Originally Posted by
Persiflage
I'm not sure you really got my point, to be honest. I know exactly how it works in PnP and it can't work the same way in DDO or it just plain won't work at all for much of the time. You can have a maximum of 8 images, they disappear on being struck, and every apparent version of you (including, of course, you) has an equal chance of being subjected to an attack. The images basically only get your Dex and size modifiers to AC. The miss chance applies to ranged spell attacks.
This isn't feasible as written. Even an ordinary melee mob will often be spamming 3-4 attacks per second, something like Lailat can hit you for 6-12 attacks per second (and her tail attack hits everyone in an area), and there are plenty of times when you're being bombarded by rains of arrows for goodness-knows-how-many attacks per second. It would be a very powerful buff indeed in some circumstances: being attacked by a single, slow-attacking mob without True Seeing or Tremorsense, for instance... although even then you wouldn't necessarily gain a benefit if the mob can deliver glancing blows. A giant or troll with a big club could wipe out all your images with a swipe, because as the combat mechanics stand, it seems that everything in a small area is getting hit with at least a glancing blow, including your images. Now, I can't say I'm exactly sure how that works at the moment, but I do know that more than one toon can take damage from a single swing of a club in Gianthold, not to mention creatures like that crazy troll in Eyes of Stone. In other circumstances it'd be nigh-worthless because your images would last a few seconds at most, even counting Blur and Displacement, because of sheer rate of attack.
To level it out, it'd be better if it was a short-duration buff with a cooldown, which gave you a stacking miss-chance (and a static visual effect; I hate to imagine what'd happen if the game engine actually tried to replicate a toon 8 times) which ticked down evenly as the spell duration ran out. That implementation would impose a lower calculation burden on the server, too.
Finally, the game would have to resolve what happened when a damaging attack that wasn't actually aimed at you went through a space occupied by an image. At the moment, there's a "realistic" implementation whereby you can accidentally hop and skip your merry way into an arrow or ray that wasn't intended for you. I can imagine that introducing all sorts of problems for the server, calculating collisions with an additional 8 player presences. Heck, the impact was big enough with cosmetic pets and they don't even interact with anything!