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Eclipse (TAP) Temporarily reduce the damage Mirage takes from enemies. (HOLD) Temporarily increase Mirage's weapon damage. Introduced in Update 14.0 (2014-07-18) |
![]() 115 / 125 / 150 / 200 % (damage bonus) |
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Misc: 90 % (damage reduction cap) | |||
Subsumable to Helminth |
Info
- Mirage expends
25 Energy to adapt to lighting conditions for
10 / 15 / 20 / 25 seconds.
- Tap down the ability key to receive Lunar Eclipse, bathing Mirage in shadows to gain
25% / 40% / 60% / 75% Damage Reduction and reducing enemy accuracy.
- Damage reduction is capped at 90%.
- Hold the ability key to receive Solar Eclipse, bathing Mirage in light to gain
115% / 125% / 150% / 200% weapon damage.
- The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value. E.g., with a maxed
Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × [1 +
0.3]) = 900.
- The buff affects both initial and status effect damage. Unlike faction damage, which double dips for status effects, the one from Eclipse is applied once.
- The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value. E.g., with a maxed
- Tap down the ability key to receive Lunar Eclipse, bathing Mirage in shadows to gain
- Has a casting delay of 1 second, affected by Casting Speed.
- Can be recast while active to refresh the duration.
- Companions and Holograms from
Hall of Mirrors do not normally gain Eclipse's damage bonus, but will with the
Total Eclipse augment.
- Applies twice on
Exodia Contagion and glaive explosions.
- Applies to the following abilities:
Shuriken
Desolate Hands
Spectral Scream
Fireball
Radial Javelin
Freeze
Dread Mirror's explosion damage and
Seeking Talons's contact damage
Redline's bolts
Balefire
Artemis Bow
Peacemaker
Warding Halo's damage
Null Star and
Antimatter Drop
Smite Orb's damage
Enthrall's projectiles
Razorwing's Dex Pixia
Minelayer Flechette Orb's damage
Breach Surge sparks
Final Stand
- Ability Synergy: Eclipse provides benefits to
Prism:
- Lunar Eclipse (tap cast) halves Prism's energy cost over time, applied after
Ability Efficiency and
Ability Duration modifiers.
- Solar Eclipse (hold cast) increases Prism's damage by 100%.
- Lunar Eclipse (tap cast) halves Prism's energy cost over time, applied after
- Subsuming Mirage to the Helminth will offer Eclipse and its augments to be used by other Warframes.
Augment
- Main article: Total Eclipse
Total Eclipse is a Mirage Warframe Augment Mod for
Eclipse that allows it to grant its bonuses to nearby allies.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: |
200.00% | Maximum damage bonus |
75.00% | Maximum damage reduction |
25.00s | Duration |
25.00 | Energy |
See Also[]
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97 comments
This skill is a joke now for helminth (from 150% damage boost to 30%) .On top of the math with ability strength, basically 95% damage nerf. Wtf r u doin DE
Was the best skill on helmith by light years. Now is the best skill on helminth by some meters haha, fk u DE.
One of the bigger nerfs in the complete history of the game.
Nah it only was good for certain situations since the dmg buff only was active in well lit areas, so it was very inconsistend. And was specifically the best for doing Tridolons since the bmg buff weirdly worked at night in Eidolon, and since with a high strength build that gave around +800% dmg boost, you were able to cheese Tridolons even with a mk1 braton.
But everything has changed with the addition of dmg attenuation anyway so lets be honest: if you come to mission these days with good minmaxed build, you'll kill mobs in 0,1 nanoseconds anyway already. And if you face a boss who has dmg reduction anyway, that dmg reduction will fuck you up anyway.
Blind rage + transistent fortitude + umbral intensify + amar's hatred + augur secrets + power drift + 5 red crimson archon shards + molt augmented + molt vigor + sling strength (madurai) and here you have a tiny bit of 567% strength, which translates to 1134% damage boost on mirage and we're not gonna include 2 (non-melee) doppelgangers doing 113.40% of your damage (definitely use eclipse augment for that), why people wants to use her helminth instead of her? Mirage mains eating good this year
Shield gating is stressful man, 1 unnoticed sec can cause your death and ruin the whole run. why dont just take revenant or ash then go bruh bruh with eclipse without afraid of dying
Because I'd rather jump into a running Chainsaw than to consistently be bored while playing
Are you jumping towards the chainsaw horizontally, or jumping down onto the chainsaw vertically? Diving down headfirst into a chainsaw sounds pretty thrilling if I do say so.
Something like Precision Intensify for example enables you to have a full strip Pillage on Mirage without being too strict on the stats.. or capped Gloom for example. You do NOT need to have shield gating to have decent defenses on her, unless you are doing endurance runs. Then you would need extra layers on top of those. Blind Rage, Tansient and Precision on tandem with Corrosive Projection can already can your Pillage, which suits Mirage really well. You could build those even for endurance runs without needing Brief Respite for it. You do not need shield gating to play Mirage comfortably.
I think they try to make every thing distinct Roar for acts like faction dmg + buff team mates and Eclipse for dmg reduction and little bit of dmg, it is ze "balance" of all time but Errr idk i think they really went far with this one rip next Xata's Whisper oh well going for Roar i guess
I think Eclipse might give some sort of crit chance increase. At 358% strength (298% base + 60% Molt Augmented if I did maths correctly) with an active void fissure buff and the strength buff from the void daxes in Conjunction Survival, I got somewhere around a 1,600% Eclipse buff and my 105% crit chance was getting rather consistent red crits. Granted, I did have a Vigilante mod on my companion's weapon, but the red crits only stopped after my Eclipse buff expired so I don't think it could've been that. Has anyone else noticed this behavior?
It's ok, an alternate stronger version of those default boosts that retains your chosen status spread/damage...but helminth wasn't updated it's still 30%......
Just like anything else. Does NOT affect overguard. Overguard is JUST 0.5s shieldgate thats not protecting from statuses during gate time and NOTHING else
You guys are literally crying over an additive damage increase with some of the jankiest and most annoying mechanic no man ever faced, c'mon. Look behind the numbers and words, use your brain... Eclipse used to be an additive damage type increase which only increased base damage of the weapon, which didn't contributed to damage result a lot even with 500%+ more damage increase - it's now multiplicative damage increase, meaning it multiplies the damage result just like faction damage mods, i ran a 330 strenght hellminth build with near 100% damage increase and it was pretty much doubling my damage output. Even if your old 500% additive damage increase was better than my 100% multiplicative damage increase for whatever reason, what about the horrid consistency where you'd have to stay on bright places which also was incredibly inconsistent? now you'll just hold the button and here's your straightforward buff with no bullsht requirements, please do your research (or don't since i provided) before starting to jump around... peace.
Eclipse has always been a multiplicative increase though.
Ngl with respect the OP is a troll 50%, show's how talking pretty only gets you so far XD
Eclipse has always been multiplicative dummy, this is just a pure nerf
Bro's onto nothing 🗣️🗣️🗣️🗣️🗣️
DE try not to nerf something straight down to the core of the earth CHALLENGE
[IMPOSSIBLE DIFFICULTY]
[STEEL PATH II]
If it was DE's goal to make people completely stop using it with Helminth, then it worked.
RIP eclipse. There's so many ways in the game now to create damage reduction with armor arcanes that eclipse does not matter for DR. The damage increase was so downwardly nerfed, it is pointless. Oh well.
As much as it was nerfed yes , damage reduction from eclipse is multiplicative so saying to just use armour DR doesnt dismiss it since it would stack as i said multiplicatvely with any armour dr
L11, Sorta yes but mostly no. DR has diminishing returns as the armor values go up. So IF you are already using armor arcanes then that armor from the arcane is all you need for high DR. You can add more DR on that value but it wont actually matter more then a few percent of DR. Helminth Eclipse is not worth it if you are already using an armor generating arcane.
Are you dumb? Eclipse damage reduction stacks multiplicatvely. This far and beyond increases survivability. You'll last a while in SP when it stacks multiplicatvely with armour AND adaptation.
Eclipse stacks multiplicative with armor. So for a simple calculation if you got 500 health and 300 armor for a 50% damage reduction and eclipse with 75% damage reduction you have effective EHP of 4000. With just armor it would be EHP of 1000.
Why did you kill eclipse? now you lose players.
"Are you dumb? Eclipse damage reduction stacks multiplicatvely." As I said really clearly, if you already have a high armor with an arcane, the additional DR from Eclipse is pointless. oy.
Nice joke. 30% is an obvious blanket nerf aimed to prevent edge case afk-farming and max strength synergies or whatever DE considers the biggest problem, but are too scared to fix.
So instead, they punish the whole community, simply hoping people are dumb enough to believe there's no agenda behind the 30% other than balance.
Yes, you caught on to their nefarious “agenda”, it’s very good we have a genius on the case.
Touch grass.
they do have some problematic balancing ideals, no grass is required to realize that.
Ya. there problematic balancing ideas is
"let the over powered stuff stay overpowered for years so when we nerf it the playerbase DDos' the server again" (looking at the memeing strike. which could have been nutered by making that 90% a flat AFTER mods not on base)
Or the alternative
"that super inconsistent thing that could be good if we touched it a littlebit or bug fixed it...lets ignore it because 90% of the playerbase isnt using it anyways" (**flails wildly at bugged weapons like miter and panthera or jank stuff that only kinda works half the time**)
From the dev chats they told us why they nerfed eclipse. Nearly everyone was using it on Helminth, versus any other ability. And also the damage increase it provided was OP. So they nerfed it to the ground. FWIW I dont use it anymore on any frame because the nerf made it almost pointless.
Idk if I'm the only one seeing this but i think the eclipse helminth is bugged , cause how will it say i have 380% damage increase and 90% DR in my orbiter's arsenal UI (i understand if its meant to be capped to 75% but my UI shows it as 90% DR) , but when i go in-game or even in the simulacrum what it shows is extremely low values. In this case the solar eclipse (damage increase buff) shows like around 87% or 85% (i cant really remember the exact value right now) and the same thing for lunar eclipse as well which also shows way lower values than with is shown when in the orbiter's arsenal UI. idk but if someone understands something I'm getting wrong here , let me know , or if its a bug let DE know
They nerfed helminth damage bonus, probably didn't update helminth UI
May I ask is it still okay to use the 'a nerf' eclipse's damage increases or should I just stick with 'an okay' Nourish?
Nourish is still incredible. it's a completely overloaded abiltity and that didn't change. if you want best damage from helminth go roar though
It's the opposite, by default you have to TAP to have the Lunar buff, and HOLD to get the Solar buff.
Honestly, I care about the damage reduction for mirage. With the new change, mirage is no longer constantly dying on me.
Love new eclipse on mirage. Don't ever see myself subsuming it over roar though...
Quick pro con list
Roar buffs allies, Eclipse needs augment + need to remain close
Roar Buffs more abilities
Eclipse might work better with bane mods (It does with raw dmg but unsure with status effect dmg)
Eclipse has an option to gain dmg resist (this is the main reason I see to infuse eclipse, but I would probably use quiver instead)
F Eclipse, not even as Mirage with 700% Solar Eclipse feels good. They changed something and ruined it.
Final dmg multiplier is much better then base dmg multiplier. i rather have 20 final dmg then 600 base dmg
@Ladyvan assuming DE didnt screw up their phrasing again, final dmg multiplier means faction dmg.
They did say "Please note that it won't be the exact same upgrade as Roar, the differences between the abilities will remain.", so I'm assuming it still works the exact same way it does right now(multiplicative total damage for weapons, nothing more), just with a way lower number
Final damage multiplier DOES NOT EQUAL to faction damage. faction damage double dips - once on the initial hit, then it boosts the proc (slash heat elec w/e). Final damage multiplier only applies to initial hit. it does not apply on the DoT damage.
What's really crazy is, mirage keeps the 200%. Rhino roar is base 50% and helminth is 30%, meaning helminth is 40% downgrade. Fair.
40%~50% reduction is the general trend for helminth version.
Considering this, if it was 100% (even down to 80%) multiplier, it would have been a fair trade off. but 200 -> helminth 30%? that's 85% downgrade.
I legit don't get the point of gutting Eclipse like this
It was always a bit overpowered for an helminth ability, and was only held down by being horribly inconsistent. So if the inconsistency goes, then the power needs to go as well. I don't mind it being a big downgrade on helminth, as over there it competes with abilities that wouldn't be anywhere near as strong as eclipse. Just maybe 30% is a bit too low.
Look I'm all happy they will still keep it at final dmg multiplier after the nerf. but DE please give at least 50% to 100% instead of 30%. its the same as roar but ur not giving it to teammates, it lasts shorter and it doesn't affect abilities. roar is just way better now. i get that 150% would be too much for a toggle but atleast 50% to 100% would be worth it.
I use eclipse for years cuz i didn't mind having to stand in light to use it. i just really like the dmg and tbh its a pve it doesnt need to be nerfed to the ground. its more a defense ability with the toggle.
Nobody asked for a nerfff wth DE doing things ppl didnt want at all tf ooohh wow its a bit more popular than the avg helminth it must be absolute dogshit on mirage herself too for some rsn
It's gonna be on par with roar, that's fine. The problem was mostly nerfing Mirage's version because Mirage already has enough problems without taking one of the main reasons to use her. She has enough issues with survival and taking away her overwhelming damage to deal with enemies faster is crap and would make her less played rather than more.
If it's gonna be 30%, that's just a sad move, Roar is essentially +120% damage at base strength with a full squad. +30% for one person would be just a meme. It has no purpose.
You can subsume any trash CC like Inaros sand-throw, and the benefit of not having your shields aimbotted by SP Grineer increases your dps output more than 30%. Furthermore, you can subsume Shooting Gallery, to get 25% for 2 people always -> 50%, plus some CC in the same package.
Shooting gallery is additive, with weapon arcanes its like 5% damage boost for 2 people at 100% STR lmao
^It looks like you're right. I was testing DR of Mesa's 3 in Mot, and that's why it came to my mind. In any case, you get the point. 30% for 1 player is dogwater, even if multiplicative. It's has to be something else than be just "Roar but solo and worse".