Falcon swoop damage

I’m wondering how does the damage on falcon swoop work.

We all know the tool tip, it says :“25% weapon damage, XXX bleeding damage over 3 sec”

The bleed part is clear, it’s flat damage over time.

It’s the weapon part that puzzle me.
Let’s say my weapon does 1000 physical damage. I use falcon swoop with L11 savagery (130%weapon damage)
Will each falcon do 250 physical (25% of 1000 phys damage) or 325 physical (130% of 25% of 1000 phys damage)

Now if I’m using it with a storm totem that have no weapon damage (only flat phys/lightning/cold)
Will falcon swoop do 250 physical (25% of my weapon damage) or 0 damage (25% of my storm totem weapon damage ie : 0)

I did some testing and I clearly notice that falcon swoop does much more damage with savagery (4000/5000 each) than with storm totem (300/500 each) so I’m thinking falcon woop uses the weapon damage of the storm totem (which is 0) and not mine.

Do you have more insight on these matters ?

I can be wrong about that, but I would assume it is the player’s weapon which is used to calculate the damage, no matter what skill you attach to it.

I would test with Devouring swarm instead of Savagery :

As you know, savagery has a ‘charges’ mechanic, so your weapon damage is (at lvl 1) 100% at 0 charge, 100% + 30% at 1 charge, etc… That has a direct impact on Falcon’s swoop damage output, as it has a %weapon damage component.

Storm Totam only scales with player damage bonus.

That might explain the numbers you get.

On a side note, I have recently found that Falcon Swoop was now proc’ed two times per single usage of Canister Bomb (demolitionist)

Savagery buffs all your attacks while active, including the 10% dmg multiplier from the 2h-only transmuter.
More than one stack/charge only adds the increased flat damage, which is also only applied to attacks iwth %weapon damage.

If you have Savagery active, you can use something else to proc Falcon Swoop, it should still benefit, and hit considerably harder than that way.

Falcon Swoop has a low recharge, 0.5 seconds, Canister-bomb has a pause between the initial explosion and the fragments, so both phases of CB will have a chance to proc FS.

Thanks for your answers.

Here’s what I’ve found.

There is three kind of powers in the game.

  • The “Nuke” : that has no IA, does damage on an area/target and uses the players stats to determine how much damage it does (pretty much all damage powers, melee, range, physical or magical, for example : savagery, primal strike, markovian advantage, devastation etc.)
  • The “Pet” : has an IA, That does damage on its own, has its own stats different from the players (for example : Hellhound or Briarthorn)
  • The “Pseudo Pet” : has an IA, it works like a pet but on short time limit, it has no life/mana and uses the players stats to determine how much damage it does (I’ve only found these only on Shaman and it’s the totems and the wind devils, there might be others)

If you attach a devotion to a “Nuke”, it uses the player stat to determine its damage (In my warder case, Falcon swoop does around 5k dmg per hit with savagery)
If you attach a devotion to a “Pet”, it uses the pet stat to determine its damage (With my warder, on a lvl 3 Briarthorm with no pet bonus, it does 50 dmg per hit)
If you attach a devotion to a “Pseudo Pet”, the flat damage part uses the player stat to determine its damage. The weapon damage part uses the pseudo pet stat to determine its damage. Which is equal to 0 (With my warder I only get the bleed part of the falcon swoop, around 500 dmg per hit with storm totem or wind devil)

On a side note, “pet” and “pseudo pet” seems to have 0 weapon damage so the weapon damage part on devotions attached to “pet” or “pseudo pet” will be 0 too.

The good part is that “pets” and “pseudo pets” have their own cooldown that are different from the player’s cooldown.
So if you attach a devotion with a big cooldown on a storm totem (let’s say reckless tempest) you can have as much of these devotion running as you have storm totems.

I hope that helps.