anchor.diff:  	var/b_loss = null
   	var/f_loss = null
   	var/bombarmor = getarmor(null, "bomb")*(6/10) + getarmor("head", "bomb")*(1/10) + getarmor("chest", "bomb")*(3/10) // Head and chest armor count extra
  +	var/def = (1-(bombarmor/100))
   	switch (severity)
   		if (1)
   			b_loss += 500
  
positive.code: 				Paralyse(10)
  
  		if(3)
  			b_loss = rand(12,16) * (1-(bombarmor/100))
  			f_loss = rand(12,16) * (1-(bombarmor/100))
  			if (!istype(ears, /obj/item/clothing/ears/earmuffs))
  				adjustEarDamage(15,60)
  			if (prob(max(50-bombarmor,0)))
  				Paralyse(10)
  
  	var/update = 0
  	var/dismember_chance = (50/severity)*(1-(bombarmor/100)) //50, 25, 17~
  	for(var/obj/item/organ/limb/temp in organs)
  		if(prob(dismember_chance) && temp.body_part != HEAD && temp.body_part != CHEST && temp.dismember())
  			continue // don't damage this limb further
  
negative.code: 				gib()
  				return
  		if (2)
  			b_loss = rand(35,50) * def + 10
  			f_loss = rand(35,50) * def + 10
  			shred_clothing(1,max(40-bombarmor,1))
  			if (!istype(ears, /obj/item/clothing/ears/earmuffs))
  				adjustEarDamage(30, 120)
  