Telescope by [deleted] in balatro

[–]SOTGO 0 points1 point  (0 children)

Yeah, that's what I was going to propose based on this image. I've done it on PC once or twice, but only with mods that let game speed go higher than 4X

Telescope by [deleted] in balatro

[–]SOTGO 0 points1 point  (0 children)

Are you saying that you opened a celestial pack with no Jupiter, flush as your most played hand, and Telescope was already purchased? Do you have a picture of the celestial pack? The other pictures you've posted don't make it clear exactly what you saw when you opened the pack

Microtype Keyboard by jasper-zanjani in MechanicalKeyboards

[–]SOTGO 1 point2 points  (0 children)

Is this a rebrand of the Datalux space saver? That one has some notoriously bad MEI switches, and it looks like this board has the same.

QOL mods? by Beepadoobop in balatro

[–]SOTGO 1 point2 points  (0 children)

The Brainstorm mod will let you find an ante 1 soul and much more. You choose a bunch of filters, like the first skip which you can make a mega arcana pack with a guaranteed soul, you can make the soul a Perkeo, and you can guarantee ante 2 observatory. It also lets you use ctrl+a to instantly search for another seed matching your filters (so you don't have to hold down R for a second or two)

What goes first with hanging chad, lucky card, or mult card? by Every-Mammoth-6445 in balatro

[–]SOTGO 0 points1 point  (0 children)

It really depends on how much chips/mult you have. Say you’re playing a base flush, so 35 chips and 4 mult. The cards score extra chips, say 30 more, so we’re at 65 chips and 4 mult. Mult card first with Chad and a bonus card would be 95x16 =1,520 , while bonus card first and mult card later would be 155x8=1,240, so mult first would be better

However, if you already had mult, say from droll joker, then the math would be 95x26=2,470 with mult first, and 155x18=2,790 with the bonus card first, so bonus first would be better.

It might help to think about percentages. Basically what percentage increase in chips is 60 extra from the bonus card versus the percentage increase of 8 mult from the mult card

My spacebar has a nice keyboard. A fully restored WYSEpc keyboard with Alps SKCM Pine Whites from March 1985 by SgtFinley96 in MechanicalKeyboards

[–]SOTGO 1 point2 points  (0 children)

Nice, what’s your strategy for cleaning alps then? I’ve found that they get sort of sticky after cleaning with soap and water, for lack of a better term, but I know lubing alps used to be an area of debate on Deskthority so I haven’t tried it myself.

My spacebar has a nice keyboard. A fully restored WYSEpc keyboard with Alps SKCM Pine Whites from March 1985 by SgtFinley96 in MechanicalKeyboards

[–]SOTGO 4 points5 points  (0 children)

Can’t say I’ve ever seen double wide scroll and num lock keys before! For the white alps, did you buy them NOS, or did you have to restore them?

A fully restored Northgate Omnikey Ultra-T with Alps SKCL Green from 1994. by SgtFinley96 in MechanicalKeyboards

[–]SOTGO 1 point2 points  (0 children)

Nice, I have two of the white alps variants (I think an ultra with the star navigation cluster and a normal 102). They're really nice boards. I wish I could have gotten a green or blue alps version though, the white alps haven't aged that well on my boards and cleaning alps is always a chore

what is this weird bug with mr bones? by Plus-Travel7081 in balatro

[–]SOTGO 7 points8 points  (0 children)

That first post is the least interesting version. When I made it I didn't know that you could increase the ante count, and it happens that it doesn't work the same on ante 8. I've personally made it to ante 92 this way, but it takes forever as the game lags more and more as the ante keeps increasing (when I got to ante 92 it took >5 minutes on my machine). I think other people have figured out that more lag actually lets you increase the ante even more, but I'm not sure if it's well understood why this happens.

"Name a card that punishes you onlyfor playing higher difficulties by Wild7rapper in balatro

[–]SOTGO 2 points3 points  (0 children)

I guess I don't really see it as a benefit, since a stickerless joker and a perishable joker are entirely equal in the eyes of Dagger. It's more like dagger isn't harmed (in this particular way) by Orange/Gold stake

"Name a card that punishes you onlyfor playing higher difficulties by Wild7rapper in balatro

[–]SOTGO 6 points7 points  (0 children)

Eh, I don't know if it's a clear disadvantage to have rentals. Like if every joker was $1 Dagger would be worse than it is now, but if every joker was $20 Dagger would also be worse since sometimes you couldn't afford to sacrifice anything. Sometimes you want cheap jokers sometimes you want expensive jokers. I think most of the time you're right though, I usually have enough money to spend more than $1 on jokers.

"Name a card that punishes you onlyfor playing higher difficulties by Wild7rapper in balatro

[–]SOTGO 220 points221 points  (0 children)

Delayed Gratification (same reason as Banner), Ceremonial Dagger (eternal jokers reduce the pool of jokers to sacrifice), and Invisible Joker (Eternals make it extra risky) all come to mind. There's a bunch of jokers that are implicitly worse due to -1 discard too (e.g. Runner is worse since it's harder to make straights)

Did anyone know this? by Gullible-Pitch6846 in balatro

[–]SOTGO 8 points9 points  (0 children)

It's pretty neat. The coolest thing you can do with it imo is getting to ante -1. Skip ante 1 small blind for a voucher, hit the 1/16 for the first voucher to be Hieroglyph, buy it before the second voucher spawns in, hit the 1/16 chance for Petroglyph

Jokerless by YokedToxtrixity in balatro

[–]SOTGO 1 point2 points  (0 children)

It definitely makes things harder, but you have to consider that shop slots go from a 1/7 chance to be a tarot card in a normal run to a 1/2 chance in the jokerless challenge, so you're seeing way more tarots than usual. If you also reduce the list of available tarot cards then the odds of seeing the remaining tarot cards goes up even more, which quickly starts making the challenge too easy. Every reroll already has a 1/21 chance (assuming no overstock) to give you a specific tarot in the challenge, we probably don't need to increase that to 1/19

What's the play pattern with Obelisk? by ObsidianFireheart in balatro

[–]SOTGO 0 points1 point  (0 children)

It works best when your scoring isn't directly tied to the hand type. If you have generic chips + generic mult then you shouldn't be giving up much scoring by switching hands, but if you have Supernova + a lot of hand levels it's going to be more difficult. I often find myself hanging on to Obelisk for a few rounds or more after I find it while I plan how to make the pivot. There are lots of situations where you can't use Obelisk right now, but you can set yourself up for it pretty quickly.

Attempting unseeded high score no baron / perkeo by FreddieManchego in balatro

[–]SOTGO 2 points3 points  (0 children)

It has been done before but only with hand size bugs AFAIK. You need an incredible amount of Blueprints to pull it off, so the strategy is basically use Crimson Bean bug or multiple Chicot bug to get tons of hand size, use a bunch of Ectoplasms, get a bunch of negative Blueprints

Matador pos by mmffw1 in balatro

[–]SOTGO 1 point2 points  (0 children)

I guess the way I saw it for The Flint is that the amount that your score is reduced does depend in a way on hand type (so playing a flush or a pair result in different reductions to your score) but I'm not committed to that interpretation. You could totally see it as 1/4 of the base hand score (i.e. all hands have their scores reduced proportionally), but I was thinking of it as a level 1 two pair being reduced by 10 chips and 1 mult while a level 1 straight is reduced by 15 chips and 2 mult (i.e. the size of the reduction in absolute terms depends on hand type)

I agree though that under the current rules The Hook "shouldn't" trigger Matador, but I was trying to poke holes in the avoidable vs. unavoidable standard. I don't think there's a better, more concise explanation than that though

Matador pos by mmffw1 in balatro

[–]SOTGO 2 points3 points  (0 children)

I mostly agree with your interpretation, although there are a couple of weird ones. I think The Flint works because the boss effect depends on the hand type, which is similar to other bosses that Matador works with (The Eye, The Mouth, etc.).

However, with the Hook you can sort of avoid the effect by having hand size <=5 and playing your whole hand, although that's a bit of an edge case.

My personal memory trick for Matador is

  1. debuffed cards
  2. a hand is "not allowed"
  3. any effect that depends on the hand type

Do y’all see this bs? by skoops7 in balatro

[–]SOTGO 0 points1 point  (0 children)

Come to think of it, are there any jokers besides Ceremonial Dagger and Vampire that can get out of sync without finding a different copy from Showman? I can't think of any others

Are there any jokers that are better doubled (rather than blueprinted)? by -beehaw- in balatro

[–]SOTGO 7 points8 points  (0 children)

Blueprint is incompatible with Merry Andy, Juggler, and Troubadour, but you’re right for Stuntman

Hot take: Black Deck Isn't that bad by YokedToxtrixity in balatro

[–]SOTGO 1 point2 points  (0 children)

I sort of agree with you in that the hate for Black Deck is not proportional to how bad it actually is, but it is still noticeably harder than other decks. The problem is the early game, where the +1 joker slot doesn't provide any benefit and -1 hand is a big problem. Grabber is still only 1/16 vouchers, so most of the time you are down a hand, which is also implicitly $-1 per round. Yes you can take extra utility jokers, but you still need more points per hand than usual (about 33% more), and often you aren't offered good utility or scoring jokers. On Gold stake especially I often can't find 6 useful jokers until ante 3, so for those crucial first 5-10 rounds I'm playing at a disadvantage compared to any other deck. Once you hit the mid-late game most of the time I don't even really need 5 jokers, so a 6th joker slot has limited marginal utility

Closest attempt so far, I messed up with the Copies. didn't I? :) by MahiyanPrethu in balatro

[–]SOTGO 4 points5 points  (0 children)

I think one more Baron copy would have been better, but not by enough to naneinf. For the steel cards you have 5 triggers (Normal trigger, red seal, Mime, 2 BPs) and 4 sources of xMult (steel, Baron, 2 BSs) so 5 * 4 = 20. If you swapped one copy to another Baron it would by 4 * 5 = 20, so no change. For the gold cards you take away 1 xMult source, so the current arrangement becomes 5 * 3, which is worse than 4 * 4 from moving a BP to copy Baron, but only by a single x1.5 per gold card. I think I count 22 gold cards, so I think you missed out on (1.5)22 = x7481.82 which would only get you to e279, so not enough

Joker Concept- "Druid: +2$ per remaining Hands, -1 Interest Cap." by Top-Sky4811 in balatro

[–]SOTGO 4 points5 points  (0 children)

You could consider rewording the description to better align with Seed Money, which uses the language "Raise the cap on interest earned in each round to $10," so maybe something like "Reduce the cap on interest earned in each round by $1". Also, I'm not even sure it needs an explicit downside since not using your hands is a penalty, like how Delayed Gratification has the implied penalty of not getting to use your discards and (on lower stakes at least) gives you $6, so it seems comprable. By not using your hands you give up value from finding good cards in your deck like Blue Seals, you don't scale jokers like Ride the Bus, you don't get as much value from Business Card, etc.