anchor.diff:  				else
   					Blocked()
   			else
  -				var/dmg = Dmg + rand(0, 12)
  -
  -				if(isElite || hardmode)
  -					dmg = dmg * (1 + abs(level - target.level)/200) + 100
  -				else
  -					if(target.level > level)
  -						dmg -= dmg * ((target.level - (level + 1))/150)
  -					else if(target.level < level)
  -						dmg += dmg * ((1 + level - target.level)/200)
  +				var/dmg = Dmg + rand(0, 20)
  +
  +		//		if(isElite)
  +		//			dmg = dmg * 1.5 + 100
  +
  +				if(hardmode)
  +					dmg = dmg * (1.1 + hardmode) + 20*hardmode
  +
  +				if(target.level < level)
  +					dmg += dmg * ((1 + level - target.level)/200)
  +				else if(target.level > level && !isElite && !hardmode)
  +					dmg -= dmg * ((target.level - (level + 1))/150)
   
   				dmg = round(dmg - target.Slayer.level)
   
  
positive.code: 			Dmg = DMGmodifier * (    (src.level)  + 5)
  			MHP = HPmodifier  * (4 * (src.level)  + 200)
  
  			Dmg = round(Dmg * (rand(10,14)/10), 1)
  			MHP = round(MHP * (rand(10,14)/10), 1)
  
  			gold = round(src.level / 2)
  			Expg = src.level * 6
  
negative.code: 				if(dmg > 0)
  					dmg = target.onDamage(dmg, src)
  					if(target)
  						if(target.MonsterMessages) target << "<SPAN STYLE='color: red'>[src] attacks [target] and causes [dmg] damage!</SPAN>"
  						if(target.HP <= 0)
  							Kill(target)
  				else
  