That would be modeled by changing
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swing_timer=2.4;
which is the boss's swing_timer in seconds, I believe. JotJ would just increase that value by 20%, which would nerf the Holy Shield threat component.
Just to test, if I change that constant to 1.2*2.4, the crossover happens at 905 for DPS and 1131 for TPS.
If instead you were wondering what the DPS and TPS breakdown looks like for a boss with 2.4 swing_timer with and without JotJ, it is:
With JotJ: DPS=133.7, TPS=370.5
Without: DPS=160.4, TPS=444.7
None of the other abilities are affected. Their values are as follows, from the "with" case:
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DPS_breakdown =
'HS' [133.7074]
'ShoR' [911.3134]
'JoV' [294.0537]
'DoT' [418.9201]
'HotR' [568.4219]
'Cons' [365.3158]
'Melee' [443.5974]
TPS_breakdown =
'HS' [ 370.5487]
'ShoR' [2.5256e+003]
'JoV' [ 814.9229]
'DoT' [1.1610e+003]
'HotR' [1.5753e+003]
'Cons' [1.0124e+003]
'Melee' [ 647.0312]
So for that boss, it's about a 74 TPS loss. HS depends on swing_timer as 1/swing_timer, so the difference in threat should always be (1-1/1.2)=1/6, or roughly 17% of the base value.
Using the above numbers, the other abilities generate 7,736 TPS, while Holy Shield is generating 371 (or 445), which is 4.5% (or 5.4%) of your total threat. So comparing 7736+445 to 7736+371, we see that your threat drops from 8181 to 8107, a drop of 0.9%.
More generally, threat production should follow something like:
A + B/swing_timer, where A is the threat caused by other abilities, and B is a coefficient that models HS's threat. In our case, B/swing_timer=445, so B should be roughly 1068, and A is 7736. The total reduction in threat should scale as
[(A+B/x)-(A+B/(1.2*x))]/(A+B/x), which simplifies to
(1/6)*1/(1+A*x/B)
Quickly checking this in matlab: For a 1.0 speed boss, this is a 2% reduction in total threat output, and drops to around 0.7% for a 3.0 speed boss. I can post the plot later if anyone's interested.