diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index c5ac3393588d..8e8d960c414d 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -372,10 +372,13 @@ meteor_act
zone = ran_zone(BP_TORSO,75) //Hits a random part of the body, geared towards the chest
//check if we hit
+ /*
var/miss_chance = 15
var/distance = get_dist(TT.initial_turf, loc)
miss_chance = max(5 * (distance - 2), 0)
zone = get_zone_with_miss_chance(zone, src, miss_chance, ranged_attack=1)
+ */
+ //Removes baymiss.
if(zone && TT.thrower != src)
var/shield_check = check_shields(throw_damage, O, TT.thrower, zone, "[O]")
diff --git a/code/modules/mob/living/defense.dm b/code/modules/mob/living/defense.dm
index 1986b015bc07..9a4bcd0fff48 100644
--- a/code/modules/mob/living/defense.dm
+++ b/code/modules/mob/living/defense.dm
@@ -276,13 +276,13 @@
var/dtype = O.damtype
var/throw_damage = O.throw_force * TT.get_damage_multiplier(src)
- var/miss_chance = 15
+ /*var/miss_chance = 15
var/distance = get_dist(TT.initial_turf, loc)
miss_chance = max(5 * (distance - 2), 0)
if (prob(miss_chance))
visible_message("\The [O] misses [src] narrowly!")
- return COMPONENT_THROW_HIT_PIERCE | COMPONENT_THROW_HIT_NEVERMIND
+ return COMPONENT_THROW_HIT_PIERCE | COMPONENT_THROW_HIT_NEVERMIND */ //Removes baymiss
src.visible_message("[src] has been hit by [O].")
var/armor = run_armor_check(null, "melee")
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index 47ea91b24636..62333e7769e8 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -190,10 +190,12 @@
miss_chance = base_miss_chance[zone]
if (zone == "eyes" || zone == "mouth")
miss_chance = base_miss_chance["head"]
- miss_chance = max(miss_chance + miss_chance_mod, 0)
+ //miss_chance = max(miss_chance + miss_chance_mod, 0) --Removes baymiss--
+ if(prob(miss_chance_mod)) //this is here in case I missed any baymiss removal fringe cases or if anyone makes uses of the evasion stat e.g. in mobs otherwise removal very similar to other bay adapted servers
+ return null
if(prob(miss_chance))
- if(prob(70))
- return null
+ //if(prob(70))
+ // return null --Baymiss removal--
return pick(base_miss_chance)
return zone
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 823dbbb39735..c7c452ae6a67 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -551,7 +551,7 @@
return
//roll to-hit
- miss_modifier = max(15*(distance-2) - accuracy + miss_modifier + target_mob.get_evasion(), 0)
+ miss_modifier = max(miss_modifier + target_mob.get_evasion(), -100) //Altered to remove baymiss components, hopefully this doesnt break anything with the fifty or so gun refactors we got -Irkalla
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
var/result = PROJECTILE_FORCE_MISS