I'm not trying to but my problem is that Corona does not use Additive blende mode in Coronalayered material, while VrayBlend does. With that, I have no clue on how to create the effect, but maybe someone knew of a way
Additive mode is not physically plausible or energy conserving in all but a few scenarios.
Think about the actual properties of the material you are trying to emulate. Those marks are micro scratches, they are essentially very shallow gouges, so you should be affecting anything which relies on redirecting the surface's shading normal. You will be able to do this properly simply by tuning in the bump (either using height and/or normal maps). If you try to fake this in any other way, you risk not having a physically plausible material that will behave strangely in some lighting scenarios.
Basically, your question is not technically a Corona question. The setup of using the right kind of micro scratch map as bump is the same for any 3D renderer.
Try this settings

Pretty simple material, base is reflective material with scratches at bump
layer1 material is chrome,
and mask for it falloff map with Fresnel
Technically speaking, the bump should be on the top layer, because that is the layer that will be scratched. The surface underneath is protected from scratches by the coat.