diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index cc7e5b36794..d134a4cd87a 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -393,19 +393,19 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
M.take_organ_damage(7)
M.eye_blurry += rand(2,3) //adds 2 or 3 blurriness with each eyestab
- M.eye_stat += rand(1,2) //5 or 10 eyestabs are necessary to become nearsighted
+ M.eye_stat += rand(1,2) //between 10 or 5 eyestabs are necessary to become nearsighted
if (M.eye_stat >= 10)
- M.eye_blurry += 5+(0.1*M.eye_blurry) //if nearsighted, each stab adds extra blurriness based on current blurriness
+ M.eye_blurry += 5+(0.1*M.eye_blurry)//once nearsighted, each stab adds more blurriness based on current blurriness
if(M.disabilities != NEARSIGHT)
M.disabilities |= NEARSIGHT
- M << "Your vision is a mess!"//warns the victim they've become nearsighted
- if(prob(25))//25% chance of being stunned and an extra 5 blur added to vision
- if(!(M.stat)) //we don't paralyse or weaken if already stunned to discourage chainstunning
+ M << "Your eyes start to bleed profusely!"//hints the victim has become nearsighted
+ if(prob(25))//25% chance of being stunned with an extra 5 blur added to vision
+ if(!(M.stat)) //we don't stun if already stunned to discourage chainstunning
M.Paralyse(1)
M.Weaken(2)
M << "You collapse in pain!"
M.eye_blurry += 5
- if (prob(M.eye_stat - 10 + 1)) //chance to go blind. after 6 stabs while nearsighted, there's a 10% chance to go blind that keeps increasing with each stab
+ if (prob(M.eye_stat - 5 + 1)) //For a 10% chance to go blind, maximum 14 stabs, minimum 7. Increases with each stab.
if(M.stat != 2)
M << "You go blind!"
M.disabilities |= BLIND