character. They'll have to diversify into other attributes and abilities, giving them more flexibility.
I still think playing with 4 party members is more fun, Lone Wolf is a bit like work - effective but boring.
And for me it looks like this. if you got 4 people. All of em have relativly low initiative and hp/armor/MR. So it often happens that after the first round i have to safe people because they got already hurt so much that i need to focus to safe em.
While on lone wolf you basicly have two super strong chars that basicly allways tank the first round without taking a sweat. So i dont need to focus on curing someone.
However i am not very far into the game yez so i dont know how it will be later on.
That does seem accurate. I spend far less time healing. Though because I'm using dual undead my attacks all heal me anyway, but you're probably right in general.
1. higher damage per point and extra points breaks down into:
- oversynergizing ap giving skills and triggering executioner
2. less players - less powerful consumables and materials used (invisibility, source orbs, scrolls, arrows etc)
3. faster and more powerful pre-buffing value, especially in lethal fights requiring consistent immortality
4. high levels of armor easier to watch and maintain
5. wits and memory because of doubled points.. easy to get 75% crit chance pasively altogether with high crit damage. can afford all needed utilities.
not as fun, not as many quests, not as much of a "role play", rather all-in one robocops game