set both of these to 0 so the unit has to be directly pointing at you giving you time to move out of the way of an attack.
The stalkers Orb-thing attack isn't going to be dodge-able because it attacks anything in range instantly, but you could turn down the movement speed of the projectile so you can see it comming and react.
Lastly - this might be the hard one. Add in a "behavior" that disables attack for the enemy unit. Reason for this is because in the 'game' the enemy is not able to attack you while you are beating it to a pulp. lol. So say your attack speed is 1.0 - add the behavior to say a .9 duration (can adjust to suit) so when you get the upper hand on a enemy it really hurts them. could also adjust this for 'boss' fights to only .25 stun duration to make it harder.
Just trying to give you ideas and lend a hand. have a nice day.
I played your epilogue awhile back and one thing i noticed is that there are certain attacks you can not avoid because they are instant damage. In Neir, it appears from the youtube videos, everything can be dodged by jumping or moving away. The laser beams from the final boss are impossible to dodge. Also the "turn" speed on that thing is incredible fast meaning you can blink behind it and it turns in less time for the cooldown. so the only course there is to simply 'stay away' at a distance so you don't get lasered to death. lol. you should be able to 'blind side' an enemy when you blink behind it. my2c.