Physics Impulse is way weaker in slowmo?

I simulate physics on some bones of my character (with blending) and add impulse to them, it works ok. But when I enter slow motion (I set Global Time Dilation to 0.01), every impulse (by Add Impulse node) is barely noticeable comparing to impulse effect in normal (1) time dilation.
Is there some way to tell the physics simulation to take current time dilation into account? Or something else to fix this?

Some thing you can try to do is get the current Time Dilation and use it as a multiplier for your impulse calculation.

In my project, in slow motion my impacts are very extreme, its very comical.

Thanks, but even increasing impulse strenght didn’t helped, which is strange. But, I’ve probably discovered what causes this, looks like time dilation somehow affects physics blend weight! Here is my topic that I’ve just created.