anchor.diff:  			if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
   				miss_chance = 0
   			else
  -				miss_chance = min(clamp(((puncherstam + puncherbrute)*0.5) - ((punchedstam + punchedbrute)*0.5), 0, 100)) //probability of miss based on half your stamina and brute total against half their stamina and brute total. Capped at max 100 and min 0 to prevent weirdness in prob()
  +				miss_chance = min(10 + ((puncherstam + puncherbrute)*0.5), 100) //probability of miss has a base of 10, and modified based on half your stamina and brute total. Capped at max 100 and min 0 to prevent weirdness in prob()
   
   		if(!damage || !affecting || prob(miss_chance))//future-proofing for species that have 0 damage/weird cases where no zone is targeted
   			playsound(target.loc, user.dna.species.miss_sound, 25, TRUE, -1)
  
positive.code: 			else
  				user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
  
  		user.adjustStaminaLossBuffered(5) //CITADEL CHANGE - makes punching cause staminaloss
  
  		var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
  		var/puncherstam = user.getStaminaLoss()
  
negative.code: 			target.visible_message("<span class='danger'>[user] knocks [target] down!</span>", \
  							"<span class='userdanger'>You're knocked down by [user]!</span>", "<span class='hear'>You hear aggressive shuffling followed by a loud thud!</span>", COMBAT_MESSAGE_RANGE, user)
  			to_chat(user, "<span class='danger'>You knock [target] down!</span>")
  			var/knockdown_duration = 40 + (punchedstam + (punchedbrute*0.5))*0.8 - armor_block
  			target.DefaultCombatKnockdown(knockdown_duration)
  			target.forcesay(GLOB.hit_appends)
  			log_combat(user, target, "got a stun punch with their previous punch")
  