>>16506981Wait a second, I forgot about EMP grenades. They must have their damage multiplied as well. Which is pretty cool.
It means two things, you can disable military mechs with a single EMP nade without having to invest any points into demolition, and you can also disable cameras/turrets for the maximum 30 seconds if you ever need to, because their stun duration depends entirely on how much EMP damage they've taken.
I gues it's still situational like before, but it's just cool that the aug actually opens up a couple ways for you to disable mechs without wasting too many resources nor having to put skill into demolition. A single EMP nade over two is a huge difference in the long-term, trust me. Having that without needing to put in 3000 points into demolition, I'm only guessing if it's that much, is super useful.
Also, scramble grenades. Kind of the same story. Except, I'm not sure if the damage boost from the aug adds anything here. The scramble nade doesn't do any actual damage, but instead NanoVirus damage. Which, considering this is Deus Ex, might make it not affected by the boost. But it also might, because this is Deus Ex.
Anyway, if it does affect it, that's also pretty useful.
Turned robots don't stay turned forever, and have a timer set on how long they stay in that state. Which is calculated with how much NanoVirus damage was done to them, divided by two. That means the more damage you do with a scramble nade, the more time you have without having to worry about being blown up. If the damage boost is as drastic as I imagine, then I think I can point to a couple levels where it'd make life much easier. But it's also just QOL in general, because, god, it's really annoying to have that one patrol robot suddenly start shooting you.