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Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
So why is it that there's Hack for 2-5, Sixth Sense, 8 Ball, Cloud 9, Hit the Road, Shoot the Moon, Baron and Scholar, but there's no card that buffs a 7? A joker giving sevens free "super-lucky" status when scored (which can stack with actual lucky card) would be my vote.

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Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Yeah, I think the sweet spot for the planet voucher is when you only intend to beat Ante 8 and you've already got the jokers you think will take you there. That makes it pretty niche, bad in the early stakes, and short lived even when it's useful.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Mao Zedong Thot posted:

are hieroglyph and petroglyph goated or not? I nearly always take them, but I'm not sure they help the run unless I'm skipping for throwback or something.

One thing I realised is that if you're doing something like Green Joker/Ride the Bus where the scaling is based on hands played, then hieroglyph early can actually be hand negative. Getting three more rounds is 9 hands, but if you've got more than 9 rounds ahead of you then the -1 hand penalty has cost you more future hands. And while you don't always have the luxury of playing every hand if you scale too fast, in the end the point is to scale, and if you're arguing hieroglyph prevents you from overscaling then that's not exactly an advert for it.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Gotta say, it's real satisfying to start Verdant Leaf, hover over your most expendable joker, then play a single debuffed card and clear it instead.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

RBA Starblade posted:

Gros Michel being a 1/6 chance to break now is killing me lol

Where's my good banana :negative:

Would something like a 1/2 chance to break after a boss blind be better than what we have now? Gives you a bit more consistency in both directions: buy it after the small blind and it will for sure make it to the boss, but there's also a much smaller chance of it lasting forever. Accounting for skips it's on average not going to live so long.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

TaurusTorus posted:

I kinda want a joker that gives you the serpent effect all the time, it's nice to get mondo huge hands

Many Happy Returns
Rare ($8)
Draw a additional card after each discard.
Artwork: a birthday card with a joker design

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Joker idea of the day

Neighbourly joker (uncommon $6)
+5 mult when scoring a card consecutive with last scoring card

Obviously a straight is exactly in its wheelhouse, but it's got slightly more utility than that. Full house 10s over 9s can also trigger it four times if you arrange the hand right, plenty of other hands can get one or two triggers off it. And it's not even so unbalanced to be strictly better than Crazy Joker on a straight; if you have some other reason (e.g. hanging chad, glass and multed cards) to want to play an irregular order for the hand you might have to trade off how many consecutive pairs you can form. Not gonna get you to e, but a mid range utility joker with a bit more going on than vanilla mult-on-hand-type.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Matador is clearly a bottom-tier joker and I think the vagueness in the effect is a big part of that. I suggest it should be reworked to

$3 for each hand played
on a boss blind


Instantly clear, and still kind of flavourful - you can build up money by playing junk hands, but how thin are you willing to cut your safety margin on the boss before you actually try and win? Obviously much more dangerous on some bosses than other, you're gonna wreck your ability to set up a good hand if you try it on the hook...

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Space Joker would be much more interesting to use if it picked a random rank in your deck each round and said that hands that score that rank get upgraded. It would still be somewhat random, but at least after the randomness happens you get to play around it. Might prove to be overpowered in the end game if you fix your deck hard enough, and it would remove an Oops All Sixes interaction as well.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Scholtz posted:

Another fun fact that's related to the thread title: you can't sell eternal jokers even when they're flipped :ssh:

Galaxy brain strat: try and sell your jokers after they are flipped to deduce which ones are eternal for purposes of reordering
Double galaxy brain strat: pay attention to the money you earn from each successful sale to deduce which jokers you are now missing from the setup

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Unormal posted:

Superposition is not good, but if you get it early by accident its not hard to put together K->A and A->5 straights, and 10 tarot cards early can be pretty significant, so don't just delete it.

If Superposition was up for a buff, I'd suggest it should generate two Tarot cards each time it hits. It's not such a straight doubling as it sounds because you can only realise that benefit if you have two open slots - and it would certainly be difficult to sustain more than once per blind without selling the tarot or using them suboptimally.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Ariong posted:

Yeah, [Delayed Gratification] is a very strong contender for worst econ joker in the game. Honestly kind of a baffling design. Golden Joker gives you $4 at the end of the round just for having it. Delayed Gratification demands you play with the enormous handicap of no discards and it gives you a whopping $6. After interest is calculated. Oh, and it gets worse at blue stake and literally gives the same payout as Golden Joker.

Wonder if it could possibly work as a payout each time you play a hand, rather than per round? That would increase the potential value and get the money in before interest. It also allows for some discarding later in the round, which dilutes the flavour a bit but perhaps that's just necessary to fix it. Not quite sure what the sweet spot would be for the per-hand payout version.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Dear Jongleurs Magazine, I never thought it would happen to me...

I've not played the game for a short while, but I've been keeping up with the thread and watching a few streams. So I was keen to apply the knowledge I'd absorbed when I booted it back up. I went to the trouble of deliberately unlocking Brainstorm in a throwaway game, and it wasn't long before that paid off in a real run.

At the crucial Ante 7 shop, I had this already stacked line-up plus a melting Ice Cream.


Opened the Tarot pack and there was the second soul of the run!


Then I re-rolled the shop and this happened:


I couldn't believe it...was the right play to sell a legendary? A holomorphic legendary that I'd already scaled to x4? I took a deep breath and committed to it. Then one more re-roll later I saw a Wheel and spun it


This was a sign, the gods had approved the decision and restored my holomorphic joker count. My next hand...

...melted the boss and unlocked Stuntman


Victory was assured, and I went on well into endless. Perhaps I should have ditched Photograph but I left the line-up as seen, focused on shaping the deck and levelling up Flush House. Got to Ante 14 before I wiped - recognising the danger and pivoting hard into glass might have kept the run going a bit further. But still, a number of PBs, and a seed if anyone fancies a look:

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Continued to work my way up the yellow deck stakes, and had a spookily similar run to the last one I posted about. Another "alas poor Yorick" in fact!

Yorick had to go to make way for Brainstorm, but this time it was even harder because he was Polychrome and about to hit x10, but that still didn't clear doubling Triboulet. Still couldn't clear Ante 14, but I feel like getting there again on a higher stake was progress. Seed is 729F6DI7 if you like pitting two legendaries against each other.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Just unlocked Erratic Desk and it does let you run some weird builds. I had a deck that was awash with diamonds and 9s, so my rounds because a series of diamond flushes to feed Rough Gem, a four-of-a-kinds 9 backed by The Family to finish, then a massive payout from Cloud 9. The massive influx of money went on feeding Flash Card. Didn't keep up with endless, but it was a nice one to pilot while it lasted.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Everyone's always like "I have a good idea for a joker". But you know what, we really could do with your BAD ideas for jokers for once.

Popcorn Maker $6
Initial shop will always have a Popcorn joker for sale

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Concertina
During round, +1 hand size after each discard, -1 hand size after each hand played

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Squashy posted:

Challenge jokers that make the game tougher would actually be really fun if they didn't dilute the pool too much, or were opt-in. Maybe have one show up as like a Curse card that's separate from the standard cards offered in the shop

Or maybe extend the sticker system so that the curse sticker sometimes appears on ordinary jokers, which applies one of a selection of detrimental effects? To differentiate from the existing stickers you'd only learn which one your joker is cursed with once you buy it.

Bad joker tax:
X-Ray Specs
Reveals the first card in each booster pack before you purchase it

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

super fart shooter posted:

(and would you want to do that with all your held cards too? Actually, I don't think there are any "+mult held" modifiers are there? So maybe I don't need to worry about that.)

Not as an enhancement, but the Shoot the Moon joker gives you +13 for queens held in hand, so you want the ladies to the left of any steel cards.

Bad joker tax, er, hold on...

Magic Marker
All cards receive the "marked card" enhancement when played
[Marked Cards: discard one random non-marked card from hand each time a marked card is scored]

Heavy_D fucked around with this message at 22:43 on Jan 29, 2025

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Tiny Myers posted:

Pride - X2 if hand includes a pair of face cards, so two kings, two queens, etc

Drag Show - X4 if hand has 4 or more queens

Big fan of Pride, maybe Drag Show should make all face cards count as queens, so you can play X of a kind easier?

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Tiny Myers posted:

Okay yeah that's really funny, making kings and jacks count as queens. Would be great for Shoot The Moon too.

Not so great for Baron, but you know, gently caress the patriarchy!

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
If you get to stupid antes like 22 (never got close myself) you'll have seen every boss in the game, and the pool automatically starts over. So I'd assumed that rerolling takes them out of the pool, but also brings you one boss closer to the reset point. Which would allow for using enough rerolls to get back to the boss you want.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

RBA Starblade posted:

The Wheel

Gains an additional 0.1x mult for each successful wheel of fortune effect applied

Can really imagine the video of Dr Spectred going for the world record on wheel equipped with two Oops All Sixes and a huge pile of money to buy, enhance and sell jokers.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

Horace Kinch posted:

Invisible Joker is pretty easy to unlock and is really handy. Just win a run with no more than 4 Jokers (painted deck forces a 4 joker cap).

Two additions here
1) Don't take a negative during the painted deck unlock run
2) Don't accidentally get it into your head that the restriction is not taking more that four different jokers total during the run

1) is easy to do but ruins it if you were already full. 2) doesn't prevent the unlock, but it makes the run much harder than it needs to be; you can't sell anything, and become extremely averse to buying any joker unless it can take you all the way to Ante 8. Especially if you buy Popcorn in shop 1 and restrict yourself to just three more jokers once that expires!

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

I'm sure it's actually about the practical side of rolling down for the Mime, but it's really satisfying that the winning hand is played on the ante eight boss (the Violet Vessel no less). Having the You Won screen pop up as soon as you hit naninf is perfect timing.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

repiv posted:

is there any way to get to NaN besides perkeo spamming?

Twitch streamer Roffle was going for an unseeded naninf on Friday
https://twitch.tv/videos/2375109528
He aimed for a similar baron/mime build, with these changes that avoid the need for Perkeo:
* Using plasma deck
* Getting Antimatter and Ectoplasm to have one more joker slot
* Getting a extra copying joker (x4 copies) and burglar instead of Perkeo
* Completely reshaping the deck to contain nothing but steel red seal kings
* Get Retcon, and rerolling to The Serpent
* Copy burglar four times to get a huge number of hands
* Play just one card on the initial hands with jokers not set up to score, to generate a massive hand size
* Then play a final hand with the jokers reordered like the TAS

Being on plasma deck means you only need to hit the square root of the naninf threshold in xmulti, and having one more copy joker makes each king in hand contribute more. So you need 50-60 kings in hand.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Battle report: Golden Needle

Tackled the final challenge today. Here's a screenshot of my joker line-up at the beginning of ante 8


Right before the screenshot was taken, I had Abstract instead of Campfire. My line-up wasn't really in need of more X-mult on the face of it, but I had a worry building. The ante 8 boss was Crimson Heart, and I had no re-roll. And if you think about the core jokers here sans Campfire, what we have is a very strong combo with just one weak spot: Blueprint, Oops and Chad are all pretty worthless without Bloodstone. So the boss has a one-in-six shot of disabling the lynchpin of the build - don't forget you only get one hand in this challenge, so the joker it hits might as well be sold.

Blueprint and Chad can be a great combo in many circumstances, so I was looking for a plan B - a Photograph, a Justice card, something like that. And the Campfire was an option that at least would make Blueprint effective. By the end of the Big Blind, nothing better had emerged so I committed to the Campfire plan, sold Banner and anything else I could buy into slot 6, plus all the consumables I could. My one slight slip here was to sell the final joker I could afford prior to selecting the boss, so I went in with a one-in-five chance of the Bloodstone being hit.



Of bleeding course...No matter, this is what we trained for, the moment has been foreseen. Can the emergency Plan B get us over the line? I assembled the best flush I possibly could (because now neither banner nor golden needle cost are barriers to discarding) and with a lot of trepidation I sent it...


Oh yeah, all the challenges are through!

And yeah, on reflection I should have sold Oops and Bloodstone to pad the margin of error some more.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Yeah, that would probably be fair. I think part of the problem is that most situations where wild cards are beneficial are where you're playing to one specific known suit. And in that space, they're competing against lots of alternative deck fixing like suit changers and Death which are just better at the job. Ancient, Seeing Double and Flower Pot are the places I see the additional flexibility of a wild card being especially good, but those latter two jokers are pretty uninspiring.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
Also worth remembering that seeing shops is scaling - you're buying planets, fixing your deck with tarot, maybe turning a makeshift joker into an ideal one. Each glyph puts up to three more shops between you and the ante eight boss. If your deck is all about having the cards to play one perfect hand, losing a non-scoring hand doesn't hurt your survival chances much, and getting that hand more reliable through shops could win out. Same can be said of the economics - losing a hand is like -$2 a round, but if you earn lots of cash per round, playing three extra rounds is cash positive. And the interaction here is important - how good three shops are depends on how good your economy is.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
I should point out that my outline of the plan is missing out at least one crucial detail I've since gleaned by watching more runs: Ante 24.

In order to perform the setup phase on The Serpent, you need to be able to repeatedly play hands to grow your number of held cards to the necessary size. The difficulty is that even with sub-optimal joker placement, the fact that you possess Baron and Mime makes each setup hand score about 100x more than the last one, since you're holding two more kings. You'll always score the target for Ante 23 before you can complete the naneinf setup.

When you get to Ante 24, you find yourself with a problem - you can't reroll to The Serpent, because it's a multiple-of-eight ante, which means the boss is drawn from the finisher boss pool (Violet Vessel and friends). Ante 24 is a pinch point; it's too low for the setup leading to naneinf, but it's too high for Baron-Mime and the copy jokers to survive with a standard size hand - the increased hand size Serpent tech has become key to survival. So you need one last burst of power to beat the Ante 24 boss "naturally".

The simplest way out is to get a fresh Turtle Bean in the shop before. The +5 hand size delivers enough of the serpent effect to clear the blinds. If you're a super-Balatro-genius like Dr Spected, you can use Sixth Sense for round after round until you have a pair of Cryptid in the consumables and hang on to them until this ante. And if you luck out and get a negative Juggler, that's helpful too.

Also worth pointing out that the outline plan doesn't cover all the other practical considerations. Two big ones:

- Money! You need huge amounts of money to get all the jokers involved, especially as getting four copy jokers will involve Invisible Joker and/or Showman and a lot of rerolling. Plus Baron, Mime, you'll probably want DNA for a while to build up the deck (and generate effective hand size), then that bit at the end where you need a Turtle Bean for ante 24 and then immediately reroll for Burglar. By these last two steps you haven't got the space to hold an economy joker either, so you really have to bank up in advance of the final push.

- Vouchers! You need both reroll vouchers, both handsize vouchers, both extra hand vouchers, plus Antimatter. And while not strictly necessary, the economic considerations make some reroll/overstock/discount vouchers all but essential as well. Very common to see players grab Diet Cola at any reasonable opportunity and pounce on voucher skip to make sure they get the vouchers before it's too late.

Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures
A good way of getting a ready reckon to compare score jokers is to convert every effect into xmult, based on a target hand - i.e. your base hand level plus the typical cards you play in it.

Example, what effect does +100 chips have on my score? If my target hand is 50 chips, that's a X3. If my target hand is 200 chips, that's a X1.5

Example 2, what effect does +20 mult have on my score. If my target hand is 5 mult, that's a X5. If my target hand is 100 mult, that's a X1.2

The "target hand" is a big simplification, and if the hand you play might vary a lot it's much less precise. And it's also worth remembering that it's relative to your hand so you need to re-evaluate as you level the hand up. This is why a flat mult is so good at the start of the run, but falls off later.

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Heavy_D
Feb 16, 2002

"rararararara" contains the meaning of everything, kept in simple rectangular structures

WarpedLichen posted:

With plasma, get +chip jokers early because they are better value than +mult, then switch to xMult later on. Everything else is about the same as usual. Planets also feel stronger on Plasma so it's better to lock in a hand type early if you can.

Thought I'd chime in with the theory behind this. In plasma, your score is effectively a function of the sum of your chips and mult. Adding +20 chips has the exact same effect as +20 mult. So you just want whatever adds the largest number to one of your inputs.

In the early game the effects that offer the biggest numbers are based in chips, because the game is balanced around normal scoring where mult is rarer and more impactful. The trouble with chip effects is that they tend to be flat increases, very little scaling, so you eventually max those out. The only way in the game to add larger numbers than the top chip bonuses is x-mult - once you've stacked enough x-mult effects that your mult is big (relative to chip bonuses), the next x-mult is adding that big number to your mult again - and the next one is adding an even bigger number.

The bit I'm not good at is navigating that switch between the two...

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