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: 					//view(M)<<"<SPAN STYLE='color: blue'>[src]'s attack doesn't even faze [M]</SPAN>"
  				else
  					dmg = p.onDamage(dmg, src)
  					hearers(p)<<"<SPAN STYLE='color: red'>[src] attacks [p] and causes [dmg] damage!</SPAN>"
  					if(src.removeoMob)
  						spawn() p.Death_Check(src.removeoMob)
  					else
  
negative.code: 
  				if(state != HOSTILE && hardmode)
  					HP = MHP
  					filters = null
  					hardmode = 0
  
  