diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm
index 4fdd48b506..9c36a7a2bc 100644
--- a/code/modules/mob/living/carbon/human/species.dm
+++ b/code/modules/mob/living/carbon/human/species.dm
@@ -1425,8 +1425,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
var/punchwoundbonus = user.dna.species.punchwoundbonus
- var/puncherstam = user.getStaminaLoss()
- var/puncherbrute = user.getBruteLoss()
var/punchedstam = target.getStaminaLoss()
var/punchedbrute = target.getBruteLoss()
@@ -1446,19 +1444,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!affecting) //Maybe the bodypart is missing? Or things just went wrong..
affecting = target.get_bodypart(BODY_ZONE_CHEST) //target chest instead, as failsafe. Or hugbox? You decide.
- var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
- if(attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)
- miss_chance = 0
- else
- if(user.dna.species.punchdamagelow)
- if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
- miss_chance = 0
- else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists, being good at Punching People, also never miss
- miss_chance = 0
- else
- miss_chance = min(5 + max(puncherstam * 0.15, puncherbrute * 0.15), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 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
+ if(!damage || !affecting)//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)
target.visible_message("[user]'s [atk_verb] misses [target]!", \
"You avoid [user]'s [atk_verb]!", "You hear a swoosh!", null, COMBAT_MESSAGE_RANGE, null, \