Talk:Mirage/@comment-194.51.227.5-20160318161450/@comment-71.158.175.65-20160408073043

Holograms reduce the chance of being targeted, and it appears that they also have a higher threat level than normal Mirage, making enemies much more likely to target holograms over Mirage.

Damage from Hall of Mirror holograms is affected by mods on the weapon being used, and power strength. No other buffs (to my knowledge) will affect the damage. The weapons maintain the normal status chance of the weapon being used. (Mulitplicatively increasing your status chance if all projectiles make contact with the target (which is usually difficult to pull off in my experience)).

For example, lets say that you have a weapon that deals 1,000 damage per shot, no crit chance (just to simplify things), and has a 25% status chance, AFTER mods. Let's say also that you have a maxed Intensify on your Mirage (+30% power strength). Each hologram will deal 26% of your weapon damage. However, in practice, due to the way that the holograms fire, the two "active" holograms (the two in front of you) will ACTUALLY deal 52% of your weapon damage, leading to each shot they fire dealing 520 damage. No matter what effects Mirage is under while casting or during the duration of Hall of Mirrors, they will deal 520 damage per shot (unless Mirage is under the effect of one of the relatively rare power strength buffs WHEN CASTING, such as Energy Conversion or Provoke, in which case the damage will be modified by the relevant increase in Power Strength). I am uncertain about how the shot-stacking effect works on status chance, though. Each shot from the holograms will have a 25%, 43.75%, or 50% status chance, depending on how their shot-stacking effect works (resulting in a status chance, in the case of all projectiles hitting the same target, of either ~57.81%, ~76.27%, or 81.25%, respectively).

A handful of weapons (such as the (Synoid) Simulor) that have unusual firing mechanics will ignore or alter these principles, but these general rules hold true to at least 95% of all weapons.