I found that 235 was a good max level. which means that Force-fresnel can't be used. It also means that ND should be increased to around 3 to compensate, and the R0 set to 0, to achieve a decent fresnel effect.
I'm again not too sure what that means and how you arrive at those conclusions. An ND of 3 won't make a very realistic fresnel effect I think, no matter what else you fiddle with.
What I like to do is simply start with a realistic ND of say 1.4 and leave the refl90 of the shiny bsdf at full 255.
If you have a too high ND for the shiny BSDF (as I think photomg1 did in his additive test), then of course you get a much too strong reflective "coating", more noise, and practically no fresnel effect (meaning your material will be equally reflective across all viewing angles).
So try to keep the ND of this reflective layer in normal values, and I see no reason why force fresnel shouldn't be on in this case. You can in fact simply forget about the refl0-90 colors, because with a low roughness, the reflectiveness of the surface will be dictated by the ND alone.
photomg1, see what Tom wrote because it's pretty clear really what additive does. It allows first of all to show the diffuse color that you have chosen because it isn't blending it at all with any other BSDF you may have in the same layer (normal blending). So the first and most important thing is your diffuse base color will remain as vivid as you set it. And the second behavior is that your shiny "topcoat" will not get dull, as would happen if it has to fight with the percentage blending of the diffuse BSDF in the case of normal blending.
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