The Cloaked Feint Glitch Revealed

The Cloaked Feint Glitch

Recently in Wizard 101’s pvp arena, people have noticed and attempted to take advantage of a particular type of glitch. This glitch involves the combination of the spells cloak and feint. This cloaked feint effect seemed to confer an advantage to the caster-supposedly removing the self-trap portion of feint. However, looks are often deceiving, as we shall soon see.

What the glitch appears to do

The nature of this glitch is that when a cloaked feint is used, the self-trap portion appears not to have been cast. In other words. a cloaked feint looks like a cloaked regular trap to anyone in the duel circle. This seems to offer 2 distinctive advantages to the caster. For one, the enemy is completely unaware that the trap cast on them is a feint, which can lead to an unexpected combo or even an OHKO. The second benefit is that the user no longer appears to cast the self-trap that is the hallmark of feint. Obviously, many pvp players have attempted to take advantage of this and cloaked feint has become a lot more popular in the arena. However, all is not as it seems.

What the glitch actually does

Unfortunately for cloaked feint aficionados, all is not as it appears. Here at Duelist 101, we tested the feint and cloak interaction to see exactly what was going on. It turns out that what is happening is nothing more than a display glitch.

From our testing, it seems that (despite appearances to the contrary) feint’s self-trap does indeed get placed. Any incoming damage from the opponent will still receive the 30% boost from the self-trap.  What is really interesting about this, however, is that the game will not display this damage boost on screen. The damage will appear as the unboosted damage when your attack hits. However, the game will “catch up” at the end of the round and add the damage correctly.

This can be seen when you look at the health of the character on the next round. The damage will have been correctly registered there. This can also lead to the interesting scenario where the caster appears to survive an attack but then dies a few seconds later. What is actually occurring, in this case, is that the caster actually dies but the game displays as if they didn’t. However, the game quickly “catches up” and corrects the visual error, seemingly killing the caster who “survived” the attack. A full video of the glitch testing can be seen below.

Have you noticed any other glitches in PvP? Let us know in the comments below!

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  • Wolf FireBreath

    Cloaked Queen Calypso is also bugged 🙁 ignores everything when ya cloak it.

    • Sierra

      ignores everything? can you elaborate on that?

      • Wolf FireBreath

        Ignores weaknesses, shields, traps. It is still effected by damage and resist though. I’ve had it used on me a couple times, but never used it myself.

        • Wolf FireBreath

          It also doesn’t play the animation

  • mmailliw

    Why am I not surprised that the game STILL hasn’t got the mechanics of Cloak correct? It’s only been… like… a decade by now.

    But that was an awesome explanation of what’s going on here; thank you for helping to teach us what KI doesn’t!

    • Blaze MeOut

      It makes sense on why it tries to not appear to put a trap on yourself … cloaked or not, it would give away that you put a feint with cloak on it. I don’t think its much of a bug. More like a feature Kingsisle implemented in order to prevent players from determining a cloaked trap as a feint. The only thing that’s a bug is the damage miscalculation. But, that isn’t anything significant since it corrects itself the round later.

  • Scarlet Deathweaver!!!

    I see the catalan did 1297 damage. 3820-2523=1297 Nothing happening there. Yes, I know 1297 is wrong for 1000*1.3, which is 1300, but the trap is actually only increasing damage by 29.69%, which 1000*1.2969= 1296.9, round .. 1297. Wiz is always off with buffs percent number divisible by 25. (ex. 25%) There is a margin of error & I know what actually happens with the blades! (They cycle every 25%)

    1% -> 0.78%
    2% -> 1.95%
    3% -> 2.73%
    4% -> 3.91%
    5% -> 4.69%
    6% -> 5.86%
    7% -> 6.64%
    8% -> 7.81%
    9% -> 8.98%
    10% -> ~9.765%
    11% -> 10.94%
    12% -> 11.72%
    13% -> 12.89%
    14% -> 13.67%
    15% -> ~14.845%
    16% -> 15.63%
    17% -> 16.80%
    18% -> 17.97%
    19% -> 18.75%
    20% -> 19.922%
    21% -> 20.70%
    22% -> 21.88%
    23% -> 22.66%
    24% -> 23.83%
    25% -> 25.00%

    Okay, back to the feint glitch. .. Better be careful for that feint glitch in the arena because that trap is hidden but increases damage by 29.69%. xD xD

    • Happy Fun Ball

      What math did you use to come up with those percentages? How do you know that 29.69% isn’t…say, 29.66% or 29.73%? For the longest time, I’ve been trying to calculate the exact damages, and no matter what I used, the game always showed something different from what I came up with, usually a bit less. For instance, a few years ago, just for fun, I was trying to get as close to a million damage without actually hitting the cap. I thought I had it to within a thousand or so, but in reality, it was several thousand short. I figured there was something else going on, but I never knew what it was.

      • Logan LegendThief

        Prob looked the coddc

      • Blaze MeOut

        he miscalculated … he didn’t take into account the possibility of gear having fractional damage from pet stats

      • Blaze MeOut

        If you have a pet that gives damage boost … the damage isn’t entire percentage points. They are actually fractional damage points. Use wizard101 central to calculate it the values given by pet rather than the game.Try doing this without a damage pet or something that doesn’t resist your attack. Take into account the rounding by damage points this game also does.

    • Blaze MeOut

      Wizard101 isn’t off by buffs … did you take into account that pets use fractional damage instead of whole numbers? I always calculate pet damage that way instead of seeing whats on the pet because Kingsisle likes to hide how fractional pet damage is. What’s also fractions is critical and block, but they only display whole percentages too.

    • Blaze MeOut

      Also, damage points are rounded to the nearest point…. try doing a +50% buff on 1 damage point and it goes to 2 damage points … obviously it wasn’t a +50% boost in game -> it was 100% boost. The real number is 1.5, but they rounded it to 2 points. These operations are called the floor, ceiling, and rounding function. Since you calculated 29.69% 30-29.69% is less than 0.5% of a difference to be anything significant of a change due to rounding.

    • Blaze MeOut

      Buffs aren’t off. Pet damage displayed in the game is off by a couple of fractional points. Pet damage in this game is calculated by fractional percentages Try doing this without a damage pet or something that doesn’t resist your attack. Take into account the rounding by damage points this game also does.

      • Blaze MeOut

        If you take this into account with pets, rounded damage, and resist. Being 3 points off in your calculation is possible within the game and isn’t anything too significant. It’s not a bug if Kingsisle did this intentionally for several years.

    • Blaze MeOut

      I did the buff tests years ago with and without a damage pet … they are correct without the pet, but something was always off with a pet. I confirmed that pet talents are calculated fractionally, but displayed to the nearest percentage number.

  • Blaze MeOut

    It makes sense on why it tries to not appear to put a trap on yourself … cloaked or not, it would give away that you put a feint with cloak on it. I don’t think its much of a bug. More like a feature Kingsisle implemented in order to prevent players from determining a cloaked trap as a feint. The only thing that’s a bug is the damage miscalculation. But, that isn’t anything significant since it corrects itself the round later.