I did a quick test. The problem here is inconsistency in the exporter.
There are two types of PBR. One is using Metalness/Roughness and one is using Specular/Glossiness. Let me try to explain
Roughness version
Albedo: Contain both plastic colors and the metal specular color
Roughness: An inverted glossiness map
Specular: This is the same as we call IOR in vray. (A normal shader does not need this, only for tweaking)
Metalness: A black and white map that tell the shader if it’s plastic or metal. Plastic use 1.5 IOR by default.
Glossiness version
Diffuse: Contain plastic colors, metal is painted as black.
Glossiness: This is the same as we use in v-ray
Specular: Contain the color of the metal
Here is a graphical representation
Now lets look at the maps you posted.
BR__sphere_color, this map contain both plastic and metal colors = Roughness version
BR__sphere_gloss = Glossiness version
BR__sphere_metalness, this map is out of whack. First we need to remove the transparency. The result is that the metal is grey. So the metal is not plastic, and not metal.
I had to use levels and recreate my own version to fix the diffuse and blend map. = Roughness version
BR__sphere_nmap = Both versions
BR__sphere_rough = inverted glossiness map = Roughness version
BR_spec__sphere_specular_color = This texture is out of whack too. It should have one solid color for the plastic if it was “Glossiness version”. And it should not look like this if it’s IOR for “Roughness version”.
I have recreated the missing “Glossiness version” maps.
Most software export glossiness/roughness as gamma 1.0. Since the texture maps I downloaded does not match with the one in the youtube video it is kinda hard for me to compare.
This is how a metalness map should look like, use this as blend amount in VRayBlendMtl
This is how the diffuse should look like
This is how I setup my PBR textures when I export them from Quixel SUITE 2.0 or Substance Designer/Painter.
PBR textures should have 1 / white reflection if it’s plastic. Everything is controlled by glossiness.
Plastics use 1.5 IOR as default in PBR engines
I disable the IOR on metals and use this falloff. I use the specular color from the exported map in the top slot. (In your case the color was in the albedo map, since it’s Roughness)
So. Use the new diffuse map, old glossiness map, old normalmap and the new metalness map as blend amount in VRayBlendMtl.
See if you can find a way to export the glossiness version of the diffuse and a proper metalness map (Metal should be pure white, plastic should be pure black).
I though, well, since the exporter is so inconsistent, let’s render the glossiness with auto/1 gamma and invert the glossiness map to roughness map just in case. Here are the results.
If none of these match, play with the glossiness map.
Here is an all in one shader for laziness. It was converted in Substance Designer as I showed you in the first post.
I have attached the textures in a zip 
The all in one version does not look as good as the setup above.
Hope this helps you 
Reflection.zip (3.78 MB)
IOR.zip (665 KB)
Diffuse.zip (5.94 MB)