anchor.diff:  	w_class = WEIGHT_CLASS_BULKY
   	force = 3
   	throwforce = 5
  -	stunforce = 100
  +	stunforce = 60
   	hitcost = 2000
   	throw_hit_chance = 10
   	slot_flags = ITEM_SLOT_BACK
  
positive.code: 		stunpwr *= round(stuncharge/hitcost, 0.1)
  
  
  	L.Knockdown(stunpwr)
  	L.adjustStaminaLoss(stunpwr*0.1)//CIT CHANGE - makes stunbatons deal extra staminaloss. Todo: make this also deal pain when pain gets implemented.
  	L.apply_effect(EFFECT_STUTTER, stunforce)
  	SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
  	if(user)
  
negative.code: 	attack_verb = list("beaten")
  	armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
  
  	var/stunforce = 70
  	var/status = FALSE
  	var/obj/item/stock_parts/cell/cell
  	var/hitcost = 1000
  