threat modifiers are multiplicative.
163% * 115% * 130% will be 243.685%
500 * 243.685% = 1218.425. So yes. If you had defiance as well as TM and MS/BT...
I'll fill in some of the math i was missing before; Kings defender (140 average weapon damage), 500 damage MS. Thus, 875 AP. Normalization factor of 2.4 for one hand.
Average weapon damage; 140 + ((875/14) * 1.6) = 240. 240 damage * 115% * 130% = 358.8 threat.
Average rage per white hit; ~5 rage
HS threat; 140 + ((875 /14) * 2.4) + 176 damage + 196 threat = 662 base threat. 662 * 115% * 130% = 989.69 threat.
MS threat; 1218.425 (already done).
Ignoring incoming damage;
So after 6 hits with the KD; that's 30 rage; one MS, 6 hits with KD; 30 rage; one MS
So after 3 hits with the KD, 15 rage; one HS, 3 more hits from KD; 15 rage; one HS, 3 more hits KD; 15 rage; 1 HS.
Repeat cycle...
12 white hits = 4305.6 threat
2 MS = 2436.85 threat
Total; 6742.45 threat over 19.2 seconds, ~351.17 TPS
9 white hits = 3229.2 threat
3 HS = 2969.07 threat
Total; 6198.27 threat over 19.2 seconds, ~322.83 TPS
--==--==--
But per use (in defensive stance
MS Threat Per Rage; ~40.6
HS TpR; ~66 (realistically less, with the losing of rage and threat from a loss of a white hit)
Revenge TpR; ~132
--==--==--
So MS with these numbers outperforms HS, slightly.
With incoming damage as a factor, I can probably assume that MS's cooldown will play a bigger factor in equations. So with incoming damage, MS should be on continual CD, and extra rage goes to HS/Revenge.
Revenge damage and threat is pretty static, and the conditional use... ~660 threat per revenge, 5 rage cost, 5 second CD...
...
damnit.
>.<
Forgot 90% damage from Defensive stance... So it should be 10% less overall for damage conversions, but inherent threat is static. So HS gets a small bonus from that...