Short Version
Process rate: 2%
Average damage: 460
Dice Distribution: 20d20 + 250
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Long Version
Process Rate
I didn't have (or anticipate having) any weapons with Disintegration, so I used a Fleshmaker's Docent and recorded enemy attacks. (The rats never saw it coming.) I verified that the guard could process on a 0 damage hit. I have no way of demonstrating that Disintegration Guard uses the same numbers as Disintegration, but to my mind it would be awfully weird if it didn't. All told, there were 7779 hits and 160 disintegrations. The overall process rate is therefore:
160 / 7779 = 2.06%
With standard deviation:
sqrt (7779 * 2.06% * (1 - 2.06%)) = 12.52
Therefore, the overall measurement is 2.06% ± 0.48% at 99.7% confidence. I also kept individual recordings along the way in bins of 40:
The same procedure gives possible ranges for process rate for each bin as:Code:Hits Procs 2834 40 4142 80 5677 120 7779 160
Hence, I conclude that the process rate is 2%.Code:Min Max 0.75% 2.08% 1.63% 4.49% 1.39% 3.83% 1.01% 2.80%
Damage Dice
I recorded the damages done on each disintegration, and they are as follows:
Using the method detailed in this post, I obtained a standard deviation of 26 and potential dice distributions of:
As with Lightning Strike, the most likely candidate to me appears to be 20d20, in this case + 250 rather than + 400. Following the advice given to me in a private message, I have used kernel density estimation to give a better picture of the data with respect to the distribution:Code:d6 231.77 d8 128.76 d10 81.94 d12 56.73 d20 20.33 d25 13.00