Repair cost was increased by 2%, break chance was decreased by 1%.
If I'm interpreting this correctly, this means that repairs cost 7% now and there's a 3% chance of breaking. Looking at the average repair cost per tick, this comes out to 0.07*0.03=0.0021 of your equipment loadout's total cost per tick. This can be compared previously to 0.05*0.04=0.0020, meaning that
upkeep has been raised by 5%.
Assuming an average multiplier of 1.9375 (50% win rate),
you should be able to sustain 46130 gold worth of equipment, compared to the previous sustainable level of 48438 gold, again a difference of 5%. If you win more than 50% of the time, you can sustain more, and conversely, if you lose more than 50%, you'll only be able to sustain less costly gear.
I'm assuming they gave a range of 5%-10% to account for arrows and low wpf weapons breaking more frequently.
Personally, I think the sustainable level of equipment should be even lower. I feel that strength builds on the whole outclass agility builds and any upkeep increases indirectly buff agility builds at the expense of strength builds. Anyway, if I wanted to increase upkeep, I would release a patch in which it was absurdly increased and then release a hotfix right after reducing it to the levels originally intended so that the bitter pill of increased upkeep goes down easier. Just sayin'. ;)