Issue with certain mesh vertecies stretching away from bone physics chain So i have these two loops that attach to the head of my low poly model 



but i found out that when I rotated the head certain vertices on the head mesh would stretch away from the bones. I thought that I could just leave it be since it wasn't that noticeable but I later found out that moving the head around from the origin of the "rope" armature  causes the same issue to a more noticeable extent. 



The vertices affected with the problem stretch in the direction of the head being transformed, they act as if they are where they would be if the transformation value was doubled. I'm guessing there's something wrong with the mesh itself at these affected vertices but I am unsure of any way to identify what is wrong with them specifically.

I followed this tutorial for hair physics https://www.youtube.com/watch?v=02YYfXC7H8U , it's a string of rigid bodies connected by empties.

modifier stack of head mesh:
It looks like you are getting some of the deformation applied twice. 
In this case it appears to be a mix between parenting and multiple armatures.

The first thing to do is to check the "Multi Modifier" checkbox on any armature modifiers after the first.

If this doesn't work, you need to use the vertex group field on the armature modifier to make sure each vertex is only influenced by a single armature modifier.