anchor.diff:  	var/stamforce = 35
   	var/turned_on = FALSE
   	var/knockdown = TRUE
  +	/// block percent needed to prevent knockdown/disarm
  +	var/block_percent_to_counter = 60
   	var/obj/item/stock_parts/cell/cell
   	var/hitcost = 750
   	var/throw_hit_chance = 35
  
positive.code: 	w_class = WEIGHT_CLASS_BULKY
  	force = 3
  	throwforce = 5
  	stamforce = 25
  	hitcost = 1000
  	throw_hit_chance = 10
  	slot_flags = ITEM_SLOT_BACK
  
negative.code: 		return FALSE
  
  	if(!disarming)
  		if(knockdown && !countered)
  			L.DefaultCombatKnockdown(50, override_stamdmg = 0)		//knockdown
  		L.adjustStaminaLoss(stunpwr)
  	else if(!countered)
  		L.drop_all_held_items()					//no knockdown/stamina damage, instead disarm.
  
  	L.apply_effect(EFFECT_STUTTER, stamforce)
  