Volcanic pepperbox or grim repeater?

going to craft one of those guns but which one? please help determine which has more and better uses.

Weapons aren't good or bad in isolation. Weapons are good or bad in certain weapon-sets and in certain situations. An obvious example is Warmaster Rocket Hammer (great weapon) and Nova Driver (great weapon) in a wolver den (terrible loadout). So what other weapons do you plan to pair with this new gun?
If you don't know how to answer that, then consider this: What niches are unfilled by your current weapons? Do you have a shadow gun? Do you have a big normal charge attack weapon for those few places in the game that favor normal damage?

I hate how jellies hit me even when I hit them.
The only shadow guns I have is an Obsidian carbine and winter grave

I kind of think that everyone should be crafting a grim repeater. It's just got too much potential against construct etc. and the bulk of players are going to have to learn that play style anyway when they go to FSC and get a blitz needle so that they can be cool (and absurdly effecitve....) like all the other FSC players.
Volcanic pepperbox is also a super fun get and I'd recommend it any day, it's just not quite as earth shattering as grim repeater.

I agree with Fehzor - Grim Repeater has amazing potential but it's largely left unnoticed by a lot of players because all they run is FSC.

It sounds like your problem isn't getting a gun but getting better at dealing with jellies. A good shield is key to fending off spikes, for the cubes keep your eyes peeled when they do their ranged attack to see where the spikes will come up (or just shield when they do it), keep your distance from lichens and be sure to shield bump them away. You just need to keep your eyes peeled for their ranged attacks and you should be fine. I ran through most of the game with little help using nothing but a Blaster (that was before we had type damage blasters BTW), I have even soloed T3 slime danger rooms with just a Valiance. Good shielding skills and good responses is key in this game, especially if your damage output isn't great enough to gun stuff down before it reaches or shoots you.
I would suggest getting both these guns but more importantly I would suggest you practice more against slimes. Keep going till you can solo floors without taking damage at all.

Both are great weapons, but you already have two fine shadow guns, either of which could solve your problems with jellies. I'd suggest getting the pepperbox. And as Holy-Nightmare says, practice avoiding/shielding those spike attacks. Maybe some ASI (along with the usual CTR for autoguns) would help you dodge?
I have a volcanic pepperbox. It's a lot of fun. I've even used it to solo JK, who would normally be the prime target for a grim repeater.
I don't have a grim repeater yet, but it's high on my shopping list.

I have no beef against Grim Repeater, however for what it's good against you either don't really need it, or simply would be better off with another type of weapon altogether. Jellies are relatively easy once you get their rhythm down with any weapon, and gremlins usually require mobile/swift weapons to dispose of easily unless you're relatively good at the game (and that this point there would be no need for high-powered weapons to take them down).
Volcanic Pepperbox is an all-around good utility weapon for dealing a good amount of damage, high DoT status-effect, respectable knockback from its charge, and global damage since it's normal. There would be little reason to not be holding onto this gun unless you either get bored of guns or feel the need to change to a more situational piece of equipment.
Grim Repeater has a little bit more damage than V.Pepperbox, but lacks status effect. Knockback on charge still applies, however it's only strong against 4/6 enemy types as it does Shadow damage (Undead are also a piece of cake, fiends not so much). You can carry the weapon with you to almost anywhere, except probably undead/fiend levels. So there's that.
Alternatively, I could also vouch for Blitz Needle if you end up getting Grim Repeater to complement both strengths and weaknesses of each one, Blitz being the more famous line due to its superior usability in FSC (among other places as well).
But all that's just my opinion.
Grim repeater is superior to pepperbox. It just obliterates everything.
Grim does more damage (like twice as much on slimes and grems), has the same utility and for it's two weaknesses (fiend and undead) blitz or ele weapons are better than pepperbox too. I'm assuming you have a blitz.
Consider what you'll be using the gun for.
JK: slime+construct. Grim wins
RT: construct+grem+slime. Grim wins.
C42: slime+grem. Grim wins.
OCH: Grem+construct. Grim wins.
FSC, LoA, HoI: Blitz needle or or ele weapons better and/or safer than pepperbox.
So what is pepperbox good for? Clockworks, unknown passage and Dream 'n Nightmares where monster types are mixed and you don't want to waste time shooting or running around resistant monsters.
Autoguns are pure DPS weapons, you want the one that does the most damage. Pepperbox is ok if you have max ctr and damage, I mean it still does good damage and is fun to use, but the combination of grim+blitz makes it obsolete.

Dutch you forgot Ghost in the Machine. Undead+Construct, pepper box wins
Bombies and mechaknights? I'd say pepperbox loses that fight. :P

Don't even need a weapon to kill bombies. I don't think mecha knights total hp would be huge enough to make pepperbox inferior compared to grim.

You can use autoguns on Mecha-knights easy, you just have to know the AI.
All you have to do is wait for the mecha-knight to commit to an attack before you blast them. (seriously what knight would try to kill mechas at long range?)
It is safer to use a brandish charge though.
Hey I know it works, it's just other things work better. The rooms in Gitm are really not suitable for autoguns. It IS a good idea to take an autogun for the boss, but blitz and grim are actually better than pepper for that so.
I didn't put GitM on my list because no autogun is best autogun for that mission. I use drivers and mixmaster personally.

(seriously what knight would try to kill mechas at long range?)
What weapon do you use on them?

(seriously what knight would try to kill mechas at long range?)
I've gunned mechas before.. you just have to wait for them to commit to an attack before you blast them. Or you can use mixmaster, and they won't know to shield. The same goes for the tortodrone guns, due to the period of time where they wait about doing nothing when you shoot.
The rooms in Gitm are really not suitable for autoguns.
Pepperbox is actually quite potent in GitM- the zombies are weak to fire, the deadnauts leave their backs open all the time, the turrets fall easily to autogun charges and even normal hits, and it works well on the boss as well. Grim repeater/blitz would be better for the boss but not THAT much better.
Of course saying that pepperbox is better/more important than grim repeater because of that one scenario is kind of nuts, especially since by that point in the game you probably have several elemental weapons that would handle GitM just fine..

Yeah you can gun them down but it takes so long. It is much easier to wait till they commit to an attack and then hit them with a Combuster or Obsidian Edge charge.
Mecha knights are very gun resistant, when you encounter a group the one that shields in the front gets passed by the others and they keep rotating which one goes to the front and shields. This combined with their mender companions makes them hard to gun down and with their self inflicted shock they can often negate a lot of knockback that your typical pulsar deals. For Mecha knights you need a one shot kill or something that turns their healers against them.
If you're in a party with direct communication you can synchronize your attacks so that the weakest member triggers the shield while the rest take advantage of this by charging attacks, setting up bombs, or gunning them after they drop their shield.

(seriously what knight would try to kill mechas at long range?)
hit them with a Combuster or Obsidian Edge charge.
Um, What?

Whenever a Mecha knight is charging it's spin attack it won't shield so you blast it away with a brandish charge. You can tell it's charging because it is following your knight around with it's blade held in the knight's sword charge stance.
It might help if you've played with me before so I could show you in person.

Autogun charge works exactly the same like brandish charge in that case, holy-nightmare.

You can do this to mecha knights with any sword or gun charge, it's just that Autogun (pepper and grim at least) and Brandishes are much safer for this technique due to their knockback.
Both are very good guns
Both have knockback on the charge and have high DPS
The only comparable area is damage type and uses.
Grim Repeater is built for killing jellies and gremlins and to a lesser extent constructs (no one guns beasts, if they do they use a Blitz). Grim repeater is the ideal weapon for fighting the Giant Lichens, Jelly King, and Seerus. To date this is the strongest shadow damage gun in the game.
Volcanic Pepperbox is good at killing just about everything (though a bit slower against certain monsters when compared to blitz or Grim). The total damage output is lower than other autoguns and is equal to the Plague needle vs neutral targets. So what is the use of this gun? Well the fire is has is quite useful. Fire is the most powerful damage dealing status in the game and stacks well with other weapons. It can also be used to melt Ice Cubes, Reveal invisible enemies, and since it is normal damage it is useful in every situation short of oilers. Thanks to the GU buff to autoguns it is also somewhat applicable to LD since it is much faster now and the spread can prove unpredictable to enemies, fire status can force retreats and reveal recons. The Pepperbox is also one of the suggested weapons for fighting Tortodrones as they do not resist normal damage at all and have less resist to fire than other statuses.