Thread:T2RX6/@comment-27996636-20171101183233/@comment-33539664-20171101195743

Ok so I had this huge written up thing showing the math and how it works.

I didn't test it with STR Frieza, however golden frieza does indeed have the Guard Disable Passive. In fact the text regarding how it worked was already present.

STR Frieza says:

Passive: Guard Break -  Enemy's guard disabled and DEF -50%

That said I tested it with Candy Vegito a few different ways (one way I caught on video).

I ran the ultimate gohan event (not the best event due to his ultimate awakening mechanic, but an int opponent who would take more than a turn to kill and could provide consistent results).

I ran Mono Teq with an ss3 goku lead and an ss3 goku friend (both at 55% potential system).

I set up one turn where I had ss3 goku, candy vegito, and then ss3 goku. I avoided picking up any orbs with goku just supered.

First goku went and hit for about half of what the second one does, candy, vegito hits to give a breaking guard, and second goku came in hitting for around 200k. (I didn't record the exact numbers just going on memory here)

Obviously the ultimate awakening is still in effect so it wasn't the "full potential" but you can see the guard break mechanic. Since guard break is -50% damage I'll break it down with the one I have video evidence of.

Rotation now was Gotenks, Candy Vegito, SS3 Goku.

Gotenks gets an attack of 735k but only hits for 84.6k, Candy Vegito atk 156.8k hits for 35.4k, ss3 goku atk 883.9k hits for 201.8k

Gotenks with ultimate awakening and type disadvantage only is doing 11.5% of his full damage. We know guard is -50% damage so with guard broken we should be seeing everyone else doing ~23% of their damage.

Candy Vegito 156.8*.23 = 36k (number doesn't perfectly match up likely due to those wiggle room mechanics like soft crit in some way)

Goku 883.9*.23 = 203k (again number doesn't perfectly match up likely due wiggle room mechanics)

So essentially anyone with disable guard will be applying guard disable for their entire turn like any other non turn specified mechanic (supers which boost atk of allies only boosts it for that turn, guldo's brief lowering def to 0, etc.)