I have played many ranged cadence builds for years, and in the past, early game leveling went smoothly. As of 1.1.9.8, leveling as ranged cadence feels bad in the early game.
Ranged cadence has to wait until level 7 until it receives any AOE. In contrast, ranged blade burst gets AOE at level 2, ranged fire strike gets it at level 5, ranged primal strike gets it at level 3, ranged 2H savagery gets it at level 6, ranged RF gets it at level 4, and ranged Inquisitor leveling with default attack gets it at level 3 or 4.
AOE becomes a problem at level 5 with Kyzogg, and areas past the Kyzogg fight also require AOE. But turning quests in after Kyzogg ordinarily gets you to level 7 (or very near it), so if you get adequate AOE by level 7, leveling feels okay. The Kyzogg fight is a slog, but immediately afterward, you get rewarded with the AOE you so desperately wanted in that fight.
As of 1.1.9.8, the AOE received at level 7 is inadequate. In my experience with ranged builds, a 25% chance of full AOE is adequate, and a 20% chance of full AOE is not quite adequate, but is close enough not to feel too bad. The above ranged builds all get a 25% chance of full AOE (or better) earlier than ranged cadence, except for Inquisitor leveling with default attack.
For cadence, the %passthrough chance is calculated on a per hit basis. I had verified this with testing in a previous patch, and again in 1.1.9.8. This means that the 30% passthrough chance for 1 point in fighting form is not a 30% chance for 100% passthrough, it’s a 30% chance to pass through on that hit and every subsequent hit. Multiple passthrough events take multiple strokes of luck in a row.
So we can calculate the chance to hit at least n targets, which takes n-1 successful passthrough attempts, with x as the chance to pass through, as x^(n-1). This only happens every 3 hits, so dividing by 3 gives us the chance to have AOE good enough to hit at least n targets, on a per shot basis. Having it on a per shot basis lets us compare it to things like % chance to trigger a WPS with 100% passthrough. For example, to get the chance of hitting at least 3 targets on a per shot basis for 1 point in fighting form, it’s (0.3^2)/3 = 3%.
Three percent of your shots having a minimal amount of AOE is not adequate AOE.
At level 7, you have enough points to put 3 in fighting form, giving you a 50% chance. The per shot chance of hitting 3 targets is 8.3%, and of hitting 6 targets is 1%. Keep in mind that hitting only 3 targets every 3rd shot is pretty lousy, and that all the other builds which got their AOE earlier than level 7 don’t just get to hit 6 targets, they get to hit as many targets as they want.
At level 8, you can put 6 points in fighting form, giving you an 80% chance. The per shot chance of hitting 3 targets is 21.3%, and for hitting 6 targets is 10.9%.
With the prior numbers, level 7 would give you a 90% chance. The per shot chance of hitting 3 targets is 27%, and of hitting 6 targets is 19.7%. Subjectively, this felt good.
Phantasmal Blades and PRM are the other skills I know of affected by the bugfix. Both of them do small amounts of AOE on a per-cast basis even without any passthrough. Neither need passthrough or multiple passthrough to hit 3 or more targets.
Cadence needs passthrough, and it needs the passthrough to happen multiple times, and if it doesn’t, we have to wait two more shots until we get another chance to maybe get AOE. All the other ranged builds get more AOE earlier on, and after level 7, any delay in getting adequate AOE feels bad.