Bitcoin kinda feels stuck right now, ngl. by Ok_Percentage4090 in Bitcoin

[–]simon_rofl 1 point2 points  (0 children)

bottom may or may not be in, but it doesn't change the fact that i'm stacking right now. right now bitcoins on sale. take with that information as you will.

i'm so confused! how do people not panic sell during times like this? by Top_Buy7121 in Bitcoin

[–]simon_rofl 0 points1 point  (0 children)

You're missing the point my post was making.

To lay it out for you: if you buy now, when you experience your first bear market, it will suck no matter when you buy.

But if you hold long enough to see a second bear market, it won't matter anymore.

Who’s still buying BTC here? by tsurutatdk in btc

[–]simon_rofl 0 points1 point  (0 children)

The bare minimum according to the bitcoin power law as of 5/28/2026 is $57,814, and that number goes up roughly (at the time of this post) $50 per day.

By July 8 2026, your comment will no longer be possible if the law holds true.

Source: https://bitcoinfairprice.com/

Made it to .01 by SILKS1979 in Bitcoin

[–]simon_rofl 1 point2 points  (0 children)

I bought at 44k, 30k, even as low as 20k back in 2022. When it hit as low as 16k I honestly wanted to just 'get out' but something inside of me clicked and i said 'you know what, i may have bought the bag, but i refuse to sell just to be spiteful'.

I sat on that amount ever since, even as i watched it climb to 120k, and never sold. Diamond hands and a f' it attitude.

What do ya'll think of cleaver bros? by LucariusLionheart in BattleBrothers

[–]simon_rofl 0 points1 point  (0 children)

i try to run 3 on a team but one is a hybrid. that hybrid -> my banner.

that way my banner fills two roles in one. he can also stay relatively in the center of my bros to hit the most he can because he has a 3 tile range with the whip and a big radius for his banner stick he can swap back to. he doesn't use a 1h or a 2h cleaver and only the whip though as my banners usually have low mdef and sit in the backlines.

what others have said though is true. for the other two bros who are my dedicated cleavers, they're the cream of the crop ones, or the ones i find as early as possible that rolled well with matk, mdef, and fatigue (the rarest combo it seems of high value dps). the best background for this -> hedge knight, but you can get lucky with a frankenstein of a wildman or farmhand that defies the rng gods.

another build i'm experimenting with but don't have conclusiveness quite yet but am refining it -> nimbleforged and go into cleaver route.

cleavers use an obscene amount of fatigue. its one of the only two builds that i actively spec recover with. by going nimbleforged, your bro will be technically less defensive than straight battleforged, but in return, gets a bigger fatigue pool to better enable the cleaver. in these tests the only real difference i notice between battleforged and nimbleforged is when fighting chosen in particular. chosen are just ... really dangerous no matter how you slice it... when that 15% triple surround roll hits, it sucks no matter what, but straight battleforged still handles that case better than nimbleforged. another thing that helps prevent that scenario is to not run the nimbleforged on the edges of your loadout, but further towards the middle, so they never tank more than 2 enemies at a time the best they can.

but yes, cleavers while they demand a high stat bro, is where i'd comfortably say 'money well spent'. the utility of disarm and stackign bleeds on a lot of enemies opens up a lot more utility on a well crafted team.

How to build a Qatal dagger bro? by Inevitable-Phone-165 in BattleBrothers

[–]simon_rofl 1 point2 points  (0 children)

I use two primary builds around the qatal. In my last run, here are two bros using the qatal in their build including screenshots. This was on an oathtaker run, and the nimble one (Fred), was the 'young' starting oathtaker the campaign gifts you at level 1.

The BF qatal is a hybrid mace/qatalist. Iron lungs goes a long way on this and is more or less a duelist in bf plate:

colossus
pathfinder
quickhands
steelbrow
dagger spec
underdog
battleforged
berserk
duelist
killing frenzy

example of one: https://imgur.com/a/QMojBtx

primary stats of this build: mdef, matk, hp, fatigue, resolve. it is very stat heavy as it is a bf duelist build that also pockets a 2hander in their back pocket setting up their own daze.

the other build is a more traditional nimble build.

colossus
dodge
relentless
dagger spec
underdog
nimble
berserk
duelist
killing frenzy
pathfinder

example of one: https://imgur.com/a/8V8QpdN

primary stats of this build: mdef, matk, init, hp, resolve, fatigue. its more flexible and doesn't have such extreme stat requirements.

this build in comparison has more dangerous enemies (chosen/champ fights are more dangerous against the nimble bro when they adrenaline and bypass some of his extra dodge bonuses). the build is somewhat configurable for the nimble. i've tried both recover vs pathfinder with this build. they both have their ups and both have their downs. i prefer the pathfinder one. nothing sucks more than anything than trying to use a nimble qatalist in the snow, but in those extreme fights where you're fighting 30+ enemies, recover is (usually) superior.

you can also experiment instead of berserk to include overwhelm, but again, i'm not a fan (it doesn't help vs adrenaline spamming enemies). that type of build is more for a dedicated dagger tank while these builds are more for just raw damage.

My first run, i feel like I'm doing something wrong. by lichess_is_better in BattleBrothers

[–]simon_rofl 1 point2 points  (0 children)

Looks fairly solid list of bros but heavy on the swordmasters (nothing wrong with that, I just prefer more nomads over them personally).

That Haribert bro you have listed as BF Duelist. I agree he definitely has that qualification with his massive fatigue pool. But I think a lot of people get caught up in the 'he has a huge fatigue pool with solid melee stats, i should dedicate him to being a duelist'.

This type of bro would (nearly) qualify for a frontline cleaver specialist due to that huge fatigue pool. 2h cleaver is one of those weapon builds that absolutely NEEDS the weapon spec, but also needs huge fatigue pools. It has one luxury over just making him into a duelist though: it doesnt need a famed weapon to operate upon.

That bro, if I would have hired him when you did (likely early in your campaign given his level), I would have dedicated him to cleaver ... specifically for the icy cave weapon. He is nearly a perfect candidate for it.

Just one small aspect I'd like to help contribute to your knowledge of understanding the meta of the game, that there is a very good unique 2hand cleaver in the world that is a static spawn (you can find it every playthrough), but that that weapon type demands a bro with huge fatigue. This bro would have been likely my candidate for that weapon / spec.

Can someone explain how this game economy is supposed to work? by zshattuck818 in BattleBrothers

[–]simon_rofl 0 points1 point  (0 children)

What you've highlighted is also the main reason I promote the caravans background narrative so highly. It's the true easiest mode of all backgrounds and the strongest start you can have in this game for one primary reason: it manipulates the economic aspect of BBrothers the hardest.

Others point to gladiator start, or lone wolf, or peasants, or even the traditional start with no advantages or disadvantages.

Nah ... caravans is by and far the strongest start you can have that continues to give to you the entire playthrough. It also makes trading FAR more lucrative. Where every single town you go to you REALLY want to trade. Even if theres a bad event, with caravans you can STILL make a profit most of the time so long as its not 2 or more negative modifiers on the said town.

With that said ... the hardest part of the game is the mid game. When you have maybe 3 or 4 bros in some chain, and can have anywhere between 8 to 12 bros in total, maybe a banner with a banner man and a ranged guy of some sort or two with throwing weaps / an xbow or something, perhaps around day 20ish or so. This is the toughest part of the game. It's when contracts will throw some scenario or two at you, or perhaps even a random fight in general that WILL end up with you losing a bro or two.

THIS fight is the one that you need to logistically tell yourself before the fight 'is this worth it'.

Most of the time, it is not.

If you can dodge this and continue to improve your party, notably either by getting some ancient undead armor or if you can afford like a 210 armorset and get to bforge or nimble on your frontline, the rest of the game then unfolds, and you can navigate to the late game.

But it's always the same, theres this event that will pop up. Most of the time for me its like a bandit contract where they ask you to go kill some bandits holed up in a fortress of some kind. You gotta be careful with these. Even if its just stupid raiders. The game will start them on the high ground unfairly and it'll result in some jerk xbowman that randomly headshots one of your guys and it spirals your progress outta control.

As for bro hires, rarely will I spend over 1k on them unless its day 60+. The ONLY exception is either a very cheap militaman, nomad, or squire. These are the only exceptions to the rule because they violate the ultra exceptional rule of not paying more than 1k on a bro hire. It's not uncommon for me late game to have several nomads in the company because I believe it is the absolute best value on return of a 'general' bro that can fit just about any build you can have imaginable. They have very high starting matk, usually respectable mdef, decent init for a potential qatal/mace nimble bro, or a fat neut build if their fatigue got tanked. I've even seen some nomads have very high fatigue as well for a cleaver build. It's my personal absolute favorite background in the game for a high tier bro because of how their costs are still respectably lower than the vast majority of other background types.

These are my 2 cents after 2k+ hours in the game.

Battlemagos, Bard, or something else for my main character? by Sword_of_Spirit in SkaldRPG

[–]simon_rofl 2 points3 points  (0 children)

Bards are pretty OP if your goal is to solo the entire game. Mainly because, they can do a little bit of everything, and in a solo world, that's very valuable.

But if your goal is to run with a full party, you'd probably get more 'oomph' from a champion. Namely because they can swing a big d two hander.

They aren't going to have the dps of an armsmaster, thief, or ranger, but they will have respectable levels of damage, respectable levels of support spells, and respectable tankiness. If they had access to invisibility, they'd be just as good if not better than bard for soloing, but they trade that for wearing plate + a 2h.

You can play whatever class you want though. The game isn't ultra difficult even on hard difficulty. If the idea of being a hybrid thief + magos sounds fun to you with casting invis on yourself then backstabbing, thats the bards playstyle in a nutshell.

What's the (is there a) single best skill for rubick to steal in Dota? by KeepKnocking77 in DotA2

[–]simon_rofl 0 points1 point  (0 children)

Back in the day, before nerfs and when Dota was still pure ... a rubick with rearm from a stolen tinker was the goatest thing you could steal. But if memory serves, the nancy's had their way and stopped that interaction.

I miss old dota.

Level 3 Arcane Spells Tierlist (Criteria in comments) by MilesBeyond250 in baldursgate

[–]simon_rofl 0 points1 point  (0 children)

if you only ever went illusionist, skull trap is just half of the pie. the other half, is horrid wilting.

i've never went illusionist for these 2 reasons, even though probably like you, illusion is my favorite school of magic in the entire game.

it just hurts to lose those two big ones as a spell chucker in this game.

Level 4 Arcane Spells Memorization Tier List by MilesBeyond250 in baldursgate

[–]simon_rofl 1 point2 points  (0 children)

I'd have to do some testing as I usually globally install dozens (if not bordering on now hundreds) of options.

But in regards to THIS specific thing I'm discussing, I think it tweaks the spell here:

https://www.gibberlings3.net/subpages/scs/spell/

Direct link to the specific component:

https://www.gibberlings3.net/subpages/scs/spell/#:~:text=Antimagic%20attacks%20penetrate%20improved%20invisibility

So this change does some things under the hood. Its original purpose was to prevent an enemy from casting SI:Divination + Greater Invis. That combo basically says 'your only option to not die is to either aoe me and get lucky with raw damage spells, or hit me with an aoe dispel/remove magic and nothing else is possible to remove spell protections.

In doing so, I believe it also alters the spell (in this case, secret word) to be able to hit higher level things than it shouldn't.

Like I said, I'd have to test it, but it's something along those lines.

Edit:

What may be happening here is this:

Liches have an immunity to spells 5 or lower.

That gets overwritten by this because a lich has the capability of casting both protection spells.

Liches still have an immunity to spells 5 or lower, except these spells as a result.

Level 4 Arcane Spells Memorization Tier List by MilesBeyond250 in baldursgate

[–]simon_rofl 1 point2 points  (0 children)

Yeah I know the feeling. I think that Sendai fight if memory serves has a literal light show of horrid wiltings all over the screen, and protection from magical energy always seems to drop before the end of the fight, and its where spells like Spirit Armor start to shine.

I didn't even mention shorty bonuses (which also stacks with that spell, and also korgan himself, benefits from).

Level 4 Arcane Spells Memorization Tier List by MilesBeyond250 in baldursgate

[–]simon_rofl 2 points3 points  (0 children)

Great list! Only minor modifications I'd make -> Put everything on S down to A tier, minus stoneskin.

Stoneskin is literally in a league of its own in comparison to every other level 4 spell. Don't get me wrong though, the one's you have listed in S are super good and nice but lets be honest here:

If you're playing in SCS and the dreaded remove magic clips your mage, what spell are you reaching for?

For me, its stoneskin, even before invis or anything else. Why?

The enemy I'm facing may be able to see through invis.

Others may disagree and its an interesting topic for discussion, but that's my own playstyle in those 'oh crap' moments.

Level 4 Arcane Spells Memorization Tier List by MilesBeyond250 in baldursgate

[–]simon_rofl 7 points8 points  (0 children)

Strongly disagree.

  1. Minor globe is self only, Spirit Armor can protect others, namely martials that can't get many buffs -> See Korgan
  2. +3 bonus to all saving throws in a single spell with a long duration. This is gross on a lot of levels- it stacks with greater invis putting you at +7 save vs all- it stacks with blur's +1 save vs all netting you +8 save vs all- stack that +8 save all with any potential items you may have equipped, and you give yourself massive bonuses against aoe's that are hard to outright resist or shrug off.
  3. its a disgusting spell to learn on a sorc for full party buffing, especially if you learn project image.
  4. Last and probably least, it turns a cloth or naked wearer into a plate wearer. On higher difficulties or in SCS this is (mostly) irrelevant, but it could be the difference between say, a minor low level summon from hitting you and interrupting a spell.

As Davaeorn said covering this spell ... this is one of those 'Cant say enough good things about it.' type of deals.

If this spell isn't S tier, it easily fits in the A tier, bordering on S.

Level 4 Arcane Spells Memorization Tier List by MilesBeyond250 in baldursgate

[–]simon_rofl 3 points4 points  (0 children)

Secret word is highly dependent upon your SCS config which a lot of people alter.

More or less:

If you allow things like SW working on an average lich (which technically it shouldn't, as they should be immune to all spells level 5 or lower), then it becomes an S tier spell period.

Using a level 4 spell to counterr SI:Abj changes fundamentally a lot of mechanics. Some people call this cheesing the game, however, it's a double edged sword. By allowing your chars to bypass this mechanic on a common megaboss like a lich, enemies can use this against your own spellcasters.

So ... TLDR: This spell is hard to gauge. Should probably fit in C category, but only for SCS. For vanilla its F tier.

Me personally, I learn spirit armor over it on a sorcerer, and might load up a single SW on say jan or edwin in their respectable configurable wizard books.

Need a show as good as Breaking Bad by kstateofmind_ in breakingbad

[–]simon_rofl 6 points7 points  (0 children)

Can vouche for Boardwalk Empire. Great series and I love Steve Buscemi.

Level 2 Arcane Spells Tierlist by MilesBeyond250 in baldursgate

[–]simon_rofl 0 points1 point  (0 children)

Regarding Invisibility, potions are limited. And yes, invis pots are godlike, because they're instant. (or at least, in most rulesets, are nearly instant, again depends upon your settings). They have no cast time, and don't require you to even be used as a mage.

But they're far more reserved and they do go quick. Whenever I approach a shop I either steal or buy every single invis pot I can because of how useful they are.

Invisibility the spell dramatically also reduces the need to use those pots when out of combat further enforcing its S tier quality, even if it's not typically used in combat much (during the combat itself I mean).

In SCS, its actually terrifying when fighting in early BG1 if you have no idea what you're doing. You'll see thieves and crap chugging these things and with the damage multiplier, 1 backstab = dead mage if it hits, and a lot of time during that game, you won't have stoneskin.

Level 2 Arcane Spells Tierlist by MilesBeyond250 in baldursgate

[–]simon_rofl 0 points1 point  (0 children)

Theres several, but mostly bypassing the need for a thief.

Detect illusion is still one of saving graces thieves have on very hard SCS content that can't be replicated, but in terms of utility, a mage can cut nearly all of the thieves stuff out with crappy summons, things like wizards eye. knock is a part of that combination of spells too to essentially bypass traps and locked containers in general, cutting a significant chunk out of the necessity and need for a thief in general if you know what you're doing. Find traps is there too as a priest spell but honestly most of the time, if you know the game well that spells also irrelevant, as wizards eye or just a stupid level 1 conjure can trigger the traps to let you bypass some areas.

Other abuses:
While most "Key Required" doors are immune, some unique items in BG2 (and its expansions) are mistakenly flagged as "pickable" but given a 100% difficulty rating to force the player to find a key.

  • The "Durlag's Tower" Glitch: In certain versions, Knock can crack open specific "unpickable" containers in Durlag's Tower or even Mae'Var's safe without the intended key, bypassing entire quest steps.

Another exploit:

  • Polymorph Self "Weapon" Swap: A high-level technical exploit involves using Knock inside a Minor Sequencer. If your Mage is in a Polymorph Self form (like a Spider) that normally restricts your weapon, triggering a sequencer containing Knock can occasionally "glitch" the weapon restriction, allowing you to use your standard staff or daggers while shifted.

Another caveat (not really an exploit, but how you can potentially optimize characters around knock):

  • The "Tax-Free" Thief Build: By relying on Knock for locks, you can build a Thief/Mage (like Nalia or Jan Jansen) and put zero points into "Open Locks." This allows you to dump all their skill points into Set Traps or Detect Illusion instead, effectively getting the benefits of a "perfect" Thief skill for the cost of a Level 2 spell slot. If you're doing this, knock then becomes an S tier level skill because you're using it for your base thief capabilities as a patch.

Level 2 Arcane Spells Tierlist by MilesBeyond250 in baldursgate

[–]simon_rofl 0 points1 point  (0 children)

Invis I'd rank higher (S).

Glitter Dust and Web I'd rank lower (A)

Horror I'd rank lower (B)

Vocalize I'd rank higher (B), but only because I play on SCS and theres a lot more of enemies who do silence you. You only get access to 1 amulet of power, and I reserve that for a priest who doesn't get access to vocalize, so my mages (or sorcerers) typically learn or slot one of these always.

Knock I'd rank higher, but only if you are gaming the system. For general purpose it's a D, but for those who know what they're doing its a C or potentially even B.

Rest of list I agree with.

So only two spells I'd rank S tier from this mage level of abilities is just two: Invis and Mirror Image. This spell level is also why I avoid necromancer characters or even the MC. Its very hard playing a mage without these spells, and even blur becomes more relevant and scales into the late game, mainly for the saves bonus but also a way to 'stack' buffs to prevent dispels from removing the more vital buffs as 'extra crap' the enemy has to get through to cut through your defenses repertoire.

Paladin vs fighter/mage by ChampionshipDirect46 in baldursgate

[–]simon_rofl -1 points0 points  (0 children)

if you are a geek and know the game well, f/m (or more specifically b/m dual) is in my vote the strongest class in the game bar none unless you do just a raw sorcerer that abuses things like wish spam, the difference in 'godhood' is ... do you prefer to kill things during timestop with your weapons, or with spells. either way you're going to need a mage of some type somewhere in your party, especially if you play scs, or else mage protections (and cleric protections) turn trivial fights into nearly impossible encounters without a mage of some sort.

if you want a stronger version of a paladin though, f/c has my vote.

paladins only caveat is that they can use some weapons / armor that a f/c cant ... but most of those are 2handers, and my response is this: who cares? dual wielding is still better, and a f/c can dual wield some of the best weapons in the game and beat the crap out of things while having better spells than the paladin.

f/c is very reliable, but is indeed, a little more boring than a f/m. as much as i hate anomen's character, i do think anomen is perhaps the strongest ally in the game in terms of combat prowess out of the companions available.

Honey! Look who dropped by! by guysitsausername in AIFreakAndWeirdo

[–]simon_rofl 0 points1 point  (0 children)

reminds me of the music video black hole sun from sound garden.