If 7.6% (about 1 in 13) is "extremely high", what exactly did you expect with your request?
My apologies. I don't mean to frustrate you, nor do I intend on sounding ungrateful. In fact, I'm very grateful, for everything you've done.
First of all, your hack is working as intended. Definitely counters melee and magic (tested both separately).
I think I need to use reference. I fought against Lugar, with a team of Kevin D, Hawk L, and Carlie D, all 3 at Lv21. I only used melee attacks, to see how often I get countered. I fought him twice, and in both times, Lugar used his techs at least 16 times (I may have missed some), and Energy Ball once (I didn't even know Lugar can use Energy Ball). If I subtract 2 techs (because 2 of his techs are HP threshold), that's 14 Lv2/3 techs and one Energy Ball. That's a little too high, imho. I was busy casting Carlie's MT Heal Light so much, and I had to use 4 Angel's Grail to revive dead Hawk or Carlie (usually because Lugar used two techs in a row -- the guy did that 5 times in the 2nd fight -- thank god some of those were throws instead of MT techs). Oh, and Lugar killed my whole party once too. Yeah... the difficulty spike was a little too much. But if the frequency decreased, the difficulty spike won't be as much, which will make the fight significantly enjoyable.
I requested you to make the enemies into pure "RNG attack randomly, just like the big bosses". But I must say that I like the melee counters too -- in fact, better than just pure RNG attacks that I initially requested. The problem is the frequency of the counters. Getting countered so frequently is a little... much. I'm hoping the melee counter rate will be at least half of current (something like ~7 times per Lugar fight, hopefully). I really don't want to be comboed by anyone, except against Black Rabite. That's just a death sentence.
And the magic counter. I used Angela (with a team of Duran and Kevin), and she got countered rather frequently. I didn't count, because I kept running out of my resource due to high counters (only had 1 Magic Walnut), and had to eventually resort to melee to continue the fight. I think someone mentioned it before (was it me?), but I'm hoping the counter denial will be a bit higher for skills (if the Luck is raised frequently, 40~60% with the worst Luck characters, and 70~90% with the highest Luck character -- yes, to make Hawk L classes better). There really shouldn't be too many counters (I think that was one of the worst things in vanilla, hence why I requested No Skill Counter and why so many people PMed me for it when I removed it), although just barely here and there to remind the players that there's a chance for counter.
Def up is the same as M.def up: 20%; the problem is that m.def is for players roughly half as high as p.def (best armor has x15 p.def but only x8 m.def).
For p.def you could get up to 60 damage reduction and the relevant attacks are much more frequent.
In 1.9 I reduced the 20% m.atk reduction to 12.5%; that changes the example to:
400 - 150 = 250 => 350 - 180 = 170, 80 damage less.
Which is imo a more acceptable level, 80 vs 60 reduction.
You're right. That does sound better.