@VelFaern 's assessment is mostly correct. The only other variable not accounted for is the player stance.
To summarize, there are three STATES you can be in at any time:
- Out of combat
- Between In & Out of combat
- In combat
This state is represented by the crossed sword icons under your nameplate. When the sword icon is "full" then you are considered fully in combat, when the swords reach empty and disappear you are considered out of combat. Any various fill state of the icon that is between full and empty means you are in the between state.
Next we have player STANCE. These include:
- Resting (sit)
- Crouch
- Idle
- Swim
- Combat (weapons unsheathed)
Each one of these states has an "In Combat" and "Out of Combat" recovery rate multiplier associated with it for both stamina and health (along with movement modifiers, etc). The exact values of which we will not be sharing. However, we can say that resting > crouch > idle > combat when it comes to the recovery rate multipliers. These get applied
after any +regen stats so if the multiplier is 0 then +regen gear has no effect. When are you are in the in between state the multiplier is interpolated between the in combat and out of combat values.
Looking at the current values all stances have 0 health regen for their in-combat multiplier. So to more directly answer your questions for the current state of things:
- You do not have any natural health regen in combat right now (FULLY in combat, meaning the swords are full)
- You do have natural stamina regen in combat
- +health regen does not benefit you in combat (it aids in recovery time)
- +stamina regen does benefit you in combat
- combat is defined by the swords being on your nameplate. This can be triggered by using an offensive ability, or being in the vicinity of an NPC using an offensive ability.
- sitting in combat can yield faster stamina regen rates during the interpolation period between combat and non-combat
- you can see directly how this is working? go try things and time it? guess I'm not entirely sure what you mean by this final question
The multipliers have been pretty consistent throughout the life of the game (alpha, beta, now launch) so I don't anticipating tweaking them too much moving forward unless something comes up.