As demonstrated in yesterday's content update video, we're introducing four new microtransactions in 1.0.2: Seraph Spectral Throw Effect, Lightning Bat Pet, and two loosely-Thanksgiving-themed hats that are for sale until December 7: Pilgrim's Hat Helmet Skin and Ornate Pilgrim's Hat Helmet Skin. Click the links for videos of them in action. Our balance guys also have written up an explanation of the damage over time balance changes that we're including in this week's 1.0.2 patch.
Previously, modifiers to damage dealt only applied to damage on hits unless they specifically said otherwise (for example, Increased Burning Damage).
As of 1.0.2, generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.
Modifiers based on how the damage is dealt will apply as appropriate - for example, increased area damage and increased projectile damage will both apply to the poison clouds from Poison Arrow, as it fills an area and is an effect of a projectile.
Viper Strike can be supported by Melee Splash, now that the damage penalty also applies.
Damage conversion does not apply to damage over time.
The changes in this patch apply to most damage over time in the game (i.e. both players and monsters).
One exception is that damage increases will not apply to damage over time that you cause on yourself. For example, having 100% increased damage won't make the chaos damage over time from Blood Rage more powerful.
Note: This is a functional change to Righteous Fire. Previously this skill did increase the burning damage on you by your increased burning damage modifiers. Increased burning damage will still affect the burning on enemies.
Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.
On-hit effects do not apply to damage over time.