anchor.diff:  
   /obj/item/smithing/pikehead/startfinish()
   	var/obj/item/melee/smith/twohand/pike/finalforreal = new /obj/item/melee/smith/twohand/pike(src)
  -	finalforreal.force += quality
  +	finalforreal.force *= 1+(quality/10)
   	finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
   	finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
   	finalforreal.throwforce = finalforreal.force/10 //its a pike not a javelin
  
positive.code: 
  /obj/item/smithing/cogheadclubhead/startfinish()
  	finalitem = new /obj/item/melee/smith/cogheadclub(src)
  	finalitem.force += quality
  	..()
  
  /obj/item/smithing/javelinhead
  
negative.code: 
  /obj/item/smithing/shortswordblade/startfinish()
  	finalitem = new /obj/item/melee/smith/shortsword(src)
  	finalitem.force *= 1+(quality/10)
  	..()
  
  /obj/item/smithing/scimitarblade
  