Break-Even — The Lowest Price You Can Sell For Without Losing Credits

Because the seller pays a 10% fee, selling at the price you paid is not breaking even — it is a loss. Enter what an item cost you and this tool works out the sale price that returns every Credit.

Break-Even Calculator

The lowest price you can list at and still recover what you paid, once the fee comes off.

Inputs

Your cost basis for this item.

Verify the current rate in-game.

Result

Break-even sale price —
Fee at that price —
Above your cost by —
That is a mark-up of —

Formula

break-even = cost ÷ (1 − fee%)
uplift     = break-even − cost
mark-up    = uplift ÷ cost × 100

Example: a 6,000 cost at a 10% fee needs a 6,667 sale to break even — 667 above what you paid, an 11.1% mark-up.

Listing at your cost price loses money on every single trade. The fee comes off the sale, not off the profit.

Break-even price chart crossing the cost line
//- 01 - HOW IT WORKS

HOW IT WORKS

  1. Enter what the item cost you, in Credits.
  2. The tool divides that amount by 0.9 — the share of any sale price you actually keep after the 10% fee.
  3. The result is your break-even price: sell at or above it, and the trade returns at least what you paid.
A price tag checked against its break-even price
//- 02 - HOW TO READ YOUR RESULT

HOW TO READ YOUR RESULT

  • Example: an item that cost 9,000 Credits (illustrative) needs a sale price of 10,000 to return 9,000 after the fee.
  • The break-even price is always about 11.1% above what you paid. Adding a flat 10% is not enough, because the fee is charged on the higher sale price, not on your cost.
  • Selling below break-even is sometimes a deliberate choice — a fast sale, or clearing inventory. This tool simply makes sure you know the cost of that choice before you make it.
  • Your break-even price is your floor, not a market prediction. It says nothing about whether a buyer will actually pay it.
//- 03 - A WORKED EXAMPLE

A WORKED EXAMPLE

Example — the figures here are illustrative. An item cost you 4,500 Credits. Enter 4,500 and the tool divides by 0.9 to give a break-even price of 5,000: sell at 5,000, the fee takes 500, and 4,500 lands back with you — exactly what you paid. Now a larger one. An item cost 12,600 Credits; its break-even price is 14,000, because 10% of 14,000 is 1,400 and 14,000 minus 1,400 returns your 12,600. Notice the pattern across both cases: the fee is calculated on the break-even price itself, which is why the answer is always found by dividing, never by adding a percentage to your cost. Try the wrong method on the first example and you get 4,950 — sell there and you receive 4,455, quietly losing 45 Credits on a trade you believed had broken even. Small numbers, same trap, and it scales with the price. One last detail: break-even prices are whole Credits, so if the division lands between two numbers, round your listing up — selling even one Credit under the true figure means the fee takes you below your cost.

The exact point where a trade levels out.
//- 04 - WHEN BREAK-EVEN IS THE WRONG TARGET

WHEN BREAK-EVEN IS THE WRONG TARGET

Break-even is a floor, not a strategy, and there are honest reasons to sell beneath it. An item you no longer want, sitting in a locker you are clearing, may be worth less to you than the Credits it returns even at a small loss. Credits freed from a slow item can fund a purchase you actually care about, and a small, known loss now can beat an indefinite wait for a price that may never arrive. The tool’s job in those moments is not to forbid the sale — it is to make sure the loss is a decision rather than a surprise, with its size printed in front of you before you commit. The opposite mistake exists too: treating break-even as the goal. Recovering exactly what you paid means the trade achieved nothing except movement. If your aim is to grow your balance, your listing needs a deliberate margin above the floor — sized by what buyers will realistically pay, not by hope.

Break-even is a floor, not a target.
//- 05 - COMMON MISTAKES

COMMON MISTAKES

  • Adding 10% to your cost. The classic error. The fee is a percentage of the sale price, not of what you paid, so cost plus 10% always lands short — divide by 0.9 instead.
  • Reading break-even as a prediction. The figure tells you where your floor is. It says nothing about whether any buyer will meet it, or how long that might take.
  • Forgetting the clock. A purchased item sits under a 15-day resale hold before it can be listed at all, so a break-even plan that assumes an instant relist is wrong from the start.
  • Assuming the plan held. If you priced to recover your cost but the listing only filled lower, the result is a loss. Check finished trades with the Profit / Loss calculator rather than assuming.
//- 06 - GOOD TO KNOW

GOOD TO KNOW

The maths uses the 10% seller fee set out in Ubisoft’s Marketplace rules. If Ubisoft changes that rate, break-even prices change with it, so check the official pages before a valuable sale. Ubisoft currently lists the Marketplace as temporarily closed, with no reopening date announced — use this tool now to set your floor price ready for when trading returns.

Equilibrium, held steady.
//- 07 - FREQUENTLY ASKED QUESTIONS

Straight answers

Using the Tool

Enter what the item actually cost you in Credits, as accurately as you can. The tool’s maths is exact, but it can only work on the figure you give it — a cost reconstructed from a kind memory produces a floor you cannot trust. If you genuinely cannot pin the cost down, treat the result as a rough guide rather than a hard floor.

Because the 10% fee is charged on the sale price, not on your cost. Adding 10% to what you paid assumes the fee is calculated on the smaller number, and it always leaves you short. Dividing by 0.9 works backwards from the truth: whatever the sale price is, you keep 90% of it, so the price that returns your cost is your cost divided by 0.9.
The maths scales: add the items’ costs together and divide the total by 0.9 and you get the combined floor for the set. In practice, though, items sell individually, at different speeds and sometimes not at all — so a per-item break-even is usually the more useful number when you are deciding what to list and at what price.
No. It calculates from the single cost figure you type in. There is no official public price feed for the Marketplace and this tool cannot see your inventory — which also means it cannot tell you whether any buyer will actually pay your break-even price. It finds your floor, not the market’s mood.
Yes. Ubisoft currently lists the Marketplace as temporarily closed, with no reopening date announced — but your floor price is still worth knowing now. Work it out in advance and you can list deliberately when trading returns, instead of pricing under pressure.

Break-Even & Your Pricing

The fee is taken from the sale price, so you only keep 90% of it. The sale price has to be higher than your cost for that 90% to add up to what you paid.
You receive less than the item cost you — a real loss in Credits, even when the sale price looked close to your buy price. Small shortfalls are easy to shrug off once, but they compound across a run of trades, which is why the floor is worth knowing precisely.
It is the minimum that avoids a loss. List higher if you want profit — but remember a purchased item cannot be relisted for 15 days, and a higher price may take longer to find a buyer.
Up. Break-even prices are whole Credits, and when the division lands between two figures, rounding down puts your listing even one Credit under the true floor — the fee then takes you below what you paid. Rounding up costs a buyer almost nothing and keeps the trade honest.
No. Break-even is your floor, calculated from your cost — it says nothing about demand for the item or what buyers are willing to pay. A listing can sit at a perfectly calculated price and still wait, which is why break-even should be the start of a pricing decision, not the whole of it.
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