No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose.
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