Ugh, in other news, did anyone get any anima from last night to today? Down to 3 and I'm hoping to snag another one before I get back from work so I can ghetto port back to town.
I did a little poking on the beta forums and nobody seems to have a formula for the time-based regeneration.
Edit: In other, OTHER news, I started thinking about the durability issue again on the way to work. I got to thinking about the alpha discussion people were having about end-game fights and having blacksmiths on the side to repair people's gear during the fight to minimize downtime and it got me to thinking: what if SE incorporates durability-diminishing attacks into certain monster/boss fights?
Think about it in terms of the classic Warrior "break" abilities. Armor break, head break, blah blah. Now, if SE is really trying to push this durability thing, then I could absolutely see them having some mobs or bosses with attacks that target specific slots instead of just plain hp. Granted, this would be incredibly annoying, but it would also open up certain fights to be a lot more strategic, as you'd have to worry about not simply staying alive, but also managing the equipment of your tanks/mages, ect; a sort of third dimension to the standard "kill or be killed" equation.
Obviously we won't have break abilities ourselves unless SE modified them to actually break the target's weapon (which... I guess could be possible considering that we can blow up specific parts of enemies, IE. those magicked bones skulls), or if SE ever decided to expand on PVP, but its something to think about.