anchor.diff:  	var/mob/living/last_attacked
   	var/combo = 0
   	var/damage_per_combo = 2
  +	var/maximum_combo_damage = 18 //33 damage on max stacks. Usually the target will already be dead by then but if they somehow aren't, better to have this capped
   
   /obj/item/clockwork/brass_claw/Initialize()
   	. = ..()
  
positive.code: 
  /obj/item/clockwork/brass_claw/examine(mob/user)
  	if(is_servant_of_ratvar(user))
  		clockwork_desc += "\n<span class='brass'>It has </span><span class='inathneq_small'><b>[combo]</span></b><span class='brass'> combo stacks built up against the current target, causing </span><span class='inathneq_small'><b>[combo * damage_per_combo]</span></b><span class='brass'> bonus damage.</span>"
  	. = ..()
  	clockwork_desc = initial(clockwork_desc)
  
  
negative.code: 			combo++
  		else
  			combo += 3
  		target.adjustBruteLoss(min(maximum_combo_damage, combo * damage_per_combo))
  