Hall of Mirrors

Info =
 * Projects 1 / 2 / 3 / 4 holographic mirror images around Mirage that follow and mimic every player action for 10 / 14 / 18 / 22 seconds.
 * Number of holograms is not affected by Power Strength.
 * Duration is affected by Power Duration.
 * Each hologram is invulnerable to damage, draws enemy attention, and deals 7.5% / 15% / 22.5% / 30% damage of the player's current weapon.
 * Damage percentage per hologram is affected by Power Strength.
 * With 4 holograms, hologram damage output comes to a total of 120% of your weapon's damage, plus your own damage (which is 100%), yielding 220% total damage output
 * Once spawned, holograms remain fixed in position around the player.
 * Holograms partially fade from view when the crosshair is near them.
 * Hologram attacks will converge near the player's crosshair.
 * This can be used to create deadly crossfires.
 * Holograms do not path on terrain and are intangible, allowing them to phase through walls, enemies and walk on air.
 * Holograms can pick up items on the ground when walking over them.
 * Casting delay of 1 second.
 * -|Tips & Tricks =
 * When low on health, using Hall of mirrors will give you a chance to survive because ennemies often focus the holograms.
 * Hall of Mirrors is great for large bosses and groups of enemies, as the slight spread from each hologram allows you to cover more area near your crosshair.
 * -|Maximization =
 * -|Bugs =
 * Holograms can at times damage/kill you if their bullets hit you.
 * This is most apparent with the Torid, which can inflict Toxin on its user as well as damage teammates.
 * The bug causing friendly damage from the holograms appears to have been fixed.