Board Thread:Game Discussion/@comment-13368701-20130828135542/@comment-216.191.251.39-20130828145838

And the damage on any one hit is variable as well, so that makes it harder to figure out the formula, but the information here looks accurate.

I was playing around with the upgrade stuff, trying to see how a card's properties relates to how much of an upgrade you get with it, and I got some strange results. I had assumed that each level had a certain number of 'points' required to upgrade through that level, and each card is equivalent to some number of these points, with stronger cards being worth more points, and upgraded cards being worth more as well, but when I did the math, it showed me that the levels do no increase in point value. So level 2 requires MORE points than level 3, depending on which card I used to do the upgrade. I suspect that my math is just wrong, or it could be a roundoff error (upgrade status is show only in % form, so a half percent is rounded)

I did make some good progress though, finding that R1 Grappel and R1 Blurr are 100% equivalent in terms of upgrade fodder even though they have completely different properties.

It could be that you can feed the stats into some formula for both cards and get the same value, the number of upgrade points it is worth, OR the upgrade value is a hidden property and there is no formula to determine its value. There would still be a formula to determine how many points are needed to upgrade.

Another thing I noticed was that for all rarity of cards, it takes the same amount of upgrade points to go from level 2 to 3 say. So an R1 is the same as an R4 in that respect, it is just that the rarer cards have more levels available, but the earlier levels are the same for all rarities.