Not to be a downer, but I will try to explain why I choose to change these instead of "fix" them. With respect to Deep Gash and Decapitate, using unitstat_hitpoints makes the abilities always do damage based on the units full health. For Deep Gash, I simply found this unacceptable as the intention of the ability was to always be a non fatal attack. This is why I tried to reference current health so that I could try and keep the damage just below the current health level of the target. My reason for removing decapitate and changing slip defense are pretty straight forward, those abilities were fairly overpowered. In its previous state, decapitate always had the possibility of instantly killing the target, but it also had the possibility of never killing the target and only inflicting a nasty, but not mortal, wound. The problem with the fix is the same as with deep gash, since it uses the character's max health and not their current health, it becomes much more powerful than it was ever intended to be be. Consider for example, a party of 12 guys with 100 hp, and now decapitate always has a damage of 40 to 100. As for Slip Defense, this ability gave a unit the ability to not provoke counters for 2 turns. If used properly in conjunction with other skills/spells, you could make this ability give you something like 7-10 attack without any reprisal from 15 attack weapon. Honestly, if you just rushed broadsword, you can use this skill to basically wipe out the AI without them being able to counterattack once. Well, there is my explanation. As for the fix, it is not fully compatible with 1.4 to return it back to the previous state, but when applied to 1.31, it should be ok.