diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
index bb67015d60ae..67e711fdc785 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
@@ -203,15 +203,15 @@ private double combinedDifficultyValue(Rhythm rhythm, Reading reading, Colour co
                     peaks.Add(peak);
             }
 
-            // We are taking 20% of the top weight spikes in strains to achieve a good perception of the map's peak sections.
-            List<double> hardStrains = peaks.OrderDescending().ToList().GetRange(0, peaks.Count / 10 * 2);
+            // We are taking 1% of the top weight spikes in strains to achieve a good perception of the map's peak sections.
+            List<double> hardStrains = peaks.OrderDescending().ToList().GetRange(0, peaks.Count / 100);
 
             // We are taking 20% of the middle weight spikes in strains to achieve a good perception of the map's overall progression.
             List<double> midStrains = peaks.OrderDescending().ToList().GetRange(peaks.Count / 10 * 4, peaks.Count / 10 * 2);
 
             // We can calculate the consitency factor by doing middle weight spikes / most weight spikes.
             // It resoult in a value that rappresent the consistency for all peaks in a range number from 0 to 1.
-            totalConsistencyFactor = midStrains.Average() / hardStrains.Average();
+            totalConsistencyFactor = peaks.Average() / hardStrains.Average();
 
             double difficulty = 0;
             double weight = 1;