anchor.diff:  
   							var/exp2give = e.onDamage(dmg, summoner)
   
  -					//		e.HP -= dmg
  -					//		if(e.hpbar)
  -					//			var/percent = e.HP / e.MHP
  -					//			e.hpbar.Set(percent, e)
   							if(exp2give > 0)
   								target = null
   								summoner.Summoning.add(exp2give*0.8, summoner, 1)
   
   							else
  -								dmg = e.Dmg*0.8
  +								dmg = e.Dmg*0.7
   
   								if(level < e.level)
   									dmg += dmg * ((51 + e.level - level)/200)
  
positive.code: 						if(p.HP <= 0)
  							target = null
  							p.Death_Check(summoner)
  						delay = 5
  			else
  				var/d = get_dist(src, summoner)
  
negative.code: 					target = null
  				else if(d > 1)
  					step_to(src, target, 1)
  
  					if(isplayer(target))
  						delay = 3
  					else
  						delay = 2
  
  				else
  					if(ismonster(target))
  						var/mob/Enemies/e = target
  