How is the damage output on average when facing zombies that are moving and not stationary? Are you still outmatching the slugs or with a moving zombie, are you missing more with pellets so your overall damage output is decreasing while the slugs are being more consistent?
I also noticed your mod selection. Your picked mods specifically to improve the spread of shots so you will get a tighter cluster all the time. This favors the min-max approach where you are picking the upgrades on your weapon to maximize the damage output from a specific ammo type.
Would you see the same damage output comparison if you went a different route in regards to mod selection, like:
- Pump - tube extender, choke, rad remover, cripple em
- Auto - same setup but Drum magazine in place of tube extender
I haven't bothered using slugs since the change, because why would I want to drastically lower my damage?
Before the change, slugs did about 5% less dmg across the board, and I was happy to change from shells for the slightly less dmg,
while now, slugs are only good when using Pipe and Double. (Especially the Pipe!!)
Shells are best for Pumpy and Auto.
Regarding mods, I typically get at least 2 or 3 points in Run and Gun (I mostly only hipfire), so changing the mods around like you listed would probably widen the spread slightly as seen in my screenshots, so shots at 7 metres would be harder to get all pellets. However, I use shotguns in close quarters so my shots are easier to hit the head. I use other guns for range.
With my playstyle, I easily line up zombies so I can take out groups quickly, even quicker with shells since they do about 70% more dmg than slugs now (Auto)
So if 4/10 pellets missed, the dmg would be about the same.
There's also only 2 entities that slugs have a big effect on, soldier and demo, as they have 50 and 60 armour. The biker and utility only have 20, so it's very obvious that shells are the superior ammo type now in the late/end game