The combat is a lot smoother now, mostly due to the Wrench's animation!
Here's my current combat knowledge:
The gun has 10 energy, using 2 energy for each shot; that's 5 shots,
1 wrench hit gives 1 gun energy; for 2-hits, gain 1-shot.
The third hit of the wrench generates 2 energy instead of 1!
The Trainee gun only consumes ammo when a shot fired deals damage.
The wrench has 3 animations, doing increasing damage:
6-damage, 7-damage, 9-damage.
1-Energy, 1-Energy, 2-Energy.
I'll call this one cycle.
Attacking with the wrench moves Erin forward.
Note: As long as she's on ground, she won't go off an edge.
If she jumps, then attacks, then she can fall off an edge via attacking movements.
Erin:
Left Click: Phasma Gun: 5 ammo, 7 damage, Short-Medium Range.
Right click: Wrench: 6-7-9 damage, Melee. Regenerates 1 ammo/hit.
W: Jump, Can Double Jump
Space: Jump, Can Double Jump
S: Crouch
S+Space: Fall down a platform
(In Midair)+S+Space: Superfall: Falls straight down at high speed, bypassing all platforms. No Damage Immunity.
Shift: Dash horizontally in current direction. While dashing, Erin has damage immunity.
Notes: Superfall can make Erin fall into spikes. It cannot be canceled.
Ghosts:
Health: 4 hits; Maximum 24 HP
Animation: Once aggroed, eyes glow red and teeth clatter, floating towards target.
Attack Speed: Collision; ~1second between damage ticks. Assume that it's less.
Damage: 3 damage
Range: Collision
Aim: Lock-on to target; Continues to chase Target even when it escapes vision.
Can Be Knocked-Back?: Yes
Movement Speed: Medium
Special: Can float through walls.
Notes: Using the Wrench is good for swarms of these. When they're alone, shooting it once or twice weakens it so that it dies faster and has less time to reach Erin and deal collision damage. Since their only method of attack is collision, backing up or dashing away once helps to defeat them. Though, usually, the Wrench's knockback is enough to keep them away and kill them.
Skull sticks:
Health: 3 hits; Maximum 18 HP
Animation: ~1second charge up, the head will vibrate before spitting out a projectile skull from the mouth area.
Attack Speed: ~1 skull/2 seconds
Damage: 2 damage
Range: Medium; Slightly longer than trainee Phasma gun, by about 1 attack.
Aim: Target's Current Location
Movement Speed: N/A
Can Be Knocked-Back?: Yes
Notes: They have a pretty long charge up, so they can be killed before they get a shot off. Since they aim at Erin's current location, Erin can just jump over them after they shoot or jump before they shoot to make them aim at the ceiling. Alternatively, dash through the attack or go out of range, because these projectiles have a short range limit. Also, they feel like the biggest variable since sometimes it seems they attack faster or a lot slower, though maybe that's because it's hard to tell if it got aggroed. For example, the Bipedal Bear is a huge thing that instantly turns around and moves towards Erin when aggroed, and has a big telegraphed attack animation, so it's easy to tell, and the Ghost's huge eyes light up and its mouth starts biting as it chases Erin, so again, it's easy to tell when it's aggroed... While the Skull just kinda looks at Erin.
Stationary turrets:
Health: 2 hits; Maximum 12 HP
Animation: Instant; small squish when firing. Yellow bullet.
Attack Speed: ~1 bullet/3 seconds
Damage: 3 damage
Range: Infinite?
Aim: Stationary; No Rotation; Vertical or Horizontal.
Can Be Knocked-Back?: No
Movement Speed: N/A
Special: Is always firing.
Notes: Using the gun is worth it when the turrets are midair or when there are other enemies. Otherwise, they can be taken out afterwards to regenerate Energy; they're sitting ducks. Attack right after they shoot. Since they have low hp and static aim, they can easily be killed with a wrench in one double jump: Jump, Attack, Double Jump, Attack. When doing this, beware Erin's attack animation moving her forward into fire of the turret.
Also, the bullet starts within the turret, so standing inside of a horizontal turret is not safe, nor is crouching inside a upwards-facing vertical turret.
Bipedal Bears:
Health: 9-10 hits: Maximum 60 HP
Animation: Arm Swipe
Attack Speed: ~1.5 seconds/1 Swipe
Damage: 6 damage
Range: Melee, ~Erin Cycle #3 (9-damage attack)
Aim: Begins to attack as soon as target enters Arm Swipe range.
Movement Speed: Slow
Can Be Knocked-Back?: No
Notes: Does not move while attacking. When alone, very easy to take out with a wrench, by attacking and dashing to the other side of the Bipedal Bear, since their attack animation is much longer than Erin's. It's possible to get 5 attacks in before they finish their attack and turn around. For newbies, attack it once or twice before backing off.
General Notes:
Aggro ranges are pretty short. The Bipedal Bear especially will instantly give up and forget about Erin if she walks a bit out of range.
So far, every enemy only has one attack.
Speaking of, only the Ghost and the Abyss Wasps at the start have collision damage, or have attacks with range so short that they might as well be collision damage. The Bipedal Bear, Skull Stick, and Stationary Turret all can be walked through.
I had 'Economy' or 'Potential Energy' as a stat listed, but I removed it since there's too many variables, even right now, particularly because the Wrench's third hit generates 2 energy.
Since the Wrench also does varying damage based on the animation, the Bipedal Bear can generate more or less Energy depending on the attacks used, though this effect is rather minimal.
Aspirant's Run:
Each run goes through 3 rooms, selected out of a set of rooms. I think the rooms are sorted in groups of difficulty, so that one run isn't just three short rooms, each with 2 enemies, and thus the run only has 6 enemies.
Rooms Score: This always comes out as 16 if Erin finishes the run.
Flawless Bonus: This comes out as 8 if Erin takes no damage... Though I'm not sure about this one; there may be more interpretations of 'Flawless'.
Depth Bonus: This always comes out as 7 if Erin finishes the run.
Since it's the 'Pit', once we get more runs or real demon runs, this score probably signifies the depth down into the Pit Erin went. In the training sims, it probably means the depth of the Pit that the sims are replicating, such as the enemies.
Audience Score: It's not explicit, but it seems fighting enemies increases the score and stalling out time lets the score trickle out. I feel like using the gun increase the score more than using the wrench, but again, I'm not sure.
Thus, to get a high score;
-Take no damage
-Kill enemies fast
-Complete rooms fast
-Use the gun (?) This will help to kill things faster too.
The Max Angel Points is currently 400 points, which is kinda sad, though. I would totally farm the training up to number 1 on the board.
...Come to think of it, why isn't everyone just constantly doing the training runs to earn points?
Hm. Mysteries of plot vs. game.