Acrobatics
How mcMMO's Acrobatics skill works. Roll and Graceful Roll for surviving falls, Dodge for halving combat damage, with the real chances, damage numbers, and XP formulas.
Acrobatics is mcMMO's "stay alive" skill. It has no super ability and nothing to activate. It works quietly in the background, giving you a chance to survive falls that would otherwise hurt and to shrug off part of an incoming hit in combat.
You level it up by doing the dangerous things it protects you from: taking fall damage and getting hit by enemies. The higher your Acrobatics level, the more often its two sub-skills trigger.
| Type | Passive (no super ability) |
| How you train it | Taking fall damage; taking combat damage |
| Sub-skills | Roll (incl. Graceful Roll), Dodge |
| Command | /acrobatics |
Type /acrobatics in-game to see your current Roll and Dodge chances at your level.
Roll: surviving falls
Whenever you take fall damage, Roll gives you a chance to negate a chunk of that damage. It is a passive effect (you don't press anything), but it has an active twist (Graceful Roll, below) that you control by sneaking.
Your chance to roll
The chance scales linearly with your Acrobatics level until it maxes out:
| Mode | Maxes out at level | Chance per level | Maximum chance |
|---|---|---|---|
| Standard | 100 | +1% | 100% |
| RetroMode | 1000 | +0.1% | 100% |
So on a standard server, a level 50 player rolls about 50% of the time, and a level 100 player rolls on every fall. RetroMode stretches the same curve over ten times the levels (so level 500 ≈ 50%).
These come from advanced.yml:
Acrobatics:
Roll:
ChanceMax: 100.0 # highest possible roll chance (%)
MaxBonusLevel:
Standard: 100 # level where chance hits ChanceMax
RetroMode: 1000
DamageThreshold: 7.0 # see "How much damage" belowGraceful Roll: sneak for double odds
If you hold sneak while you're falling, a normal Roll becomes a Graceful Roll, which is twice as likely to succeed (capped at 100%).
Graceful Roll chance = Roll chance × 2 (max 100%)There is no separate Acrobatics level for Graceful Roll and no extra permission: any player who can Roll can Graceful Roll just by sneaking.
How much damage a roll removes
When a roll succeeds, mcMMO subtracts a flat amount from the fall damage:
damage after roll = max(fall damage − 14, 0)The 14 is the configured Roll DamageThreshold (default 7.0) × 2. If the
subtraction reaches zero or below, the fall is cancelled entirely and you take no damage.
The removed damage is applied in a way that ignores Protection and Feather Falling, so a
successful roll always removes the full amount regardless of your armor.
The in-game tooltip is misleading here. It claims a normal roll prevents up to 7
damage and a Graceful Roll up to 14. In the actual mcMMO 2.2.054 code, a successful
roll (graceful or not) removes the same amount (DamageThreshold × 2 = 14 by
default). The only mechanical difference Graceful Roll gives you is the doubled
chance to succeed, not extra damage reduction.
A roll can never save you from a fatal fall: if the reduced damage would still kill you, the roll doesn't fire and you take the hit.
Dodge: halving combat damage
Dodge is the combat half of Acrobatics. When something hits you, you have a passive chance to cut the damage in half.
Your chance to dodge
| Mode | Maxes out at level | Chance per level | Maximum chance |
|---|---|---|---|
| Standard | 100 | +0.2% | 20% |
| RetroMode | 1000 | +0.02% | 20% |
Dodge is capped much lower than Roll: at best you dodge 20% of incoming hits (1 in 5). A level 50 standard player is at ~10%.
From advanced.yml:
Acrobatics:
Dodge:
ChanceMax: 20.0 # highest possible dodge chance (%)
MaxBonusLevel:
Standard: 100
RetroMode: 1000
DamageModifier: 2.0 # damage is divided by thisHow much damage a dodge removes
damage after dodge = max(damage ÷ 2, 1)A successful dodge halves the hit, but always leaves at least 1 damage; you can't dodge a hit down to nothing.
When Dodge won't fire
- While you're blocking (holding up a shield), Dodge is disabled.
- Lightning can be dodged by default. Server owners can turn that off with
Prevent_Dodge_Lightning: trueinconfig.yml(defaultfalse).
Earning XP
Acrobatics XP comes from the same events that trigger its sub-skills. Each point of damage
involved is multiplied by a per-event value from experience.yml:
| Event | XP per damage point | Notes |
|---|---|---|
| Dodge a hit | × 800 | Damage is not capped |
| Roll a fall (success) | × 600 | Damage capped at 20 for XP |
| Fall without rolling | × 600 | Damage capped at 20 for XP |
Experience_Values:
Acrobatics:
Dodge: 800
Roll: 600
Fall: 600
FeatherFall_Multiplier: 2.0 # boots with Feather FallingTwo things worth knowing:
- You get Acrobatics XP from falls whether or not you roll. By default Roll and Fall
both pay
× 600, so a failed roll still trains the skill; you just take the damage. - Feather Falling boots multiply fall/roll XP by 2. Wearing boots enchanted with Feather Falling doubles the XP from surviving falls (it does not affect Dodge XP).
For XP purposes, fall/roll damage is clamped to a maximum of 20, so taking a huge fall doesn't pay out proportionally more than a 20-damage one.
Anti-exploit protection
Because falling and getting hit are easy to do on purpose, mcMMO ships with cheat
prevention for Acrobatics, controlled by ExploitFix.Acrobatics in experience.yml
(enabled by default). With it on:
- Repeat-fall cooldown. You can only earn fall/roll XP roughly every few seconds. Spamming falls during the cooldown pushes the penalty further out instead of paying XP.
- Same-spot farming. mcMMO remembers your last 50 fall locations. Falling in a place you just fell gives no XP.
- Ender pearls & vehicles. Holding an Ender Pearl, or being in a boat or minecart when you land, gives no fall XP.
- Dodge farming. A single mob can only hand out Dodge XP a limited number of times per minute, so you can't park next to one weak mob and farm dodges forever. A post-respawn cooldown also blocks immediate Dodge XP.
Commands & permissions
| Node | What it grants |
|---|---|
mcmmo.skills.acrobatics | Use the Acrobatics skill at all |
mcmmo.commands.acrobatics | Use the /acrobatics command |
mcmmo.ability.acrobatics.roll | Roll / Graceful Roll |
mcmmo.ability.acrobatics.dodge | Dodge |
mcmmo.ability.acrobatics.all | Both sub-skills (parent of the two above) |
mcmmo.perks.lucky.acrobatics | "Lucky" perk: ~33.3% better activation odds |
Note that Roll and Graceful Roll share one permission node; there is no separate
graceful node. See Permissions for the full list and how
to assign them.
Quick reference
| Sub-skill | Trigger | Max chance | Effect |
|---|---|---|---|
| Roll | Taking fall damage | 100% (level 100) | Removes 14 fall damage |
| Graceful Roll | Falling while sneaking | 100% (2× roll odds) | Removes 14 fall damage |
| Dodge | Taking combat damage | 20% (level 100) | Halves the hit (min 1 dmg) |