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: 			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 + (target.getStaminaLoss() + (target.getBruteLoss()*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")
  
negative.code: 		var/punchedbrute = target.getBruteLoss()
  
  		//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
  		if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
  			damage *= 1.5
  		if(!CHECK_MOBILITY(user, MOBILITY_STAND))
  			damage *= 0.5
  		if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
  