# True Cost of Upgrading (In-game Dollars)

willcf15
Posts:

**344**✭✭✭
Hello, Friends.

I've done some calculations on how much maxing out a car costs in a couple of different scenarios. As usual, just sharing my results in hopes that someone finds it useful for...something. I don't really know what, but hey, it's not like you guys have anything to do in game, so you might as well read this, right? RIGHT?!? Okay enough whining.

I'll start with my results, and then explain the method and assumptions:

Cost of maxing class of car where fuse material would have been sold:

So the class of car being maxed is on the left. The upgrade cost is an estimation of how much the actual upgrades would cost, excluding the cars that were fused. So basically, if you had all the cars you needed to fuse, you'd have to have this much money lying around to do it. If you think these numbers are wrong, let me know. They shouldn't be off by much though. The consumed car cost is the combined sale cost of the 15 cars that would be fused into the upgraded car, and the total cost is the other two columns added together. This is basically the cost of the actual upgrades plus the money that you would have if you had sold all those cars instead of fused them.

Cost of maxing class of car where fuse material must be bought in packs:

The difference here is that I am assuming that you don't have any of the required fuse cars lying around, and are buying packs specifically for the purpose of finding fuse material. I know that's not super realistic, at least for me, but maybe it is for some of you. The "pack bought" assumes the pack that would cost the least per class of car you need to fuse on average, derived from an updated version of the data found here:

http://forums.hutchgames.com/discussion/996/gold-money-strategy-analysis-actually-means-in-game-cash-not-real-money-dollars

Assumptions common to both tables:

-You always fuse with the class below. So a C-class car will use D-classes to fuse, an A-class car would use B-classes to fuse, etc.

-You are fusing to X.3/X.3/X.3. If you're doing one of those "magic tunes" to X.1/X.2/X.3 or whatever, you will need additional fuse cars, and the cost will increase

-The upgrade cost of a car was determined by the following formula: [Fully Upgraded Car Sale Value]-[Stock Car Sale Value])*4/3. This was experimentally determined, so let me know if any of you have actually kept track of how much the upgrades on a car costs.

-The cost per car of class when buying packs followed this chart:

These are quite complicated formulas that include the sell value of cars that you aren't keeping, and assume average luck. I can provide more details if you want, though most of that can be found at the thread I linked before.

That's all folks. Thanks for reading, and maybe this will help you make more informed decisions or something. Cheers!

I've done some calculations on how much maxing out a car costs in a couple of different scenarios. As usual, just sharing my results in hopes that someone finds it useful for...something. I don't really know what, but hey, it's not like you guys have anything to do in game, so you might as well read this, right? RIGHT?!? Okay enough whining.

I'll start with my results, and then explain the method and assumptions:

Cost of maxing class of car where fuse material would have been sold:

Class | Upgrade Cost | Consumed car cost | total cost |

F | $ 11,525.00 | $ 1,875.00 | $ 13,400.00 |

E | $ 19,625.00 | $ 1,875.00 | $ 21,500.00 |

D | $ 30,625.00 | $ 3,750.00 | $ 34,375.00 |

C | $ 44,525.00 | $ 15,000.00 | $ 59,525.00 |

B | $ 61,325.00 | $ 37,500.00 | $ 98,825.00 |

A | $ 84,509.00 | $ 187,500.00 | $ 272,009.00 |

S | $ 103,925.00 | $ 937,500.00 | $ 1,041,425.00 |

So the class of car being maxed is on the left. The upgrade cost is an estimation of how much the actual upgrades would cost, excluding the cars that were fused. So basically, if you had all the cars you needed to fuse, you'd have to have this much money lying around to do it. If you think these numbers are wrong, let me know. They shouldn't be off by much though. The consumed car cost is the combined sale cost of the 15 cars that would be fused into the upgraded car, and the total cost is the other two columns added together. This is basically the cost of the actual upgrades plus the money that you would have if you had sold all those cars instead of fused them.

Cost of maxing class of car where fuse material must be bought in packs:

Class | Pack bought | Upgrade Cost | C.C.Cost (Packs) | total cost (packs) |

F | Plastic | $ 11,525.00 | $ 9,750.00 | $ 21,275.00 |

E | Plastic | $ 19,625.00 | $ 9,750.00 | $ 29,375.00 |

D | Aluminum | $ 30,625.00 | $ 32,163.46 | $ 62,788.46 |

C | Ceramic | $ 44,525.00 | $ 163,016.41 | $ 207,541.41 |

B | Ceramic | $ 61,325.00 | $ 337,009.09 | $ 398,334.09 |

A | Ceramic | $ 84,509.00 | $ 2,325,416.67 | $ 2,409,925.67 |

S | Ceramic | $ 103,925.00 | $ 11,182,500.00 | $ 11,286,425.00 |

The difference here is that I am assuming that you don't have any of the required fuse cars lying around, and are buying packs specifically for the purpose of finding fuse material. I know that's not super realistic, at least for me, but maybe it is for some of you. The "pack bought" assumes the pack that would cost the least per class of car you need to fuse on average, derived from an updated version of the data found here:

http://forums.hutchgames.com/discussion/996/gold-money-strategy-analysis-actually-means-in-game-cash-not-real-money-dollars

Assumptions common to both tables:

-You always fuse with the class below. So a C-class car will use D-classes to fuse, an A-class car would use B-classes to fuse, etc.

-You are fusing to X.3/X.3/X.3. If you're doing one of those "magic tunes" to X.1/X.2/X.3 or whatever, you will need additional fuse cars, and the cost will increase

-The upgrade cost of a car was determined by the following formula: [Fully Upgraded Car Sale Value]-[Stock Car Sale Value])*4/3. This was experimentally determined, so let me know if any of you have actually kept track of how much the upgrades on a car costs.

-The cost per car of class when buying packs followed this chart:

Class | Buy Cost | Pack bought |

F | $ 650.00 | Plastic |

E | $ 2,144.23 | Plastic |

D | $ 10,867.76 | Aluminum |

C | $ 22,467.27 | Ceramic |

B | $ 155,027.78 | Ceramic |

A | $ 745,500.00 | Ceramic |

These are quite complicated formulas that include the sell value of cars that you aren't keeping, and assume average luck. I can provide more details if you want, though most of that can be found at the thread I linked before.

That's all folks. Thanks for reading, and maybe this will help you make more informed decisions or something. Cheers!

## Comments

375✭✭✭2,497admin234Wrenchman344✭✭✭667✭✭✭✭344✭✭✭I'd really like to see your results though

142✭✭✭I feel like it shouldn't jump so much in cost to upgrade an S class. Even B to A class gap is pretty substantial.

417✭✭✭344✭✭✭http://forums.hutchgames.com/discussion/comment/20237

1,732✭✭✭✭✭950✭✭✭✭✭