Here is the effect that reduces the accuracy by 15% each successive attack.
<SpellDef InternalName="MaulDebuff">
<DisplayName>Maul Debuff</DisplayName>
<Description>Effect after a successful Maul attack</Description>
<IconFG>Ability_Maul_Icon.png</IconFG>
<SpellBookSortCategory>Unit</SpellBookSortCategory>
<SpellBookSortSubCategory>UnitCurse</SpellBookSortSubCategory>
<SpellType>Tactical</SpellType>
<SpellClass>Defensive</SpellClass>
<SpellSubClass>Debuff</SpellSubClass>
<SpellTargetType>Self</SpellTargetType>
<HideInHiergamenon>1</HideInHiergamenon>
<IsCastable>0</IsCastable>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Accuracy</StrVal>
<Duration>1</Duration>
<Calculate InternalName="Calc" ValueOwner="CastingUnit">
<Expression><![CDATA[[UnitStat_Accuracy] * 15]]></Expression>
</Calculate>
<Calculate InternalName="Value">
<Expression><![CDATA[[Calc] / -100]]></Expression>
</Calculate>
</GameModifier>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</SpellDef>
If you want to change this for different weapons and other such items you will have to do a little bit of background making for particular weapons. Use some background stats as Heavenfall has set up the foundation in that sense. Then your calculations will go a little more indepth as now equiping items will adjust stats and reduce stat when un-equipped. (UnitStat_IsShield) is kindof the idea.
So if you want axes to loose more accuracy, then you would have to add a UnitStat_IsAxe to the game
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_IsAxe</StrVal>
<Value>1</Value>
</GameModifier>
Then in your calculations above you need to change it to say something like this
<Calculate InternalName="Calc" ValueOwner="CastingUnit">
<Expression><![CDATA[[UnitStat_Accuracy] * 15]]></Expression>
</Calculate>
<Calculate InternalName="Calc2" ValueOwner="CastingUnit">
<Expression><![CDATA[ ([UnitStat_IsAxe] + 1) * [Calc]]]></Expression>
</Calculate>
<Calculate InternalName="Value">
<Expression><![CDATA[[Calc2] / -100]]></Expression>
</Calculate>
This will then double the accuracy penalty with anyone who is carrying the axe. Of course you can change things in a whole lot of ways, this is just one of them.
The value in your ability stat is the percent chance that maul will actually take place, in the above 100% of the time.