you are doing it wrong

it is YOUR game and you need to define "borders". there is no wrong and no right answer. but still I can help

1. get your self BASIC intervals - lets say:
1 = 10%
2 = 70%
3 = 20%
if 3 then:
A = 10%
B = 30%
C = 60%
damage:
10 - 50 = 65%
50 - 80 = 25%
80 - 100 = 10%
(when you calculate which group of damage your car is you use random 80-100 so its linear and you do two calculations)
and now you go with STATISTICAL approach.
you need to calculate what is probability that some user will get BEST 100% DURABLE car:
20/100 * 10/100 * 10/100 * 1/20 = 2000/20000000 = 0,0001 = 0,01%
1st number is probability that user will succeed with his crime
2nd number is that he gets best car
3rd number is that that car has 80 - 100 durability
4th number is last random which gives you number from 80 to 100
do such calculations in excel so you can modify all % and you have your BASICS set
then you can go with some skills:
- robbery skill 0 - 100% (bigger chance for crime to be successful)
- mechanical skill 0 - 100% (bigger chance that car is undamaged)
- observation skill 0 - 100% (bigger chance for better car)
lets say "robbery skill":
basics are (when you are 0% skilled robber):
1 = 10%
2 = 70%
3 = 20%
when you are 100% skilled robber:
1 = 5%
2 = 60%
3 = 35%
so:
1 = 10% - x/100*5%
2 = 70% - x/100*10%
3 = 20% + x/100*15%
do that in excel with graphs and fancy shit also so you can SEE things and modify them so they suit your needs

IDEA: higher observation skill means bigger chance to get good car BUT also bigger chance to get you in jail if you fail
