This part makes sense to me. All sockets have chips at the time the item is created. Players can use the item as-is and be reasonably effective, or tweak it out for maximum effectiveness. This explains things more clearly. I was under the impression that each chip had a potential range of values assigned at item creation. Are there multiple versions of a chip? Is there anything in a single item variable outside of initial chip assignment? Does every initial item combination share the same circuit layout, slot types, and initial power? This sounds similar to WoW's secondary gem setup, in that players can get multiple stats from one socket, but does each Two-Stat chip have the same budget as a normal chip? Additionally, do all chips have a "required power", or does this only apply to two-stat versions? I'm not sure I understand how power/required power functions. Does a power amp scale up the effect of each chip, or does it increase the number of potential options for each socket? Or is it both? Do chips require a specific power, or is it the socket? Do chips consume the power, giving you less to work with elsewhere on the circuit, or does "required power" act merely as a gate to only allow certain higher-level or power chips be used in "high power" items? While I have a few ideas of how this could be implemented, what's the design intent of adjustable power sockets? This, more than the other elements, seems complex for the sake of being complex. Can you offer an example of why this is an important part of the CBC system? I don't understand the gameplay it provides short of just additional control. In my experience, no MMO has ever made stat/item systems require highly precise customization, short of arbitrary stat caps like WoW's hit/expertise system. In general, if you're close, you're good. Does Wildstar's stat system require such fine tuning to be effective?