Axes
How mcMMO's Axes skill works. Axe Mastery, Critical Strikes, Armor Impact, Greater Impact and the Skull Splitter super ability, plus Axes Limit Break for PVP, with the real damage numbers, chances, and XP formulas.
Axes turns your axe into a serious weapon. On top of vanilla axe damage you get a flat damage bonus that grows as you level, a chance to land double-damage critical hits, the ability to grind down enemy armor, big knockback against unarmored foes, and an on-demand area-of-effect super ability for clearing crowds.
You train Axes by hitting mobs and players with an axe. The more you fight with one, the higher your Axes level and the stronger every sub-skill below becomes.
| Type | Combat (has a super ability) |
| How you train it | Dealing damage to mobs/players with an axe |
| Super ability | Skull Splitter |
| Sub-skills | Axe Mastery, Critical Strikes, Armor Impact, Greater Impact, Skull Splitter, Axes Limit Break |
| Command | /axes |
Type /axes in-game to see your current bonus damage, crit chance, and Skull
Splitter duration at your level.
Axe Mastery: flat bonus damage
Axe Mastery is a passive that simply adds flat damage to every axe hit. It has 4 ranks, and each rank you own adds a fixed amount of damage.
bonus damage = rank × RankDamageMultiplier (RankDamageMultiplier = 1.0)With the default multiplier of 1.0, you get +1 damage per rank, up to +4
damage at rank 4.
| Rank | Standard level | RetroMode level | Bonus damage |
|---|---|---|---|
| 1 | 5 | 50 | +1 |
| 2 | 10 | 100 | +2 |
| 3 | 15 | 150 | +3 |
| 4 | 20 | 200 | +4 |
The in-game guide text is out of date here. It claims the bonus "increases by 1 every 50 levels, up to a cap of 4 extra damage at level 200". That describes RetroMode levels. On a Standard server the four ranks unlock at levels 5, 10, 15 and 20, so you reach the full +4 bonus by level 20.
Critical Strikes: double damage hits
Critical Strikes gives every axe swing a passive chance to land a critical hit. A crit multiplies the hit's damage:
- vs mobs (PVE): damage × 2.0
- vs players (PVP): damage × 1.5
Your chance to crit
The chance scales linearly with your Axes level until it caps out:
| Mode | Maxes out at level | Chance per level | Maximum chance |
|---|---|---|---|
| Standard | 100 | +0.375% | 37.5% |
| RetroMode | 1000 | +0.0375% | 37.5% |
So a level 50 Standard player crits about 18.75% of the time, and a level 100 player hits the 37.5% cap (a little better than 1 in 3 swings).
Axes:
CriticalStrikes:
ChanceMax: 37.50
MaxBonusLevel:
Standard: 100
RetroMode: 1000
PVP_Modifier: 1.5
PVE_Modifier: 2.0The in-game guide text understates this badly. It says "every 2 skill levels
awards a 0.1% chance," which would cap at only ~5%. The real 2.2.054 config caps
Critical Strikes at 37.5%. The code is what matters; the guide is wrong.
Critical Strikes (like all combat RNG in mcMMO) is also scaled by your attack strength. Spamming attacks before the vanilla cooldown refills lowers your effective crit chance for that swing.
Armor Impact: shatter their armor
Armor Impact has a passive chance, only when your target is wearing armor, to deal extra durability damage to a random piece of their armor. It doesn't add to your hit's health damage. It wears their gear out faster.
Activation chance
Armor Impact uses a fixed activation chance (it does not scale with level):
Axes:
ArmorImpact:
Chance: 25.0 # 25% chance per qualifying hit
DamagePerRank: 6.5 # durability damage per rankSo each hit against an armored target has a flat 25% chance to trigger.
How much durability it removes
The amount of durability damage scales with your Armor Impact rank (20 ranks):
durability damage = DamagePerRank × rank (DamagePerRank = 6.5)| Rank | Standard level | RetroMode level | Durability damage |
|---|---|---|---|
| 1 | 1 | 1 | 6.5 |
| 5 | 25 | 250 | 32.5 |
| 10 | 50 | 500 | 65 |
| 20 | 100 | 1000 | 130 |
The higher your rank, the faster you grind enemy armor to dust.
Greater Impact: knockback vs unarmored foes
Greater Impact is the flip side of Armor Impact: it only triggers when your target is not wearing any armor. On a hit it sends them flying and deals bonus damage.
Axes:
GreaterImpact:
Chance: 25.0 # 25% chance per qualifying hit
KnockbackModifier: 1.5 # velocity multiplier (Knockback II-like launch)
BonusDamage: 2.0 # extra raw damage- Chance: a flat 25% on every hit against an unarmored target (does not scale with level; it unlocks at Axes level 25 Standard / 250 RetroMode and is the same strength forever after).
- Effect: launches the target with a strong knockback (velocity × 1.5) and deals an extra 2 damage (1 heart).
Skull Splitter: the super ability
Skull Splitter is the Axes super ability. While active, your axe hits deal area-of-effect damage to nearby enemies, perfect for clearing piles of mobs.
How to activate it
- Make sure you have at least Axes level 5 (Standard) / 50 (RetroMode). That's when Skull Splitter unlocks.
- Right-click while holding an axe to "ready" it (you'll see You ready your Axe).
- Hit a mob or player within a short window and Skull Splitter activates.
By default you can ready an ability with a right-click. Server owners can require
sneaking instead (Only_Activate_When_Sneaking in config.yml).
Duration
The duration grows with your Axes level using mcMMO's standard super-ability formula:
duration (seconds) = 2 + (skill level ÷ IncreaseLevel)| Mode | IncreaseLevel | Length cap | Max duration |
|---|---|---|---|
| Standard | 5 (every 5 levels = +1s) | level 100 | 22 seconds |
| RetroMode | 50 (every 50 levels = +1s) | level 1000 | 22 seconds |
So a level 50 Standard player gets 2 + 50/5 = 12 seconds, and at level 100+ you
reach the 22-second cap.
AoE damage dealt
While Skull Splitter is active, each hit also damages other nearby enemies for a portion of the damage you dealt to your main target:
AoE damage = (damage to main target ÷ DamageModifier) × attack strength
= damage ÷ 2 × attack strength (DamageModifier = 2.0)In short, splash targets take half of what your primary target took (scaled by your attack strength).
Cooldown
| Cooldown | 240 seconds (4 minutes) |
Abilities:
Cooldowns:
Skull_Splitter: 240Cooldowns can be reduced by the various mcmmo.perks.cooldowns.* perks. The
Max_Seconds.Skull_Splitter: 0 setting means there is no separate hard cap on duration
beyond the level formula above.
Axes Limit Break: PVP damage
Limit Break is a sub-skill aimed squarely at PVP. It adds flat raw damage on top
of your hit, scaling with rank (10 ranks). By default it only works against players; it
applies to mobs only if the server enables Skills.General.LimitBreak.AllowPVE.
The formula
The raw bonus damage equals your Limit Break rank, but it is reduced based on how good the defender's armor is:
raw bonus = rank, then reduced by the defender's total armor quality:
armor quality ≤ 4 → × 0.25 (75% reduction)
armor quality ≤ 8 → × 0.50 (50% reduction)
armor quality ≤ 12 → × 0.75 (25% reduction)
armor quality > 12 → × 1.00 (no reduction - full bonus)Against mobs (when PVE is enabled) the target is treated as "armor quality 1000," meaning the full rank bonus applies. The idea: Limit Break hits hardest against well-armored, high-tier opponents, which is where you most need to "break your limit."
| Rank | Standard level | RetroMode level | Max raw bonus (vs heavy armor) |
|---|---|---|---|
| 1 | 10 | 100 | +1 |
| 5 | 50 | 500 | +5 |
| 10 | 100 | 1000 | +10 |
Earning XP
Axes XP comes from damage you deal with an axe. The damage is multiplied by the
target's combat XP multiplier from experience.yml (the Experience_Values.Combat.Multiplier
table, e.g. most animals are 1.0, creepers 4.0, the Warden 6.0).
A few things to know:
- XP is based on damage dealt, so harder-hitting blows and tougher mobs pay more.
- The
ExploitFix.Combat.XPCeiling(default100) caps the damage counted per hit, so one massive hit can't pay out unbounded XP. - XP from mobs that didn't spawn naturally (spawner mobs, eggs, nether-portal spawns) is
multiplied by
0by default, so farms built on those give no Axes XP.
Commands & permissions
| Node | What it grants |
|---|---|
mcmmo.skills.axes | Use the Axes skill at all |
mcmmo.commands.axes | Use the /axes command |
mcmmo.ability.axes.axemastery | Axe Mastery |
mcmmo.ability.axes.criticalstrikes | Critical Strikes |
mcmmo.ability.axes.armorimpact | Armor Impact |
mcmmo.ability.axes.greaterimpact | Greater Impact |
mcmmo.ability.axes.skullsplitter | Skull Splitter super ability |
mcmmo.ability.axes.axeslimitbreak | Axes Limit Break |
mcmmo.ability.axes.all | All Axes sub-skills (parent of the above) |
mcmmo.perks.lucky.axes | "Lucky" perk: ~33.3% better activation odds |
Note that the real permission nodes have no underscores (e.g. criticalstrikes,
not critical_strikes). See Permissions for the full list
and how to assign them.
Quick reference
| Sub-skill | Trigger | Max chance / value | Effect |
|---|---|---|---|
| Axe Mastery | Every axe hit | +4 damage (rank 4) | Flat bonus damage |
| Critical Strikes | Every axe hit | 37.5% (level 100) | ×2.0 PVE / ×1.5 PVP damage |
| Armor Impact | Hit an armored target | 25% (flat) | Up to 130 armor durability damage (rank 20) |
| Greater Impact | Hit an unarmored target | 25% (flat) | +2 damage and strong knockback |
| Skull Splitter | Ready axe, then hit | 22 s duration (cap) | AoE: half your hit to nearby foes; 240 s cooldown |
| Axes Limit Break | PVP hit (PVE if enabled) | +10 raw (rank 10) | Bonus damage vs armored foes |