Heya Stilgarna,
Just to follow this up with you, I did some digging into this and found out a good bit more about fresnel curves. For lower fresnel values the curve is generally very flat and low for the majority of the surface, and then it starts to turn upwards at 60 degrees until it reaches 100% reflective at the 90 degree angle. If you try to use very very high fresnel values (10 or more), the facing values are very reflective, but then around the 40 / 50 degree angle they take a very sharp dip downwards until maybe 75 / 80 degrees and again shoot back up to 100% reflective at 90 degrees. This isn’t very natural and it definitely doesn’t match the type of reflective behaviour you get with metals.
I got in touch with Mikhail, who writes refractiveindex.info and asked him a few questions on the curve data that he has. His graphs calculate the reflectivity of a metal at certain wavelengths of light and shows you how intense the reflection is between 0 and 90 degrees across a surface. So what we can do with this is at the top of the page you can type in what wavelength of light you want to see a curve for. So if is you use the reflection calculator at 0.475um, 0.510um and 0.650um they’re the wavelengths that correspond with blue, green and red light and you’ll get an accurate curve that you can recreate per metal.
In terms of actually implementing this there’s a few things to take into account.
1. The falloff curve won’t let you use different red, green and blue curves in the same map so you’d have to do some kind of custom setup blending 3 different falloff maps. HOWEVER what you can do instead is use the gradient ramp map and set the gradient type to “mapped” using a default falloff map in the map source - this will make the gradient map use the black to white transition of the falloff map to decide which part of the gradient gets used. If you maybe put in 6 different flags on the gradient evenly spaced, you could take the r, g and b values from the refractiveindex.info curves at 0,15,30,45,60,75 and 90 degrees and get some pretty accurate values. Annoying to do but for each metal you only need to do it once and you have a reusable map for ever.
2. For all of the metals, the curve normally stays flat between 0 and around 60 degrees - while the amounts of red, green and blue are different,each of the r, g and b curves are flat until 60 degrees before turning upwards. In a lot of cases, the amount of a curved surface that is visible to the camera and between 60 and 90 degrees is a lot smaller than the section between 0 and 60 degrees, so if you wanted to be a bit lazy but still fairly accurate, you could ignore the curve and only take the reflectivity values at 0 degrees and put a solid colour value into your reflection slot instead.
I asked Mikhail was there any way to get the data that makes his curve as a text file so I could automate loading in the curves into something like Bercon gradient but I think he was bored of me asking stupid questions at that stage 
Either way it’s pretty useful stuff and might give you enough information to go on so you can construct more useful curves for your materials.